Update soon. Could be this week. Monday 3rd: Ok after a lot of investigation I think the problem was simpler than I thought. Long story short it was to do with the agent being switched off and that causing it to be unable to path to anything, which was messing with the Idle script which resets if it doesn't find a path. Two ways to fix that. 1, switch on the Agent before Idling. 2. Instead of resetting if nowhere is found to idly wander to, how about they just go straight to 'Idle'. More testing and fixing and making my list, thinking about gameplay. I'm learning that the main challenge as a single developer is not just to produce all the code and content; as difficult as that is my real challenge is to have the time and patience to play through properly so I can actually 'direct' the game. Ideally, that's all I would be doing. Tuesday 4th: I could go ahead and upload what I have, but I think it's kinder to the player to do more testing and fixing first. If I can get it done soon, I essentially want to make the game as smooth and perfect as possible before adding the cooking and genetics and other content. Cleared the list of tasks from yesterday. It's pretty exhausting playing the game, let alone fixing every little thing. So, today I'm just focusing on testing and making a TO-DO list for tomorrow. Lots of testing and fixing and I've got myself another fat list of things to do tomorrow. Playtest and fix all existing content. Wednesday 5th: Going in straight away with my todo list. I'll write them here so you have an idea of what kind of thing I'm fixing. Fixed the Clothes script to work with my new optimized system. Made sure Hair is updated so it goes grey properly. Sorted bug where picking an item off a conveyor would not prompt the previous conveyor to move. Reduced impact of pregnancy on waist length by half. Made it so cargo on Conveyors rotates smoothly. It also moves towards the centre when blocked instead of just stopping, which creates an interesting kind of 'bump' animation by accident. All in all, a vast improvement that is so simple and easy to implement that I think it was right to have taken a break from this project as I'm seeing it much clearer now. The only issue here now is that they will sometimes make 270 degree turns in the wrong direction instead of 90 degree turns, and I'm not really sure how to fix that so I'm pinning it to the bottom of the list for now. Re-added the animation for using a Fabricator. Some of my notes are to do with smoothing out highlighting and fixing bugs for the different types of highlighting. Put those on the shelf to try and deal with all at once; I should be able to produce a much better highlighting system. Stopped Humans producing Waste when dead. Not sure what's more realistic but this is easier gameplay-wise. Minor bug on Decapitator gaining 'Progress2' forever so it looked weird in UI. Made it so right clicking a building shows it in the Human Resources Panel. Before my break I separated the Shirt Container and the Torso Container in the heirarchy. This messed with the animation. I think the best thing is to put it back in instead of copy-pasting all the animation frames. This meant some code editing to make sure the Shirt Container is not deleted when we reset the Human's torso and searching for the right location in the heirarchy. Fixed a bug on clothes colours, just a typo causing shoes to be same colour as shirt. Right clicking to show Building info was broken. Needed to check all windows were closed before allowing it. There was a bug where, occasionally, the Human was able to finish a task on a Fabricator and then leave before the Item is made. This would often cause a chain reaction of problems. This meant the 'Maker' returned null. I fixed it so that 'CurrentHuman' is updated every frame on the Fabricator, and instead that is used to make the Item. It's possible that bugs could occur if the player loads in exactly as a Human finishes making something and leaves the station, but that's a risk I'm willing to take for now. Made it so chest deformations occur in the Update method with a move-towards to make it smoother. This was an impromptu decision and took longer than it should but it looks nice. Whereas before my break, so many random little things were broken. Now, everything looks great and smooth. Tomorrow my plan is to address a number of bugs when it comes to highlighting. I think the best approach here, while it is not perfect, is just to do a raycast from each object. I might have over-estimated the cost of that and otherwise it's a lot of fiddly coding especially in a game that is not fully developed yet. So, going to switch to this and use for all future games at least while in development (or I get a better idea). Thursday 6th: Imported some of the things Maly gave me for Another Rogue so put those in. Had a bit of trouble converting things from quads to cards and handling layering and learning TMPro (fonts, where the order layer is etc). Looks much nicer but there is more to be done and I am almost done with this round of Human Factory polish/upgrades. Ok so I made the changes to the highlighting system. It turns out it does have rather a big impact simply because of the number of Buildings there are in the scene at any time. So, after a couple hours of work, completely reverting that using ctrl z. This is a double edged sword on my morale. On the one hand, the work I just did is for nothing. On the other hand, that painful mass of work I did that time actually really paid off in terms of frames. But we still have those bugs with highlighting to deal with, so I need to examine that code. I do feel little bit lost in the controller code, so my next task is to go into that in detail. As far as testing the rest of the existing Buildings goes; Drugs/Resources are very basic and I don't expect any bugs. For the Reproduction Buildings I might need to get busy with the code again. Fixed a bug where transport pointers wouldn't switch off when cancelling tool. Fixed the minor bugs with highlighting and showing everything to do with automation wires. Wasn't too bad to figure out in the end and it's now running smoothly at very low frame cost.
[ 2021-05-13 10:43:16 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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