TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 8 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]

Steam ImageSteam ImageSteam ImageSteam ImageSteam ImageSteam Image
Human Factory Devlog 08/06/2021

Tuesday 1st: ... Switching back to Human Factory today. Got myself a little list from the last playthrough, some in game things I want to achieve for my base to optimize it, and then I think trying to finish the remaining content before working on graphics again. Human Factory: Now after several years of game development in Unity I think I know how to sort the animation in the best way. Tidied up the Human Animation graphs. This should deal with a problem where culled animations would not update because there was no connection between certain states. Made maximum mood the same as the Human's Quality. Was a bug where I think Humans were being summoned through the HumanGate multiple times if there was blockage. Just made it so they check the humanoutbox is empty before being summoned. Having trouble finding a good way to stop humans trying to target items in Cargo. Made Babies start with less fullness. The idea is to make it die or take damage if noone feeds it. We'll see how that plays out. ... Ok so now I have to figure out this cargo thing. Also, there is a weird bug where a few seconds in I apparently the navmesh resets or something? Made a bool for 'iscargo' and made sure to turn it on and off. I also had to set it up for saving. Seems good. Now for this weird navmesh thing. First is to investigate. Seems to be tied to the HumanGate bug. Not really sure I understand but it seems to be fixed. However no jumping for joy yet because now it appears like containers are not ejecting their cargo automatically. Also the animation is a bit buggy now. I want to connect each Animation to 'AnyState', but only exclude itself. So it should be able to go from any state to itself. Fortunately this was an easy to find toggle :D. And finally the eject cargo thing is fixed. Was an error I made when editing the container script. Next is to play and advance my progress in-game. Wednesday 2nd: Added info on Items to show what recipes they can be used in. Spent some time thinking about the details of how Cooking should go. Made a very minor change to the tree. Thinking deeply about this game and the factory genre in general. Personally, I have 1000s of hours in Factory games. However, lately I have very little interest in pursuing the updates for Satisfactory, Factorio and Oxygen Not Included. The main issue with this genre is every time you find an optimization for your factory, it's generally a lot of work to implement. It's often tempting just to start from scratch, and I guess that's where a lot of the fun is in these games. I'm wondering if Human Factory may need to be a little more than just a Factory game. It's already kind of interesting, but I'm really starting to give more weight to the idea that Human Factory is more of a 'ranching/breeding' game. So, instead of refining my factory in game today, I'm going to go blitz mode over the next couple of days and all all remaining content with placeholder assets. At least Cooking. What I want is a complete game for myself to play and work on so my patience can go much further. Anime music on, focus engaged, let's start with the code. Cheeser is easy. Just copy the script from the Grinder to convert one item to another. Sausage Maker is even easier, as I just need to label the Processor as a 'Fabricator' and set the type and recipe for Sausage. Burgerizer is just like the Cheeser, so easy peasy. Delimbinator was slightly more tricky but still on the simple side (simple after 3 years of banging my head against a wall of code ;) ). Kind of copied some code over from the Decapitator and edited it to work for multiple parts. Butcher was slightly interesting. Like the Grinder, it can use either Items or a Human. I needed to make a new saved stat on Humans called 'Steaks' which shows how many Steaks you can cut from their torso before consuming the Human. Cooker is also easy as it's a Fabricator, the time consuming part is making all the recipes. Manual Butcher is actually easier than I thought, as all I have to do is make a version that has 'manual' toggled on and proper waypoints. So a question is, if this is going so fast, why didn't I do it earlier? Well I guess it's because I've been laying the tracks all this time but also making sure the tracks are safe before I run the train through. I was going to do more testing today, but I am actually confident everything is working so I'm finally continuing now with what works. Of course that is not to mention theory which requires me to play a lot before ploughing ahead with content. Anyway, it feels good. I've come a long way in 3 years. Next stage is adding all the new machines and items to the lists so they are referenced properly. Like filling in forms. Done. Still more to do here but I'm moved to design the genetic process in finer detail. Figuring out the recipes and how it will work. Balanced it so that each Organ has 2 non-food recipes attached to it between Clothes, Drugs and Hacks. Essentially, Mines will very rarely produce Rare Gems and the Forest Rare Flowers. Mines are used to make Hacks to improve the genetics of a Human. Flowers are used to make Spirits which guarantee they will pass on a certain stat. The machine for Genetics also require no programming, just need to make sure I get the recipes and labels right. In theory, I've just finished the programming for all the machines that are planned for 1.0 of Human Factory. Added placeholders for each of the remaining machines. Added the Genetics stuff in code. Next is to add all the new Meals. Spending a bit of time thinking about if first. Essentially I feel like this is the completely open ended part of the game. From a gameplay perspective, we really only need a few meals to make it work. However I think I'm just going to make whatever recipes come to mind and be generous and varied in the bonuses they provide. So I'm going ahead with the original plan but a bit more simplified, cutting out the not-yet-existing 'Wheat' and associated recipes. I don't think I really need the 'Hangover' effect, not yet at least, so I got rid of it. Should be fairly simple to add 'meal' buffs. Made placeholders for all the new Meals and wrote their recipe and vague value. Thursday 3rd: Finishing up adding all the placeholders for Items and basic stats. Added Rare Gem and Flower to the Forest and Mines and writing the recipes for the Genetics. Ok so another deep thought session on the progress and narrative. So since concept, playing the game has taught me that there is no need to add things just for the sake of variety (we sort of have that covered in the cooking side). So a lot of the empty gaps I had in my head for machines I might want to add, I think they are best off as empty. In fact, I have actually made some significant cuts. There were going to be 'cocktails' as a way to process drugs into something enjoyable for the Human. That has been cut. Whiskers the Cat has unfortunately been cut because there aren't enough different machines in Genetics to warrant a whole Client. We can put that in Vegod's progress. Arkanos the Magical Dragon has also been cut, with his Magic buildings and spells being given to Ivan. Both dialogues/stories I really liked but unfortunately they don't quite fit in the game. So that means McCthulu and Gorgonlola can handle the Cooking machines (Gorgonlola has a husband called Gorgonramsay???) The other thing that is cut but I may yet add after 1.0 is Education, so improving the AI of children and have them focus on improving their stats before entering the workforce. There is of course also Mutations, but I want to approach the theory of that with a clear head and a clear runway. So this is a significant milestone for the game. We are set with what we have... Almost. So here's my list: - Refine Buffs and sort the buffs and effects of New meals and Genetics. The Buffs system could definitely be a lot better, I at least need to refamiliarize myself with the code before completing the simple process of writing the new Buff effects. - Refine the Story/Narrative. Review all of the dialogue and progress to completion. This takes a clear mind. - Code the feedback for when Humans are missing limbs (similar to how it's done with the head). At this point I will have a clear runway to focus on nothing but graphics to completion. Play and fix and get the whole thing right with that set of content. Then I can review the next steps but in theory we would then start transitioning to 1.0 release. Pretty satisfying to be at this point. Added all the Buildings and Items to the Object Menus. Going to take it easy today and let all these thoughts sink in. Quick switch to Another Rogue to add some more art Assets from Maly, some coding to make that work. Sunday 6th: Sorted out the 4 Clients and their 4 Quests each. Each of them now has a 3rd quest which unlocks the final tier of their Buildings. Then the 4th Quest is the final test to wrap up their quest and unlock unique rewards. Thinking about the dialogue. Trying not to force it. If you got no ideas, just get straight to the point and add the flare later.


[ 2021-06-14 09:26:30 CET ] [ Original post ]

Human Factory
Fire Cycle Games Developer
Fire Cycle Games Publisher
2020-11-02 Release
Game News Posts: 55
🎹🖱️Keyboard + Mouse
6 user reviews (6 reviews)
Public Linux Depots:
  • Human Factory Linux [257 M]
You are a great tentacled cosmic deity, drifting through the endless void. Space can be very boring at times. But every now and then you find something that can hold your attention for a few hours at least. This time, you found Earth.

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.


MINIMAL SETUP
  • 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
GAMEBILLET

[ 6133 ]

16.79$ (16%)
21.49$ (14%)
49.39$ (18%)
5.31$ (73%)
42.99$ (14%)
3.31$ (78%)
17.19$ (14%)
13.34$ (11%)
5.00$ (75%)
50.39$ (16%)
4.91$ (80%)
2.62$ (87%)
25.16$ (16%)
16.97$ (15%)
5.77$ (17%)
5.07$ (15%)
2.87$ (78%)
10.91$ (16%)
8.27$ (17%)
41.47$ (17%)
4.44$ (11%)
33.59$ (16%)
26.39$ (12%)
17.79$ (11%)
16.99$ (15%)
17.79$ (11%)
33.97$ (15%)
12.59$ (16%)
16.96$ (15%)
19.42$ (61%)
GAMERSGATE

[ 2120 ]

0.75$ (85%)
1.0$ (80%)
1.35$ (85%)
21.59$ (46%)
1.35$ (85%)
0.75$ (85%)
1.17$ (90%)
0.58$ (92%)
0.75$ (85%)
0.83$ (92%)
6.22$ (38%)
2.0$ (80%)
1.69$ (89%)
3.83$ (74%)
0.75$ (85%)
2.25$ (77%)
16.0$ (60%)
12.0$ (60%)
0.77$ (74%)
1.0$ (80%)
1.5$ (85%)
0.45$ (85%)
1.88$ (81%)
5.63$ (62%)
2.0$ (90%)
5.0$ (80%)
5.0$ (50%)
4.14$ (86%)
8.1$ (73%)
2.85$ (90%)

FANATICAL BUNDLES

Time left:

3 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

0 days, 19 hours, 53 minutes


Time left:

25 days, 19 hours, 53 minutes


Time left:

5 days, 19 hours, 53 minutes


Time left:

32 days, 19 hours, 53 minutes


Time left:

21 days, 19 hours, 53 minutes


Time left:

18 days, 19 hours, 53 minutes


Time left:

26 days, 19 hours, 53 minutes


Time left:

28 days, 19 hours, 53 minutes


Time left:

49 days, 19 hours, 53 minutes


Time left:

356474 days, 11 hours, 53 minutes


Time left:

31 days, 19 hours, 53 minutes


HUMBLE BUNDLES

Time left:

6 days, 13 hours, 53 minutes


Time left:

13 days, 13 hours, 53 minutes

by buying games/dlcs from affiliate links you are supporting tuxDB
🔴 LIVE