





Monday 30th: Ok back to work and my brain no longer feels so much like a swamp every time I try to engage with my to-do list. Step 1, got a tidying job for the Processor script which will make it look a lot tidier and reduce line count. So far I've been manually adding each new Building to the shop. That changes now. So it's pretty easy for me to generate the buttons, but I'm going to apply better practices now. My best method for generating the list is to do it by Client and Tier. Instead of a bunch of copy-pasting with small variables into if-statements, I'm going to do 'GenerateBluePrints (string client, int tier)'. Done. I'm expecting bugs but that's for later. Next is following up on the Telebox and Televat from Thursday. Need to do the controls for matching them to each other. I was thinking about making a similar interface and system to the Automation, but that's overly convoluted. That would mean making wires and things. I think it would be easier to make it accessible from a Button on the Building's interface. Click the Button, then the Building interface goes to the side while the player then clicks on the target Building. Then we can easily render a line from the Teleporter to the other. I suppose this way you could potentially teleport something somewhere and then teleport it back, but that's up to the player. So really, this is more like the Camera than the Automation Wires. Done. In this case, I haven't finished putting the UI together. I will either fix it when I get to that part in testing, or it's possible I will overhaul the UI before then. Did the raycast check for Ejecting a Human from a Transport or Processor. It will need testing and the main problem I anticipate is figuring out what happens if there is no available place to eject the Human (does the Processor reset? Does it try to 'Do' every frame?). Ok, I think that's quite enough new stuff before I start testing. This is very much like setting up a new home. What I've been doing lately is moving in all the boxes and stacking them up. Now, before I can fit any more boxes in, I have to sort these ones out. Had a good think about the UI. Made a lot of mental progress. Made a list of what actually needs to be done. Absolutely loving Noita and that's partly why I've been a bit slow since Thursday. Ate up all my weekend. Insanely cool game. My only issue is that it's a bit too difficult. The game doesn't respect your time. I don't know if adding a 'non-hardcore' mode would improve it. I will write a review on the Store Page when I finally finish it. Tuesday 1st: So the bulk of the work for Tables and Chairs is done. My first task today is to get Humans to look for and use these when selecting food. Ok, got this done. I kind of want to review the way this code works again. That clears the list. There's still a few things to add but really my aim right now is to clean and tidy and optimize. It's like I'm playing Factorio, I've just learnt a bunch of new things, and now it's time to fully optimize my base before I expand on it any further. I really can't express enough how similar making a game feels to playing Factorio. If you have a lot of hours in that game, you should really consider coding (especially if you're reading this!). Sorting out my larger to-do list now. Today I'm just going to focus on planning I think and then get back to Noita so I can stop using my own RAM on it. It's been an incredibly productive couple of weeks. Ironically, the game is completely broken right now and absolutely won't run. There are 3 'Industries' remaining: Genetics, Mining and Cooking. All except Genetics use pre-existing principles, and I'm pretty confident about how Genetics is going to work. I've really added a lot of stuff already without testing so far, so I think we'll do that before getting to these 3 things. Before getting into the code, it's time to zoom out a bit and look at the project as a whole. Which parts can be streamlined, which can be improved. Perhaps I can anticipate some bugs and altogether make the project cleaner and much easier to work with. On my list is: - Overhaul the drug system. It will now be a bit more robust and allow for multiple Buffs. This will come into effect with Cooking and Genetics too. - Tidy the Human script. - Tidy and streamline as much as possible. - Overhaul any systems that should need it. - On to the UI and the same there. All of these kind of bleed into each other. It's big brain work time. I think I'm going to take some time off before I start. It will probably bleed into testing too. Right now, all the basic elements to the game are in place, and it's time to really just tighten everything up before jumping into testing. Maybe I'll pop in and out if I get inspired or bored of other things but don't expect much from me this week. Saturday 5th: Managed to finish Noita on my first run of the day yesterday. Was amazing. Wasn't easy. Looking at the drug system and implementing the new 'Buff' system. A few questions to be asked, such as does the buff come from a 'Buff' on the food or can it just go by name? Went by name and made a Bool on the Items to check whether to apply it. The effects are made on application and over time on the Human script based on the name. As I do this, I'm fixing code as I see it. For example, for drugs like 'Painkiller', instead of asking for that each time we change the Mood of the Human, the Human will have a 'SavedMood' which the Drug will force the Human to if they have the Painkiller, and it will be set when the Buff is applied. Had a hard think about the Human code. At the moment they have a bunch of Counters, for example the Eat Counter. They won't try to look for food unless this is below zero, then it will reset. This stops them from looking for food every frame if they are hungry and don't find any. I'm a much better programmer now and I see I can improve this drastically. If they are hungry and don't find Food, they will Idle for a few seconds before trying to do anything again. I don't know why I did it so badly before but it's just the only way I knew how.
[ 2020-12-17 13:52:49 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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