Wednesday, December 19, 2018

the ripoff comes full circle

now that we've got a good building framework in place, it's time to start making shit. after tweaking the building effect a little bit, the first thing i made was a disgusting waste of a class, with only a few variables and no actual code to speak of. this was a universal input/output container, and the machine scripts would look for this when trying to deal with inputs and outputs instead of going through a bunch of convoluted bullshit.

the next thing i made was a gate script, with a bunch of different modes included for each type of gate. i had no idea if it worked, because i had nothing to test it on, so i decided to make something, which was the fan. it was pretty simple, just a thing that blew objects away from it and killed any fluffies that touched it, but i had a hard time trying to get it to actually do it right. sure, it was murdering as it should, but the way it blew things around was pretty broken. however, after at least an hour of fucking around with rays, i managed to do it.


the spinny motherfucker has been awakened.

after doing that, i got rid of the sprite renderer, modified the code to only run when receiving a high input, stole some code from the plant script to tie the fan to its tile, and saved it as a prefab. then, i went into the building script and added a new variable that would allow the script to spawn a specified prefab on top of the tile. upon placing two fans and hacking the shit out of them to make one power the other, i declared it to be pretty neat. then, i just needed to make some more machine prefabs and program that useless extra button in the build menu to be a new mode dedicated to connecting things together.

before anything else, i fucked around in fluffsim for about five seconds to see how it handled this whole thing. then, i wrote instructions for both building and the new mechanical mode to be displayed instead of just 'press escape to go back'. after that, i got started on the new mode. the controls were straightforward: click an object to select it, click it again to deselect it, click another object to link it, click that object again to unlink it. seeing it work relatively well for the first time was exciting!


good shit. it took a significant amount of tweaking to get it working perfectly, but good shit. next thing on the list was making something that would give that system meaning and also let me know if any of it even worked in the first place. the easiest thing i could think of was the button. it just outputted a signal whenever anything touched it, and i decided to test it by constructing a simple murder volcano.


you can kinda see what i was trying to do here. the button was placed away from the structure itself so that the thing triggering it didn't get blown away by the obscene amount of fans under the main hell chamber. the results prove that the system itself works flawlessly, even if the fans weren't quite strong enough to achieve that murder volcano effect i was looking for. now, with the addition of some gates and functional components, this new feature will be pretty much complete! i don't have many ideas for this beyond the basic logic system, so leave a comment if you have an idea for something you think would be useful and/or fun to fuck around with.

14 comments:

  1. How bout a piston
    Or better: a robot claw
    It picks the fluffy with x strength, you set where you want it to go
    Wether it's a given position or a command like rotate arm#2 30° over 1s and open claw
    Too much claw force would hurt a fluffy and not enough would make it a fluffy catapult

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  2. this has barly anything to due with the new building features, but have you thought about new things for foals and pregnant mares like.?
    1. Dam's swelling up and becoming immobile midway through their pregnancy added effect, depending on close food sources or their "special friend to get them food. plus allowing them to rolled across the ground for fun.
    2. foals being born with there eyes closed and unable to move, needing to nurse from there "mummah" to survive until they grow up. meaning the mother has to eat more to provibe for them.
    3. fluffy relationships for more abuse options. like killing a mares foals or special friend makes them go into a "wan die" loop
    4. more tools for abuse,
    5. foals beging born with birth defects and mutations most harminful some not.
    6. the ability spawn plants on the ground.
    7.runts & "bestes babbahs"

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    Replies
    1. i've actually been thinking about a lot of these things! the relationships idea in particular is something i had in mind before i even released v0.1.

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    2. I second this. Mares don't really care about their foals at the moment. As for birth defects, the chance should be increased depending on how many times the same two fluffies breed/if and how many times a pregnant mare is damaged. (also, can milkbags be a thing)

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  3. I always enjoyed making a conveyor belt in Fluffsim.

    Add a robot claw, make it attach to the conveyor, and I don't think my studs will ever touch the ground again.

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  4. How about the ability to mutilate living fluffies, cutting off body parts like horns or wings or turning them into pillowfluffies? Maybe you could also make a trauma meter aka more traumas they suffer more chances there are that they go insane, with multiple different insanities according to the traumas they suffered, or a way to mind condition fluffies to do certain things (example: a fluffy that spent their entire life with Alicorns won't be afraid of them, but at the same time it will believe that fluffies without horns and/or wings are ill or injuried and will try to mercy kill them)

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    Replies
    1. i might add the mutilations this update! the conditioning sounds like a good idea, but maybe not to the point of the mercy-killing you described unless the player gets involved and really fucks with a fluffy's mind.

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    2. Maybe some guns... Pistols... Flamethrowers... Sharp objects. I'm tired of having 20 fluffies to kill of "manually". If we're talking about FluffSim rip off, let's go full at it. What sold me to your game is the fact that it's another fluffy game and it's still in development and what I love the most and missed in FluffSim: breeding

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    3. While you wait, I kill fluffies by just putting it in a pit. The first few starve, the next few start eating the bodies, then it turns into a cannibal pit where new comers are eaten almost immediately and when they have nothing to eat they'll eat each other.

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    4. I know, that's what I do. I mean I spawn 20+ fluffies in limited space without food and wait until they begin to huuhuu. Then I quickly spawn about 10 other from very high so they die on impact and become foodie. But admit things like those guns mentioned above would be awesome especially because playing with cannibals is getting boring after few minutes

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    5. True, true. Though I'm more fond of something to put the fluffy in/on and have it crushed or shot out.

      There's just something so, so satisfying about a crunchy splat

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  5. Holy shit, this game is burrowing into my psyche. Had a dream where you deleted everything about it off the face of the internet and that was awful.

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    Replies
    1. nah, i'd never do that. this game is basically my only purpose in life now that i'm on vacation, as sad as that sounds.

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    2. Man, I love this game. I come on this blog everyday to check if there's something new

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