Monday 28th:
Summary:
- Lots of bug fixing, playing and game designing.
Lots of bug fixing for the new recipe system as well as some other things.
Lots of playing and fixing and thinking deeply. Got myself a massive list of fixes, big and small, to apply before playing again.
I tried the new setup. It works great for turning Lungs into Gym Clothes, but Organics is a problem as expected. I expect this to be a problem any time there is too much of one item; it causes the player to have to get really clever with their automation.
Solution: I'm going to diversify the items that come from the forest. Instead of Organics, there will be mostly Fruits which can be eaten, sometimes Wood which can be used to make the clothes or burnt for a decent amount of power and finally the 'Rare Flower' which will be used later for genetic hacking.
Now I should be able to do a bit of clever maths to figure out the Wood-Fruit ratio. Essentially, the amount of Wood that comes out should effectively be 1 or 2 per lifecycle of a forager. The choke point will likely be how much food is consumed per person, as the conveyor will probably back up. So I should aim to make 1 wood per lifetime of fruit...
I'm not really the type to measure things out, I'm more the type to do it by taste. I think 1/10 should be about right.
Added Wood and Fruit to replace Organics. Programmed the Forest to produce them.
To make all this work, I need to get Humans to be able to use buildings other than the one designated by their costume. Otherwise it's too stressful when there becomes an imbalance. This problem will be further avoided with the use of Human Filters on Wardrobes.
I thought it would be quite difficult, but it wasn't too bad. I had to move the 'calculatenavmeshpath' and I only remove something from the list of possible Stations if we have found a valid station for our clothes. Going to press play and see how this works for a while... Works pretty well.
Quite proud of my base. The plan this month was to get quite a bit more done content-wise, but in the end it has been more about polish and gameplay. I do enjoy solving gameplay puzzles rather than programming or doing 3d stuff.
Got myself a nice list to be getting on with tomorrow. The first one is the most interesting, adding locks to Wardrobes and Fridges with Human Filters. This will make it easier to get a bit more out of your Humans before implementing the Clothinators.
Started with adding the Human Filter to Wardrobes. Found a way to make it easy to add Human Filter to pretty much any object. I could add one to the Feeding Trough or the Treadmill too. Would it make sense to do it for the toilet? I suppose there is no harm in having that option? I could do it for every object that the Humans interact with. There is space for it in the UI. I'm going to do it.
Again, what strikes me when playing this game is that I think it is a whole lot harder than a lot of other similar games. There is no fail state, but making a functioning base using everything is actually quite a feat.
Knocked more things off the list. Probably over did it today a bit.
Tuesday 29th:
Summary:
- Lots of little fixes and improvements, including a couple new things.
Conveyors now snap to buildings just like Pipes.
Attempted fix for 'Idle Wandering' humans bugging out a bit on load.
Sorted making Hats appear.
Added Batteries.
Sorted the Forager clothes a bit.
Removed need for Humans to have a free bed before mating. Let's see what happens.
That's all the smaller things off the list. (didn't list everything here).
Cleaned up some bugginess with building single conveyors.
Adjusted Hair size for Hats.
Sorted making Hair appear on Human heads. Going to see how it works for a bit before making this work for saving and loading.
Sorting out the UI for Human Filters as well as adding a couple options; Best Stat and Clothes. Now that we have a better variety of options, I'm shuffling a few things around behind the scenes.
Sorted UI and programming for the new Human Filter options.
And that clears the list. Next is to continue expanding my base and deal with problem as they come.
Wednesday 30th:
Summary:
- More of the same. Killing it this week.
Playtested and fixed a few things.
Made a build which I think is suitable for Youtubers. Hopefully there aren't too many bugs, or I can squash them before the Youtubers see them. Either way, it feels good to have a worthy build on Steam.
Next is to build a Clothinator into my base and make it work. Actually, the 'Wardrobe' system works really well, but I think it would be cool to have the clothinator option.
Build in the Clothinator and did a fair bit of bug fixing.
Playing and made myself a whole other list of things to fix before putting out another build. Drugs are working fine, I just need to add a few recipes and then I can call that section done for now.
Cleared the list. Getting a lot of hours in this week.
Played some more. Next on my list:
- Double check and refine the code to make Human Stats effect their work.
- A few more little things.
- Floating text on Exporters to make it very clear how much your Items are selling for.
- The 'Skullverizer'.
Then when this is clear the plan it to move on to Mating and make sure that all works. This will be easier said than done.
Added a bunch more things to the list. Essentially just adding what I think is needed as it comes to me. Got a nice big chunky one to be getting on with tomorrow.
Thursday 1st:
Summary:
- Roadmap.
- More fixing.
- Added new objects Skullverizer, Sleep Drug and Painkiller.
Made a proper roadmap, listing all current features and all features that are yet to be made.
Refined the effect of Human stats on their work. Including making Happy Drug effected by the Mood of the Human.
Added a new Building the 'Skullverizer' which turns Heads into Brains and Skulls.
Removed all Hair on removing a Human Head.
Backed everything up on my hard drive.
Added Sleeping Drug and Painkiller, as well as their effects. The Quality of Happy Drug is now effected by the Mood of the Human when it dies.
Modified the cost of items coming out of the Export Box. Value is not changed when the item is made, only Quality, and the amount you get when sold is Value * Quality/100.
Made the Wall Flipper automatable.
Made Butchery machines reduce Human Mood (unless they have a Painkiller).
Friday 2nd:
Put the Vent, Injector and Camera into the game. Vent and Injector have been programmed but not tested. The Camera should be an interesting one and to be honest it's a bit ambitious to get all this done today. Going to program the camera starting Monday.
Added 'Instakill' drug because it could be useful.
Sorted the game object for the Camera.
There's still so much to do, so no need to get ahead of myself. I'm going to build the Skullverizer, full Drug industry and Injector into my base. I'm going to test the Fabricator to make sure that works (a machine that does the Tailor or Drug Lab using large amounts of Power instead of a Human). Then I'm going to make a room to test the drugs in and get drugs, gas vents and that whole thing done. Then I can move on to Cameras and Mating.
[ 2020-10-21 14:42:34 CET ] [ Original post ]
- Human Factory Linux [257 M]
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.
- 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
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