Monday 7th:
Continuing my work on the Human script now. Changing the 'DecideNextMove' code quite a lot.
Made a function 'TargetNearestBuilding(name of the building)' to help clean up the Human code. The challenge here was making it work for all the different requirements that need to be checked for different buildings.
This is taking a while but I really feel like I'm getting a good handle on this and coding with much better practices. I'll be happy if I can finish this task this week.
Changed Pacifier, Frozen and some other things into Buffs instead of Bools. I think this is tidier.
Tuesday 8th:
Pretty sure I did some stuff on this day but it's all just veeery slowly going through and cleaning the Human code. Getting a bit messy in my head now and I think the best cure for that would be to start just trying to get everything to run.
Wednesday 9th:
Sorted out how ongoing activities end. Now, without the counter system, I think it's fair to say they do the activity for 4 seconds at least and then stop and 'DecideNextMove' if their needs change (Fullness > 50, Waste > 50, Energy < 25/Energy >= 100).
Next is cleaning up the 'Talking' script. Thinking about how it should work. At the moment it works by simply counting down 20-30 seconds and attempting to talk to someone nearby. I think I'll keep it like this, after some thought.
Made a better system for sensing whether a Human is too busy to talk or not.
Next thing melting my brain is thinking about a better way to do the Stations.
At the moment, everything is done at the Human's end, asking what their activity is. The activity is usually given by the Station with some exceptions.
I thought about making the Station handle all of it, but actually I think my system is fine.
Made sure that each Activity ends with calling 'DecideNextMove()'. Otherwise it should only happen when the Human is first made. It was quite easy by searching for and deleting all instances of 'Activity = Standby'.
Going through and tidying each activity, more thinking than typing.
A bit bothered by little things like how once the Human reaches the Toilet, their activity becomes Entering Toilet, which then triggers Pooing In Toilet. I feel like this is inelegant.
Going back to the idea of the Station handling everything that happens once the Human reaches the Station. I think Stations should have a 'mount time' by default which can be set to zero for things like Fabricators. Some things will occur in the 'Mount Time', some in the 'Use Time' and finally something on 'Finish'. Then they can have a counter which will be how long it takes to Use, which will do its thing on completion. This way I think I can actually remove it from the Human script which will make that a LOT cleaner.
This will be my task for tomorrow. It's a weighty one.
Thursday 10th:
Woke up early today but didn't get started on the game until about 2pm. We set a date for the wedding though!
Very happy with this idea to move all this 'Activities' to be handled by the Station rather than the Human. If nothing else but just to share the line count so I can mentally process a script.
My original idea of at least getting the Human script cleaned started as a small goal intended to undershoot the target and help me relax. Turns out I may struggle to get it done. I'll do some over the weekend if I need to.
Essentially just going through each line in the Human script and re-interpreting it on the Station.
Made it so 'MakeHumanPart' has the option of loading an Item right into the Outbox if not null.
Ok finished moving everything from the Human to the Station where relevant.
Tomorrow I have: Make the script compilable by fixing all errors, some random little tasks, more fixes to do for the Human script, more fixes to do for the Station script. Then we're almost finally back to testing. Definitely won't get all that done tomorrow.
Friday 11th:
Compile errors and a failed christmas shopping attempt which took most of my day.
[ 2020-12-18 11:52:50 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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