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In yesterday’s announcement, Sylvain and I (Adriaan) announced that the Factory update will release on June 15th (HYPE) and we talked about the process of putting together the graphics and stories in the world. Today, I’ll try to explain in a non-technical way how we continue to add interactions and systems to those graphics, and sound designer Martin Kvale will step in to show you what sounds do with the Hidden Folks areas.
Making the interactions in Hidden Folks starts with Sylvain placing the pulled-apart objects in an ‘Interaction scene’. I then go through this scene and slowly put things together while writing code for new functionality if necessary. As an example, most interactions in Factory consist of only a few interactive scripts: rotators, sliders, and buttons. Here are a few GIFs that should give you a vague idea of the kind of technology behind it:
In the image above, you can see that the handle has a slider script that 'talks' to every part of the robotic arm individually. When you put the stuff together, it looks way more complicated - but also more coherent - than it actually is.
The crane has various different kinds of components: slider scripts for the pokes, a script to move and a script to stretch the crane's line, a script for the magnet to follow the end of the line, and scripts on the magnet to be able to pick up things.
In this image, the button on the top left creates a crate and assigns it to the conveyor belt, who then moves the crate to the button that determines which conveyor belt to send the crate to next.
In the example above, you can see that the vault wheel changes the water level of the basin, it makes the air pockets stretch up and down, and it makes the water levels in the canisters go up and down. What you see here is 6 different systems talking to each other. Pretty cool, I think! Without spoiling it too much, here is a GIF highlighting different parts of a system in the small area you'll get to play before the big Factory, a system of which you've already seen all components individually in previous GIFs:
I can already hear some of you asking: "So where's that Steam Workshop integration so we can put shit together outselves?!" Well.... my component-based system built in Unity has three relevant drawbacks:
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