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Human Factory Devlog 14/08/2020

Monday 10th: Summary: - Blacksmith bug fixes. - Final bits from Maya before the licence expires. - Foraging implemented (untested) Started today by fixing some Blacksmith bugs with a save file someone sent me. Added the Tailoring suit and Sexy suit. These had to be put together in Maya so it's a good thing I still have one day of that. Made the Cloner (basically just 2 Incubators sellotaped together) and Battery in Maya. Exported some more clothes, making sure I have all the combinations of Shirt pieces that I need working in Maya. I will need to improve some of the code here. Started writing the new items into the Object Menu. Basically filling in forms. Didn't have the most productive day, 5pm rolled around in no time. I think I'm spending a lot of energy thinking about how to optimize/tidy and finding some good solutions. Could I streamline the import process before going ahead with everything? Slowly and carefully modifying the code for the 'Fabricator' so that it works for multiple buildings. I set the 'Target Object' in the Editor or the Awake method, and if it's a Fabricator it will basically work right out of the box. Same for the Human code. Instead of asking 'Am I Tailoring/Foraging/Making Drugs' we ask 'Am I using a Fabricator', if so then proceed with progress. So I can set all the Fabricator's 'Activity' string to 'Fabricating'. I could apply this retroactively too, for example the Food Processor and Toilet could follow the same rules. Added and programmed new items and buildings to do with Foraging. It should just work out of the box but we will see.
Tuesday 11th: - Importing drug lab stuff (untested). - Lots of improvement and tidying to Clothing. Colours now reflect crafting materials. Importing all the parts for the Drug Lab cycle. Drug Lab, Injector, Gas Vent, Lab Clothes and Drugs. Importing all the new stuff and getting it to work is easy. What's taking time this week is trying to improve workflow. Going to change the way Clothes work. At the moment the Human's clothes reference an item in the object menu, but I'm going to put it on the Item component so that each can be different and I can have more functionality like Colour (so that some clothes can be effected by the colour of hair or skin used). The colour of clothing is now effected by the material used to make it, and the Quality by the Dexterity and Intelligence of its maker. Sorted out exactly the way clothing effects stats and actions. Also shows up in the Inspect panel. A fair bit of work to get this new clothes system to save right. In theory this should all work. I will undoubtedly run into bugs but it's progress either way. Some adjustments needed to the Human code to handle the way they interpret clothes. Also adding the colour change here. Having a think about how best to direct the material to the correct part of the shirt. I think it's going to be different for each piece of clothing so I will write code for each instance. If I find myself copying and pasting too much I will try to find a cleaner way. My Maya license just ran out which is annoying because I ought to clean up the names of the objects a bit (buttons are still named 'Cylinder1' etc.). I will renew at some point before November, but for now I think I can just reference the objects as they're named. I just put another mountain of work in front of myself. When colouring clothes, the cloth should be lighter and desaturated than the original hair colour and the leather should be much darker than the original skin colour. I already have some framework for this with the 'Faded Material' attached to each 'Colour'. A Colour (purposely spelled with a U) is a Name, Material and Faded Material. Now I can also attach a 'Fabric Material'. This means I have to go back and fix the colouring code a bit since it needs to be clear that the Shoes inherit the Skin Colour and the Shirt inherits the Hair Colour. Wednesday 12th: Summary: - Programming application and effects of Drugs. (Untested) - Rounding off some other tasks. There's a lot of stuff that's going to need connecting in the editor and materials that need making, but for now I'm going to keep my head in the code. First task today is to add more Buildings, Items and Clothes to the Object Menu. This is continuing from yesterday where I set up the Drug based objects in the Editor. That puts all new drugs in the game. Programming the Injector. Mostly copied code from the Feeder, but I need to apply a Drug effect (I should also consider what should happen if the Human eats the Drug: probably halves the effect). I think it would be fun if you could attempt to Inject the Human with anything. Had a think about what would happen to a Human if you injected it with Poo, Blood or White Mess. In all cases, I think it would kill or lower the health of the Human whilst also lowering their quality and perhaps turning their Organs into Poo. Programming Drugs. The application of a Drug tells the Human its Name, Quality and Duration. Then the Human will check the name of the drug it is given and apply its effect until the duration is over. The impact of the drug will effect a lot of Human decisions so I may need to clean that code up a bit. The application and effect of drugs should now work. Theorizing: Besides the Injector and Feeder, the other way to apply drugs will be with Gas Vents. This requires a bit of thought. How will I define the Gas Vent's area of effect? With a Hitbox? A raycast? Pathfinding? Counting floor tiles before hitting a wall? Releasing little gas clouds which bounce off walls? Going with the Pathfinding method. How long will it take to calculate the path to all floor meshes in range? This only needs to happen when the Gas Vent or surrounding geometry changes, but the main draw back is that I'm not sure if it's expensive processing-wise. Then when the Gas Vent does its thing, each Gas Vent would have a list of Floor Tiles. Then I can say 'foreach Human in range, if they are on/close to one of these floor tiles, they get the gas'. Should work. This is a bit much for my brain to do today so I will do it tomorrow. I wrote out how I'm going to do it in my todo list. I'll paste it here in case anyone wants to read it: Program Gas Vent: - Gas Vent is a new component specific to this building. - The Gas Vent has a list of Floor Tiles. - The Floor Tiles are listed by a Function (GetRange) on the Gas Vent script which is activated any time a new building is built in range. - The GetRange Function calculates a path to all floor tiles in range. If we can reach it in under a certain amount of steps, add it to the Floor Tiles List. - The Processor script of the Gas Vent will trigger the Gas Vent script to 'Vent(Drug)'. - Vent gets a list of all Humans in Range who are also in close range (ignoring Ypos) of one of our Floor Tiles. It then Applies Drug. So tomorrow I will do that, connect everything in Unity and start testing and fixing it. Trimmed the size of the Item colliders to better match the meshes. Made it so any Item coming out of a Fabricator will have its Quality effected appropriately. Finished working on programming the Colour for each specific clothing. Created outcomes for being rejected from mating, either because the target is not in the mood or the feeling isn't mutual, and harsher lines if she really doesn't like him. Thursday 13th: Day off. Trying to sort our wedding and other bits. Busy week on the whole. Friday 14th: - Gas Vent. - Live stream. Programmed the Gas Vent. Because I had planned it properly, it took no time at all.
Made the new 'Fabric' version of each applicable material. Fixed everything in the Editor. The next step is to press play and see just how many things are completely broken with all these new changes. Set up the stream. Streamed to a few people as I did the playtesting and fixing. Some problems with clothes mainly. Next week is all about testing and fixing the work done this week.


[ 2020-08-18 11:33:25 CET ] [ Original post ]

Human Factory
Fire Cycle Games Developer
Fire Cycle Games Publisher
2020-11-02 Release
Game News Posts: 55
🎹🖱️Keyboard + Mouse
6 user reviews (6 reviews)
Public Linux Depots:
  • Human Factory Linux [257 M]
You are a great tentacled cosmic deity, drifting through the endless void. Space can be very boring at times. But every now and then you find something that can hold your attention for a few hours at least. This time, you found Earth.

Raise and feed Humans.

Build all the necessary items to make the Humans feel at home. Make sure they are fed and put to work. As you learn more about the Humans, you can learn to better accomodate them.


Process Human byproducts.

Human waste can be deconstructed into pure matter and used for building. Many parts can be used for cloning, allowing for potentially infinite expansion. Watch as they churn their own milk for you to sell.


Butcher the Humans

Take their skin, their flesh, their brains. Build ever more elaborate and beautiful factory lines. Remember, Human meat tastes best when cut from a living soul!

Trade with the other cosmic space deities. Analyze and gain new technologies. Become the greatest great one in the multiverse.


MINIMAL SETUP
  • Processor: 1.7+ GHz or betterMemory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: Radeon HD5450 or better; 256 MB or higher
  • Storage: 1 GB available space
GAMEBILLET

[ 6133 ]

8.25$ (17%)
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22.24$ (11%)
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24.89$ (17%)
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1.53$ (91%)
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7.49$ (63%)
35.99$ (10%)
2.5$ (50%)
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2.63$ (62%)
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1.0$ (90%)
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1.0$ (90%)

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