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Clockwork empires blog9/1/2023 ![]() ![]() As such, the disposition of the characters you assign to command, NCO and general roles will affect how they behave in combat. Gaslamp has some really interesting ideas for how combat will work, as one of its key tenets is that NPCs have their own personalities. Rather than a reflex AWP shot, think of it more like gardening, albeit bristling with barbed wire and Redcoats." "Just as it’s important where the mines are built in relation to the middle class housing and the metalworks, just so it is important to be mindful of the placement of your defensive wall, the artillery squad, and Steam Knight patrols. To further that point, as is proper in a city-builder game, thoughtful positioning is everything," he said. "This makes it a game of strategy over tactics, and tactics over twitch. In a new blog post, designer David Baumgart explained that he plans for combat to be slow-paced, largely positional, and "determined more by supply and setup rather than tactical micromanagement". Combat is just part of a wealth of gameplay systems in Clockwork Empires, and Gaslamp Games is determined to keep it from feeling either tacked on or too prominent. ![]()
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