Monday 23rd: Started with some chores today. Had a very short career as a diy plumber. I was like 'If I can do factory games, I can figure out a sink'. Didn't figure it out, but made a minor improvement until Mario arrives. Added the Freezer, which Freezes Humans. Added the simple ice block graphic and animation for the frozen Humans. Also tidied up their code a bit and inserted the 'if frozen == false' bool before the things that would only happen while unfrozen. Definitely need to clean up the Human script to at least make it easier to navigate, so made a note of that. Next up is the Barber Station. This one is pretty complicated because I have to develop a whole system for Haircuts and I haven't thought about it much yet. Essentially players should be able to click on the machine and toggle a bunch of haircuts this machine can do. Then it will choose a random one that is possible from the list the player has chosen. This will change their Hair Style, in which I earlier set it up so it has a different state for each length of Hair. First I make the Building (basically a copy of the Birthing Station for now). Then I add all the new Hairstyles I made earlier to the Object Menu. Before I add the Hairstyles to the list, I realize that I want the genetic hairstyle to be different to the one given at a Hairdresser. I also want it to reset to that if the Human is Shaved. I think the best way to do this is for Humans to have a separate string called 'GeneticHair' which will be either Curly or Straight. No next I add that to the Human and Humansave. Then account for them in making a new Human (random or bred). Then saving and loading. Then Shaver. Next I add to the ObjectMenu 'Hairstyles' each new 'HairStyle' and the look for each length of hair. Sorted the code for the Hairdresser. Also made it so it collects excess Hair and exports it properly, which was a fun little challenge. I still have to do the UI so that the player can make the changes. Each Processor will have a list of Hairstyles and Beard styles which will need to be used by the Hairdresser and only the Hairdresser, and these of course will have to be saved and loaded. This is a pretty tough one to start at 3:50 pm so I'm going to put it on my list for first task tomorrow. Subdivided it into smaller tasks so I can work fast on it tomorrow. Handled scaling walk animation speed with Human speed. At the moment they are going to slide but I will fix that by adjusting the length of the animation rather than the speed of the agent. The numbers are tied together now so if it is matched in one instance it will be matched in all. Looked through and reorganized my to-do list a bit. It's kind of like a Hydra but I'm making tremendous progress. I'm a bit terrified of finally getting to test and fix this, and of course the graphics, but for now I'm just really enjoying attacking this list. Tomorrow is about finishing the Hairstyle stuff, Beards too, and then if there's time get started on having Humans use Tables and Chairs to eat. Then onto the huge list of small miscellanous things. Tuesday 24th: Made the Beards operate like Hairstyles, with each 'Beardstyle' having a name and a list of variations made in order to show growth of the beard. Organized all Hairstyles and associated GameObjects into their own menu, apart from the ObjectMenu script. Added 'Hairstyles' and 'Beardstyles' to Processors and sorted for saving and loading. Finished the Hairdresser by sorting out the UI and everything so that the player can toggle Hair and Beardstyles on and off. Works in theory, we'll see when I get to the testing phase. Next is sorting out Humans eating at Tables and Chairs when possible. Tables and Chairs is a fairly big one. It shouldn't be too difficult to say, when a Human takes food from a container, they can check for a nearby Table with an empty Chair. The reason it's a big one is because this is another Station that will have multiple Human positions. This means that as I go, I may make long overdue improvements to the 'Station' script that allows for any number of Occupants. Maybe it's easier if the Chair is the Station, and only functions in this way if attached to a Table? Actually that is probably a better idea. Either way, shuffling this one to tomorrow's list. Not super confident about doing this right now. Hairdresser stuff is done, and I'll round off the day with some of the other tasks on my list. Wednesday 25th: Ended up having a short day yesterday. Just needed a bit of a reset. Today started with some more local admin chores and a nice walk to and from. Added the Bar Extension. Next task on the list is to make it so I can replace Floor tiles with their upgraded versions. This is actually a bit more complicated than I thought because I would need more detail about the specifics of each 'build'. At the moment, we sort of go x1y0, x2y0, x3y0, x1y1, x2y1 etc until Y has reached the designated number. What I want to implement is a way to overide, ignore or replace tiles. The best thing might be to, instead of having Speed Tiles as a separate Building, but this could be done with the 'Paintbrush'. I think I'm going to go with this. (I did have a whole other plan but I scrapped that). So this can go on the later list. Programmed a forced birth for Humans when they are killed. Also made it so when the Baby is born too young, it dies. So yeah. This will probably bug out when this happens in machines, so I made a special note to test for that later. Sorted saving and loading graphics quality. Added a bonus to nutrition and mood when a Baby is breastfed by their Mother. Doing lots of tidying, commenting and folding into functions as I go. Made Nappies and Pacifiers appear, using the same code as for Clothes to keep the deformations. Also locked babies under 3 from getting clothes in the Clothinator. Tidied up the 'Counters' on the Human. Just put it in alphabetical order and made sure they were all being saved properly (and not the ones that don't need saving). Made it so the little arrows for Transports don't show if they are already connected when building Transports. Added an Invincibility Potion. Made it so 'Eject Human' checks for a Floor before placing someone down. Made 'Eject Human' a common function so I can access it from both Transports and Processors. The only other one is the Printer, and I think the best way to solve that is just to turn it into a Processor which will be accessed by the Buttons. Also I just realized my code isn't good enough for checking for an empty Floor. It doesn't account for being blocked by Buildings, and I just saw an image of players putting tons of buildings between Stations so the Humans can teleport. Also for Incubators and Printers, they should not attempt to produce a Human if there is no space in front or if the transport is blocked. For the other Buildings, I made a note to thoroughly test what happens with different things in front of the outpoint, ideally in most cases they will just reset and attempt to do their thing again. Shuffling this to the end of the list. Added Credits to the Options page on the Start Menu. Alphabetized and refamiliarized myself with the Human Activities code. Thursday 26th: Made it so Human Filters are a Transport rather than a Processor. Just a bit of tidying that's more difficult than most. Added the Televat and Telebox, which teleports Items over a distance. Programmed it to go to a target Building but I need to implement controls to make that happen. For this, I may as well use the same principles as I used with Automations, except it will be a lot simpler. ... Wrote out a list of Building and Items I'm going to need for the Cooking Industry. This is just a starter set, but essentially I want to make this area as complex and crazy as possible, and the recipes people make may depend on what their local resources are. The plan is to have near endless possibilities when it comes to food. Got a whole bunch of recipes already and I think I want to add loads. Until now I have been manually adding each new Building to the Shop's UI. I've stopped doing that recently because here the next thing on my list is to automate that. This is nothing new but there will be quite a lot of steps to make this work. ... Turned the Printer into a Processor to make the coding easier. Added Smoothie, Milk + Fruit. Really excited about playing Noita. Gave it a quick go last night. I actually had an idea like this once, but this is so much better than what I had imagined. Looking forward to patiently working through it and being as cheesy as possible, like a true Wizard. Those '...' in today's log is me saying 'this hurts my brain, I'll continue this tomorrow'. Rounded off the day by subdividing future tasks and doing some game design around the 'Paintbrush' system.
[ 2020-12-16 15:08:42 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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