Monday 25th:
Added a 'TargetRange' to Humans and sorted for saving and loading. This way, I can adjust it so that they don't have to go walk into the target Human.
Also, I made it so 'MakeHumanWait' occurs on 'MakePath', since it doesn't really need to occur anywhere else.
Tough start to the day with bugs happening and I couldn't figure out why. Turns out it was because I forgot to check if the child of the Human is Hungry and underrage before breastfeeding it.
Ok, got it working. Only thing now for all of this is to smooth out the animations, which does involve some code. For example, when a Human reaches a Baby to feed it, at the moment it just does it instantly but I need to add another stage where it waits for an animation to complete. Putting it on a list for later, along with a thorough look at the 'Delete' scripts, which should fix a minor bug where the Transport Frame on the Walls remains after deleting the object. For now, I want to get things functionally working.
Still a few things to fix here, fixed a ton of things by making sure to reset the 'Counter' of Humans when they are set to 'Waiting', so that they don't instantly give up on Waiting. Also, 'return;' after DecideNextMove() so they don't instantly arrive at their next destination sometimes. I guess these should have been obvious but for me it takes a while. Now it's looking good though. Mating too. Wonderful.
Ok, running into tons of problems with multiple Humans stacking up on the line and the human gate.
Seems to be mainly to do with the Human Gate. And actually I think the problem is with 'TriggerPreviousBuildings'. Really need to clean up what happens between Transports and Stations and what happens when things are Blocked etc. It hurts my head and enrages me just to think about it.
.... So the when the Human was dying on the Blood Drainer, 'ClearTarget' was clearing the Occupier for the Human Gate because that was still their Target (Target is reset on DecideNextMove). Made sure to clear Target upon reaching a Station, since DecideNextMove doesn't happen here.
These new coding methods I'm employing are more efficient, easier to debug once the solution is discovered and better optimized. However, it can be harder to find out what the problem is sometimes. It's definitely hard mode, like riding a bike without stabilizers.
Really stressful day but it ended with all Humans interacting properly and stacking up on the butchery line. I have some minor but chunky tasks on the list but tomorrow I'm going to see if I can plough ahead with the content and get an idea of how close I am to the next Build.
Tuesday 26th:
Starting with a few fixes. Game crashed at midnight because the colour value was NaN. So I called her and asked her why she was the colours in my game. She said 'it's because you're giving Unity a null value, you can fix it by just getting rid of a keyframe here'.
Got a huge grin on my face as I realize this is the day I start ploughing through the content. Really happy with being able to shift click to just move pieces of my factory without effecting the floor.
More fixing here and there, but on the whole everything is working very smoothly, and with 6-10 Humans and a full Butchery line in action, the game still runs at a super high frame rate! Very pleased.
I feel like I went through the fire a little bit with very stressful coding work, but took a break, span around and kept at it and by the end of the day it was pretty good. Now the progress today is much more satisfying.
Now to have a look at the price for each Building and adjust them a bit. Making everything a bit more expensive because **** you.
Realized I could use 'TriggerPreviousBuildings' and 'TriggerBuilding' on 'OnTriggerExit' on my EmptyChecker Collider. Also on Grabbing the Human. This was to fix an issue where Humans would get stuck on an exit if blocked.
Ok, a whole ton of fixes and successes as my base exponentially expands.
Last thing I ran into was a problem with death and dying. Long story short I have to fundamentally change this setup. So far they are not staying dead because they are getting caught on 'SavedHP' which is not < 0 and so they start regenerating HP. If it was working, it would surely cause problems because they would be running 'Kill' in the update every frame while below 0 HP. Shouldn't even be assigning to savedHP here as that's for the invincibility potion, but the savedMood still applies. So, yeah, complete overhaul. I'm going to make a function on the Human called 'Damage(float dmg)' which will damage the Human and kill them if it goes below 0, so that HP loss and death are tied together and don't have to appear in the update. Then it's here in the same script that I can save mood. (Saving Mood is important because it effects the Quality of certain items produced from that Human). This is opposed to simply lowing the HP from the Processor.
Finished the day by making it so the Human explodes when fed too much!
Absolutely immensely positive week for Human Factory so far.
Wednesday 27th:
Continuing the trend of yesterday, ploughing through content getting it fixed nice and quickly. Leaving the more complicated buildings for later.
I've made everything quite expensive, so it's taking a while to build everything. I could cheat, but I'm actually having fun watching that number go up and buying things as they become available.
Had quite a few problems with the Forest, mainly because a navmesh was being generated inside the object which was causing problems. Fixed.
Lots of progress, lots of building, lots of fixing. I had a difficult enough time just thinking about how I wanted to design my base.
Hit a bit of a wall with Nav Mesh Modifiers being generated inside Buildings now. A while ago, when I had to update the navmesh stuff in Unity, instead of replacing the NavMeshModifiers on each Building I just got rid of them and it was working fine. But it seems now I see the problem with it, and will have to go through each object and add the NavMeshModifer/Obstacle.
Ok I didn't really have to do it for all Buildings, I just did the ones where the Human enters and may be a bit tall (Forest, Toilet, Shower).
Looking great. Another very productive day. Update confirmed for February 14th at the latest!
Thursday 28th:
More good progress today, sorting out a bunch of bugs with the Fabricators.
Thinking about Recipes. The easiest thing from a gameplay perspective at this point would be to simply have an outcome for each thing that comes out of the Gutter and Skullverizer. I guess I could leave it up to the player.
Lots of base building today, pretty happy with it.
Fabricators (Drugs, Clothes, etc) are all working great, along with the Forest. Next is to debug clothes (some issues with Colour).
Friday 29th:
Clothes and clothing system all works well. Had some more issues with Colours but it's all good now. The biggest challenge there is actually deciding how I want to set up my base in game, so I'm just keeping it simple now and moving on to more things to test.
Made a list of all the remaining Buildings to save myself some energy as I go through. Going to go in and test all of these in the order of the list and get this done. There will be more Buildings that I have yet to set up the ability to unlock, but this is a good chunk to be getting on with.
So, before I start playing and building up my base again, I have this list of Buildings to test and fix. This will be my mini goal for the weekend:
- Telebox/Televat.
- Human Splitter.
- Camera.
- Injector.
- Gas Vent.
- Freezer.
- Mine.
- Clothinator.
- Auto-Fabricator.
Before I started the big overhaul of code and everything, the Televat was the one I stopped at. So it's nice to have come full circle now.
[ 2021-02-01 12:27:58 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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