The claw re-work looks awesome! I love that the claw controls are all world based interactions. The balancing stuff is also very interesting. Graphics refresh next!!!
Thank you, Zack! I'm glad you like them. Ugly as sin right now but that's coming. Just needed it fixed. Jupyter Lab has been great fun to play with. Simple to use, highly recommended!
The new claw is much better! Thanks for the devlog! I’ve always been a little concerned with the process new players will have to learn this game, and I’m curious what your plans are to handle them. Considering other building/technical games, the time until the player achieves a short term goal at the start of the game is very small. Considering Factorio, for example, the short term goal at the start is to mine resources automatically, and then figure out conveyor belts, and then figure out power, etc. Each of those is pretty distinct and quick. In Clomper, I worry that new players are going to require scrap soon enough that they’ll feel overwhelmed by everything else they need to figure out. I know you were originally planning to use that like minimap thing and the periscope inside the clomper, but the longer I’ve watched the more I’ve thought that the clomper might end up needing windows to an outside world just so that it can feel like more of an achievement to get it moving. If not I’m worried too many players will drop off because there’s not enough positive reinforcement. Maybe there could be environmental things in later parts of the game that require closing the windows and using the periscope and minimap instead, once players understand everything else? But yeah if a new player has windows and enough scrap for a basic setup I also start to wonder what the long term goals will be, what collecting more scrap even gets them. Are there like tiers of the machinery the player can build inside the clomper? Oh, is the idea is to get more and more scrap specifically so the player can automate more of the process of moving the clomper around instead of manually toggling valves and stuff? Or…?
What a glorious comment, thank you! Let me approach each excellent point individually. I do share your concerns and while I think I have them covered off - play testing will be vital! New players - I do have a plan! I tutorial-like start will have the basic setup build except for a couple of missing pipes that the player will fill in. Then turn on a boiler and everything will light up! Then pick some scrap right underneath the Clomper. Then move forward for some more scrap. Then get a quest! I can keep those little goals going. For returning players, they can start with an empty Clomper and enough scrap to go. Windows - I'm resisting still! However, I do agree that there needs to be more positive feedback. 100%. Once I have the new "floor" in and more movement inside, that should be enough. I want the feeling of a submarine but a cosy one. This definitely needs a lot of playtesting! Collecting more scrap - unlocks new pipes because you can't afford a lot of the good ones. More pipes means the opportunity to power more machines and build easier networks. I also want to put in blueprints that need to be bought with scrap to unlock new shapes. Scrap piles will also include fire sprites, which will give you more power. For longer term there's quests, which I've not mentioned but still work! Thank you again for taking the time for wonderful feedback - I do share your concerns. It's a little hard to see the best direction of evolution - which is why getting a demo into the hands of players is so very important.
@@RobLanginstead of windows, maybe after a crash, the players could get a one minute or thirty second play back of the clomper crashing? Maybe it only happens if you fall off a cliff or into lava? I'm thinking a kind of end game animation.
@@emmettobrian1874 Oh my, Emmett, that's a wonderful idea. I have absolutely no idea how to do that right now but I'm going to add it onto the features board because I think that would be excellent. In fact, to replay any 30 seconds and setup the photo mode camera would be glorious. Thank you!
Great to see another devlog! I have mixed feelings about the wishlist number after the unity announcement debacle. I hope you aren't stressed about it. Also, definitely more devlogs, I can't get enough :)
Thank you! I'm not sure the comments section is a great place to go into Unity's ....errrr.... choices but suffice to say I'm going to keep going. 4 years in, there's too much personal investment to switch now. It's not affecting me too dearly, thank you.
Claw rework looks brilliant! I think the wheels add an extra layer to the Clomper rather than just using steam, pipes, valves and levers, now we have wheels! Fantastic (unless there are wheels elsewhere I missed) Also I think I could listen to Karen's music on repeat, it's so lovely and relaxing!
These are the first wheels - there will be more! Thank you for the kinds comments - Karen's music was specifically designed to repeat so that I can use it as the menu music. While it will be the menu music, I can't resist using as the backing music for the videos!
Can't belive that it's 2 years now ago when I first saw your nice Clomper. Watched some vids on steam-machines yesterday: Icebreaker 'Stettin', how to make the ship run, because Godot-game engine XR has a game-jam with theme 'vapour' on this weekend. But never done particle-stuff (I guess particles needed to do 'vapour' in games), so no way. You would be king (or better master-mechanic?) in that jam, I guess. 😄 Keep up the Clomper running! 🐞👍
Hello and welcome back! Vapour is a great theme. I've never stopped fiddling with the steam. Currently working on devlog 66 (no Jedis are harmed) where I've change it again! Good luck with the game jam!
I didn't know you could be tired! OMG! 245 Wishlist sounds great, I always feels like what happend if there was "245" people front of you, that would be huge. Great video like always Rob!
Thank you Micho! 245 people pressed that button. It makes me feel exceptionally proud. I know 245 won't buy Clomper but it still feels like a great achievement!
Thank you! I'm glad you agree it's much easier to use. I was trying to lean too hard into steam-pipes as a primary mechanic. A lesson learnt there, I think.
Keeping the claw simple to bring online also leaves the possibility for having a better claw-ternative that is more complicated to set up or some claw-provements that can be powered with additional steam. At the start, they're not worth it because you don't have the leftovers, but a vacuum or geyser that can pull scrap closer would be good quality of life that you can *earn*. Or maybe not, don't want to take the players' jobs away after all, and the claw is very intuitive for a steampunk-contraption, while those specific ideas would not be.
I love the idea of the vacuum! While that might be making a big part of the game a bit too easy, I think it might make a great accessibility option for those players who might struggle with the claw controls. Clomper upgrades aren't in scope just yet - only because they are a lot of work. I do think it would fit nicely but they have to work in unison, so earned changed will come much, much later. Thanks for all the great comments!
Hmm. What do you do, once your pipe network is done? Collecting more scrap? To what end? Or will you need some kind of "fuel" to -- well -- fuel the steam machines? I seem to recall you addressed this topic a while ago, but I couldn't find anything, so sorry for asking a possibly answered question... Like the claw rework! Good job.
Great question! It's good to have a reminder; I can't remember where I mentioned this. Eventually pipes will be unlocked. You'll find blueprints hidden inside scrap pipes and then choose which ones to unlock. Those pipes will usually fit your needs better. Also scrap will be used for repairs but not yet. I want to avoid fuel for now; as that can become something of a grind to survive rather than giving the players a nice thing for their hard work. The main aim for players will be quests, scrap is almost a side-quest-fuel-resource to manage while you do those. I hope that answers it! Thanks for the great feedback as always. 🙌🏻
@@RobLang Aaah... Yes, that makes total sense! It also incentivises the player to constantly rework the pipe network, and I suppose the player will get at least some amount of scrap back when dismantling existing pipes. Ok, get it. Great idea!
@@philippbouillon absolutely correct. Under default rules, you get all the scrap back but that will be a difficulty slider that each player can tweak. All that will need lots of play testing to find good defaults - I'm not sure I am well placed to work those out alone. Thanks again for the great feedback!
Another consideration would be maybe not to limit the number of pipes deployed but instead, a balance of collecting scrap(thats also fuel) that you can then return to some hub city, returning with scrape enables you to purchase recipes for more complex pipe peices for better circuits, engines for efficiency, clomper hulls for rigidity/scaling for scrap capacity, better claw/heavier lifting claw/tools for extracting scrap from different sources etc, and also repairs. The challenge would be exploring while being aware of resources to ensure you can get back without going backrupt and also spare amount to save up. The progression would snow ball and allow for further exploration maybe discovery of other colonies that enable you to run your clomper back and forth for trade.
Thanks for the very thoughtful feedback. It's quite important for the world building that the Clomper is alone. However, I do plan to have scrap piles include blueprints for new pipes, Clomper upgrades and so on. Scrap will definitely be used for repairs and also to complete some quests. Even now without adding any more, you don't have enough scrap to power all the legs, so the Clomper won't move that fast. Thank you for the great ideas!
Hey Rob! Hope things have been well. Just read one of your previous replies and saw that you might be switching engines, which I imagine must be a massive pain if you're going through that right now. Best of luck!
Hello! Thank you for the best wishes; very little spare time right now but still inching away with the latest devlog. I didn't change to Godot in the end; I experimented and I really liked the engine but the scale of work would be too big given I'm only scratching out time as a hobby.
The new claw is looks great, and I think Jupyter was a good choice. I also have a question: Once you you have a pipe network that can collect scrap, what is your incentive to collect scrap?
It's a great question echoed here. Scrap piles will contain blue prints for new pipes (that will make your network more slick) and there will be random events that will change the space inside the Clomper. I think it will come out through play testing but you're right - as it is _now_ , there isn't a lot of need to change the network once you're happy. Thanks for the great question!
What does the mid game look like inside the clomper? I'd really like to be encouraged to update my pipe network, this is the hook of the game for me :) You said that some pipes would be unlocked that improved the network, how do you push players positively to alter their already satisfactory network?
Thank you for the great question! The basic set of pipes are OK but I want a huge array of the things and also pipes that have extra functionality to them, like a steam gauge or a reservoir. Not hard to do with the code I have - but not for day 1! Also, the inside of the Clomper will change from time to time, coaxing you to rework. I know that might be upsetting to some, so it will be an option. I think we all need a good play of the game in its basic state and then I'll be taking feedback to steer it. Thanks for your comment!
@@RobLang Those new pieces sound interesting, I'll look forward to the reservoir DLC ;) I'm glad the Clomper will change! I'm also glad you're concerned about it upsetting some players. It sounds similar to the Breath of the Wild weapon breaking mechanic, it's great for encouraging player behaviour but frustrating when it happens. Is that what you're worried about? Will the option will be in-universe or an out-of-game difficulty option?
@@fuseinabowl great question. All the difficulty settings will be out-of-game. If you're enjoying your progress but find game rule X is just annoying, you'll be able to minimise or switch it off. Just like if you're in Minecraft creative and you want to do some mob fighting, you switch over to Survival. Random events that affect the inside of the Clomper will make pipe laying more challenging but that might annoy many players, so will be on a slider between "never" and "oh my, what are you doing to me? STOP STOP!" There will also be some in-game element here - quests that will require the inside to change to allow .... not going to spolier ... but quests that make things change! :D
Someone is going to get fired. Could be Recording Rob, could be Editing Rob. Could be both of them by Planning Rob. Time will tell! Glad you liked seeing the extra bits that I usually edit out - I'm trying to make the devlogs more friendly.
hey Rob Lang, did you saw the new unity policy ? are you going to change the engine or do something, it's worrying me. and yeah your game is great and cool keep going man .
Thank you for your comment, I have been watching the Unity news closely. I'm currently investigating Godot because I can't with good conscience use Unity given the current state of play. That might well change. Once they have settled their position, I'll make a video explaining mine. In the mean time I'm also working on the graphics updates, which will be needed regardless of which engine I end up choosing. One thing you shouldn't be worried about is me finishing - I'm exceptionally well practised at _not_ giving up!
I got you! Walked straight into my honey trap. It's a tea pipe. I know I'm going to upset a few people with this but it's a glorious opportunity I can't pass up.
The claw re-work looks awesome! I love that the claw controls are all world based interactions. The balancing stuff is also very interesting. Graphics refresh next!!!
Thank you, Zack! I'm glad you like them. Ugly as sin right now but that's coming. Just needed it fixed. Jupyter Lab has been great fun to play with. Simple to use, highly recommended!
The new claw is much better! Thanks for the devlog!
I’ve always been a little concerned with the process new players will have to learn this game, and I’m curious what your plans are to handle them. Considering other building/technical games, the time until the player achieves a short term goal at the start of the game is very small. Considering Factorio, for example, the short term goal at the start is to mine resources automatically, and then figure out conveyor belts, and then figure out power, etc. Each of those is pretty distinct and quick. In Clomper, I worry that new players are going to require scrap soon enough that they’ll feel overwhelmed by everything else they need to figure out. I know you were originally planning to use that like minimap thing and the periscope inside the clomper, but the longer I’ve watched the more I’ve thought that the clomper might end up needing windows to an outside world just so that it can feel like more of an achievement to get it moving. If not I’m worried too many players will drop off because there’s not enough positive reinforcement. Maybe there could be environmental things in later parts of the game that require closing the windows and using the periscope and minimap instead, once players understand everything else? But yeah if a new player has windows and enough scrap for a basic setup I also start to wonder what the long term goals will be, what collecting more scrap even gets them. Are there like tiers of the machinery the player can build inside the clomper? Oh, is the idea is to get more and more scrap specifically so the player can automate more of the process of moving the clomper around instead of manually toggling valves and stuff? Or…?
What a glorious comment, thank you! Let me approach each excellent point individually. I do share your concerns and while I think I have them covered off - play testing will be vital!
New players - I do have a plan! I tutorial-like start will have the basic setup build except for a couple of missing pipes that the player will fill in. Then turn on a boiler and everything will light up! Then pick some scrap right underneath the Clomper. Then move forward for some more scrap. Then get a quest! I can keep those little goals going. For returning players, they can start with an empty Clomper and enough scrap to go.
Windows - I'm resisting still! However, I do agree that there needs to be more positive feedback. 100%. Once I have the new "floor" in and more movement inside, that should be enough. I want the feeling of a submarine but a cosy one. This definitely needs a lot of playtesting!
Collecting more scrap - unlocks new pipes because you can't afford a lot of the good ones. More pipes means the opportunity to power more machines and build easier networks. I also want to put in blueprints that need to be bought with scrap to unlock new shapes. Scrap piles will also include fire sprites, which will give you more power. For longer term there's quests, which I've not mentioned but still work!
Thank you again for taking the time for wonderful feedback - I do share your concerns. It's a little hard to see the best direction of evolution - which is why getting a demo into the hands of players is so very important.
@@RobLang That all makes sense! Thanks for taking the time to share all that it was very interesting to read through!
@@RobLanginstead of windows, maybe after a crash, the players could get a one minute or thirty second play back of the clomper crashing? Maybe it only happens if you fall off a cliff or into lava? I'm thinking a kind of end game animation.
@@emmettobrian1874 Oh my, Emmett, that's a wonderful idea. I have absolutely no idea how to do that right now but I'm going to add it onto the features board because I think that would be excellent. In fact, to replay any 30 seconds and setup the photo mode camera would be glorious. Thank you!
I am also really excited about the graphics update.
SO MUCH. 😍😍😍
Great to see another devlog! I have mixed feelings about the wishlist number after the unity announcement debacle. I hope you aren't stressed about it. Also, definitely more devlogs, I can't get enough :)
Thank you! I'm not sure the comments section is a great place to go into Unity's ....errrr.... choices but suffice to say I'm going to keep going. 4 years in, there's too much personal investment to switch now. It's not affecting me too dearly, thank you.
Claw rework looks brilliant! I think the wheels add an extra layer to the Clomper rather than just using steam, pipes, valves and levers, now we have wheels! Fantastic (unless there are wheels elsewhere I missed)
Also I think I could listen to Karen's music on repeat, it's so lovely and relaxing!
These are the first wheels - there will be more! Thank you for the kinds comments - Karen's music was specifically designed to repeat so that I can use it as the menu music. While it will be the menu music, I can't resist using as the backing music for the videos!
@@RobLang don't blame you! It's super relaxing to listen too
Can't belive that it's 2 years now ago when I first saw your nice Clomper. Watched some vids on steam-machines yesterday: Icebreaker 'Stettin', how to make the ship run, because Godot-game engine XR has a game-jam with theme 'vapour' on this weekend. But never done particle-stuff (I guess particles needed to do 'vapour' in games), so no way. You would be king (or better master-mechanic?) in that jam, I guess. 😄
Keep up the Clomper running! 🐞👍
Hello and welcome back! Vapour is a great theme. I've never stopped fiddling with the steam. Currently working on devlog 66 (no Jedis are harmed) where I've change it again!
Good luck with the game jam!
@@RobLang Ah, no I think 3 days jam, is way too short for me, but I'm busy developing my own VR/XR roundbased dystophian tactic game. 😂
I didn't know you could be tired! OMG! 245 Wishlist sounds great, I always feels like what happend if there was "245" people front of you, that would be huge. Great video like always Rob!
Thank you Micho! 245 people pressed that button. It makes me feel exceptionally proud. I know 245 won't buy Clomper but it still feels like a great achievement!
Yeah, that is a big achivement! I gonna add my Steam page this year too, crossfinger for around 50-100 wishlist :D@@RobLang
Great video Rob! The updates to the claw look so much better. I must admit I wasn't sure how it worked before but now it seems obvious.
Thank you! I'm glad you agree it's much easier to use. I was trying to lean too hard into steam-pipes as a primary mechanic. A lesson learnt there, I think.
@@RobLang always good to see the lessons you're learning.
20 minutes of clomper! HELL YEAH
THE LAST 5 MINUTES WERE EVEN BETTER THAN I EXPECTED
Thank you! Want to know a secret? I actually made that for my mum, who really enjoys watching the Clomper clomp its way along!
@@RobLang that is so unbelievably wholesome
@@kwipxd thank you, seeing my mum's face light up when I first put legs on the Clomper was special.
Keeping the claw simple to bring online also leaves the possibility for having a better claw-ternative that is more complicated to set up or some claw-provements that can be powered with additional steam. At the start, they're not worth it because you don't have the leftovers, but a vacuum or geyser that can pull scrap closer would be good quality of life that you can *earn*.
Or maybe not, don't want to take the players' jobs away after all, and the claw is very intuitive for a steampunk-contraption, while those specific ideas would not be.
I love the idea of the vacuum! While that might be making a big part of the game a bit too easy, I think it might make a great accessibility option for those players who might struggle with the claw controls. Clomper upgrades aren't in scope just yet - only because they are a lot of work. I do think it would fit nicely but they have to work in unison, so earned changed will come much, much later. Thanks for all the great comments!
great change up and looks like a massive win
Thank you for the kind words and apologies for the slow reply, I missed your comment.
Hmm. What do you do, once your pipe network is done? Collecting more scrap? To what end? Or will you need some kind of "fuel" to -- well -- fuel the steam machines? I seem to recall you addressed this topic a while ago, but I couldn't find anything, so sorry for asking a possibly answered question...
Like the claw rework! Good job.
Great question! It's good to have a reminder; I can't remember where I mentioned this.
Eventually pipes will be unlocked. You'll find blueprints hidden inside scrap pipes and then choose which ones to unlock. Those pipes will usually fit your needs better. Also scrap will be used for repairs but not yet. I want to avoid fuel for now; as that can become something of a grind to survive rather than giving the players a nice thing for their hard work.
The main aim for players will be quests, scrap is almost a side-quest-fuel-resource to manage while you do those.
I hope that answers it! Thanks for the great feedback as always. 🙌🏻
@@RobLang Aaah... Yes, that makes total sense! It also incentivises the player to constantly rework the pipe network, and I suppose the player will get at least some amount of scrap back when dismantling existing pipes. Ok, get it. Great idea!
@@philippbouillon absolutely correct. Under default rules, you get all the scrap back but that will be a difficulty slider that each player can tweak. All that will need lots of play testing to find good defaults - I'm not sure I am well placed to work those out alone.
Thanks again for the great feedback!
Another consideration would be maybe not to limit the number of pipes deployed but instead, a balance of collecting scrap(thats also fuel) that you can then return to some hub city, returning with scrape enables you to purchase recipes for more complex pipe peices for better circuits, engines for efficiency, clomper hulls for rigidity/scaling for scrap capacity, better claw/heavier lifting claw/tools for extracting scrap from different sources etc, and also repairs.
The challenge would be exploring while being aware of resources to ensure you can get back without going backrupt and also spare amount to save up. The progression would snow ball and allow for further exploration maybe discovery of other colonies that enable you to run your clomper back and forth for trade.
You then could at some point add npc clompers that could be pirates to fight off, or for you to pirate
Thanks for the very thoughtful feedback. It's quite important for the world building that the Clomper is alone. However, I do plan to have scrap piles include blueprints for new pipes, Clomper upgrades and so on. Scrap will definitely be used for repairs and also to complete some quests. Even now without adding any more, you don't have enough scrap to power all the legs, so the Clomper won't move that fast. Thank you for the great ideas!
Hey Rob! Hope things have been well. Just read one of your previous replies and saw that you might be switching engines, which I imagine must be a massive pain if you're going through that right now. Best of luck!
Hello! Thank you for the best wishes; very little spare time right now but still inching away with the latest devlog. I didn't change to Godot in the end; I experimented and I really liked the engine but the scale of work would be too big given I'm only scratching out time as a hobby.
The new claw is looks great, and I think Jupyter was a good choice. I also have a question: Once you you have a pipe network that can collect scrap, what is your incentive to collect scrap?
It's a great question echoed here. Scrap piles will contain blue prints for new pipes (that will make your network more slick) and there will be random events that will change the space inside the Clomper. I think it will come out through play testing but you're right - as it is _now_ , there isn't a lot of need to change the network once you're happy.
Thanks for the great question!
WHEN DID YOU ADD EYES?! lol
About 6 months ago! They're there to stay.
What does the mid game look like inside the clomper? I'd really like to be encouraged to update my pipe network, this is the hook of the game for me :) You said that some pipes would be unlocked that improved the network, how do you push players positively to alter their already satisfactory network?
Thank you for the great question! The basic set of pipes are OK but I want a huge array of the things and also pipes that have extra functionality to them, like a steam gauge or a reservoir. Not hard to do with the code I have - but not for day 1!
Also, the inside of the Clomper will change from time to time, coaxing you to rework. I know that might be upsetting to some, so it will be an option.
I think we all need a good play of the game in its basic state and then I'll be taking feedback to steer it. Thanks for your comment!
@@RobLang Those new pieces sound interesting, I'll look forward to the reservoir DLC ;)
I'm glad the Clomper will change! I'm also glad you're concerned about it upsetting some players. It sounds similar to the Breath of the Wild weapon breaking mechanic, it's great for encouraging player behaviour but frustrating when it happens. Is that what you're worried about? Will the option will be in-universe or an out-of-game difficulty option?
@@fuseinabowl great question. All the difficulty settings will be out-of-game. If you're enjoying your progress but find game rule X is just annoying, you'll be able to minimise or switch it off. Just like if you're in Minecraft creative and you want to do some mob fighting, you switch over to Survival. Random events that affect the inside of the Clomper will make pipe laying more challenging but that might annoy many players, so will be on a slider between "never" and "oh my, what are you doing to me? STOP STOP!"
There will also be some in-game element here - quests that will require the inside to change to allow .... not going to spolier ... but quests that make things change! :D
Poor recording rob getting destroyed by editing rob. Anyway, I like seeing the process personally.
Someone is going to get fired. Could be Recording Rob, could be Editing Rob. Could be both of them by Planning Rob. Time will tell! Glad you liked seeing the extra bits that I usually edit out - I'm trying to make the devlogs more friendly.
Looking good.
Thank you, Titan! Glad you liked it.
hey Rob Lang, did you saw the new unity policy ?
are you going to change the engine or do something, it's worrying me.
and yeah your game is great and cool keep going man .
Thank you for your comment, I have been watching the Unity news closely. I'm currently investigating Godot because I can't with good conscience use Unity given the current state of play. That might well change. Once they have settled their position, I'll make a video explaining mine. In the mean time I'm also working on the graphics updates, which will be needed regardless of which engine I end up choosing. One thing you shouldn't be worried about is me finishing - I'm exceptionally well practised at _not_ giving up!
Wait, why is it a "tea" pipe? I mean England gotta England, I understand. (Shouldn't it be "tee"?)
I got you! Walked straight into my honey trap. It's a tea pipe. I know I'm going to upset a few people with this but it's a glorious opportunity I can't pass up.