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Human Factory Devlog 4/9/2020

Monday 31st: - Bug fixes. - Planning. Had nothing to play this weekend so I did some work on top secret 'Project W'. So I press play and the transports no longer link. After a lot of investigation I realized it's because with the distance checker added, any that don't fall within the distance check are reset. Fixed it by repeating the range check on the reset code. Planned the rest of the week. Tuesday 1st: Summary: - Fixed long loading time by limiting number of save files. I discovered that the long load time in the Unity Editor was likely to do with the amount and complexity of save files. Any instance of 'saveload.load' takes too long. There are 2 solutions. 1 is to reduce the number of save files the player can have. This is obviously flawed but is probably my best solution for now. 2 is to restructure the loading so that we load 'profiles' and then load into each of those 'profiles' (and limit the number of saves per profile). For now I'm just going with option 1. It's possible that I could also limit the number of profiles as I've seen in plenty of games. For now I think this one can wait until a proper UI update. Players simply need to avoid using 'save as' too often or making too many profiles. Unfortunately lost my save file in the process. The next thing on my list is to sort it so the player can use shift clicking to grow or shrink their selection, and also to add some functionality to exclude floors from a selection. I feel like this would be quite useful, but not especially, and I am really not in the mood right now. Going to shuffle it to the later list. Fixed a bug with the Transport Frames on the doors. Next up is a proper playthrough and fix as I rebuild my save file. Wednesday 2nd: Summary: - Playtesting and fixing. Had a good playtest and fixed a bunch of things as I went. Also made a list of fixes to get on with tomorrow. The main problems I'm encountering are to do with the Walls and building Conveyors from Conveyor Turns or Ramps. Also still having some issues with the Pipe offset. As far as gameplay goes, I think now is the time to introduce the Hook Lines and the Camera, two pretty hardcore objects. - First I have a list of small bugs and fixes to do. - Make the necessary simple adjustments to make the Conveyor Builder work better. - Going to redo the Wall Builder code from scratch. - Going to bite the bullet and standardize the pivots of the Pipe objects. May McCthulu have mercy on my soul. - Test and fix current setup in game. - Introduce Hook Lines. - Introduce the Camera and Automation. So today was a fairly productive day. Finishing a little bit early because I want to tackle this with a fresh mind. Going to work on some other projects to round off the day.
A standard early setup. Thursday 3rd: Summary: - A bunch of small fixes. - Standardized pivot of Pipes and overall fixes to transport building. Went through my list of smaller tasks. Further cleaned up the saving thing with Quicksaves, Autosaves and Manual Saves working as most players expect them to. Next up is to standardize the pivot points of the Pipes, rather than having all that spaghetti code to offset positions when selecting multiple objects. First thing is the tedious task of actually changing this in each object. Now for the hard part. Testing and programming the way pipes are built removing/adding offsets where necessary. The most difficult thing was to make this work with rotations. I created a different offset for each (0, 90, 180, 270) and made sure to reset the z rotation of the Outpoint of each transport when building and on load. There may be some problems down the line with this but we'll see. For now the Pipes are back to full functionality as far as I can see. Fixed the buggy offset of the Conveyor Builder. This leaves me with a clear path to redo the Wall Builder. Going to tackle it from scratch. However it's 3pm and that's a bit too much for this poor old brain of mine so I'm once again going to round off the day with some secret side project before plunging into some Pathologic 2. Friday 4th: Summary: - Big improvement and fixes to the Wall Builder. Fixed the Wall Builder. This was a big one. Managed to do it in a way that doesn't throw up the 'Box Collider negative scale' warning by adjusting the Rotation. There's quite a few things to consider here, such as making it so walls can intersect with other walls.


[ 2020-09-13 20:55:40 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 ]

16.79$ (16%)
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15.99$ (73%)
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35.99$ (10%)
5.03$ (16%)
20.99$ (40%)
12.42$ (17%)
GAMERSGATE

[ 2120 ]

13.5$ (77%)
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1.17$ (90%)
0.58$ (92%)
11.87$ (53%)
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4.5$ (92%)
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3.0$ (62%)
4.6$ (77%)
0.68$ (90%)
0.75$ (85%)
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3.0$ (70%)
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0.75$ (85%)
14.99$ (25%)
6.0$ (80%)
3.83$ (74%)
0.9$ (85%)
0.9$ (91%)
14.99$ (50%)

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