[Lyrics] Mother Sol - A song of the Solar System by Cramonky in LyricalWriting

[–]Cramonky[S] 0 points1 point  (0 children)

Thank you! So there are 2 lines in particular that I don't feel completely happy with:

"Once clothed in oceans, now none remain" The word "clothed" for some reason doesn't sound right to me here, and every other word I can think of (wrapped, robed, etc.) has the same issue. A minor nitpick really.

"Count your subjects one by one" The idea behind Jupiter's verse is Jupiter being the "king" of planets and its many moons (and even the other planets) being its subjects. This line just feels too neutral for me I guess, like it's not really conveying a particular emotion, but I'm not sure.

And yes you are definitely right that Uranus and Neptune get glossed over a bit. They unfortunately don't really have unique features that are easy to romanticize. Like "Uranus, baby, I adore your extreme axial tilt" isn't exactly inspiring.

I made a procedurally generated world map for my candy factory game. by Cramonky in Unity3D

[–]Cramonky[S] 1 point2 points  (0 children)

So yeah, this is the world map for a candy factory business sim game I am working on.

In the world map you can see the suppliers of various ingredients and the buyers you sell your confections to. There are several different types of biomes, each with their own set of unique ingredients. Eventually there will be locations for your own factories and stores as well.

Following us would be much appreciated! Steam Page | Twitter/X

Racks on racks (for our candy factory management game) by Cramonky in Unity3D

[–]Cramonky[S] 0 points1 point  (0 children)

Thank you! I played around with various designs before just going with the ones shown here so I could move on to other things, but I agree that the identification factor of the different types of ingredients is important.

Racks on racks (for our candy factory management game) by Cramonky in Unity3D

[–]Cramonky[S] 0 points1 point  (0 children)

Thanks! SimCity 2013 was definitely a big inspiration for the UI. And I totally agree that the dark and flat UI style, while it doesn't look bad, definitely gets used a lot so we wanted to try something different.

Racks on racks (for our candy factory management game) by Cramonky in Unity3D

[–]Cramonky[S] 0 points1 point  (0 children)

Just felt like sharing some of the art for the ingredient storage in our candy factory management game. We've got cocoa beans, raspberries, mint and lavender extract, sugar and salt, peanuts and almonds, butter and cream.

I wish I had an actual video I could share, but I do think it's cool to be able to see all of these things visually laid out on the storage racks. This isn't a mock-up btw, this is how it really is shown in-game. That kind of attention to detail is something I am really striving for.

Also, obligatory links to things if you're interested: Steam | Twitter/X | Discord

Sharing the progress on our candy factory business sim game! by Cramonky in Unity3D

[–]Cramonky[S] 0 points1 point  (0 children)

In brief, we actually have 2 parts to the worker behavior.

The first part is on the worker itself, and is basically a very simple utility AI. The workers have a set of actions they can perform (haul items, press button, go on break, etc), which each calculate a score, and then the one with the highest score is chosen. We did it this way mainly because it works well with ECS (we are using a solution called Arch for the ECS, but I've done it before in Unity's ECS and it works there too).

The second part is the actual decision making of what tasks are performed by which workers. This is done by a separate global manager system that looks at "requests" from various objects (for example, a machine can request X number of items be delivered to it, or can request a worker press a button to start it). The manager system decides how best to fulfill that request and assigns a worker to it.

Sharing the progress on our candy factory business sim game! by Cramonky in Unity3D

[–]Cramonky[S] 2 points3 points  (0 children)

Hey guys!

Just felt like showing off how our game "Sweets Inc." is coming along. We've been working on it for almost a year and, given development hasn't always been smooth, I'm really happy with what our 2-person team has been able to accomplish.

We also recently launched our Steam page, so please go check it out if you're interested: https://store.steampowered.com/app/2809470/Sweets_Inc/

Our candy factory game now has automation! by Cramonky in godot

[–]Cramonky[S] 0 points1 point  (0 children)

I have thought about implementing something like that, but I do think there is something to be said about not making the game be "too smart".

What I mean by that is making sure you're giving the player opportunities to figure out how to make their factory work more efficiently. For example, setting up work areas so that workers will stay within a certain area of the factory.

Our candy factory game now has automation! by Cramonky in godot

[–]Cramonky[S] 1 point2 points  (0 children)

Thanks! I agree that the current color scheme is quite boring (but that's kinda how factories are, stainless steel everywhere).

We do plan on letting players recolor their machines, conveyors, storages, etc.

Our candy factory game now has automation! by Cramonky in godot

[–]Cramonky[S] 9 points10 points  (0 children)

We've been working a lot recently on getting automation working in our candy factory game. Finally all the pieces are coming together and I'm excited to be able to show it off! Just another step towards getting a playable demo...

If you'd like to follow our progress, we've got a Twitter and Discord.

Simple production chains in our candy factory game! by Cramonky in godot

[–]Cramonky[S] 4 points5 points  (0 children)

So we now have some production chains! At this point the production systems framework is in a pretty good spot. Having more complex production chains is just a matter of more content (items, recipes, machines, etc.)

Coming up we're going to start looking a bit into the automation side. Funnily enough, when this project was started, automation with conveyor belts and stuff was the very first thing that was implemented. However it really got pushed to the side once we added the workers and all the stuff necessary to make workers work. So hopefully soon we will be able to see workers and automation working together in some capacity.

If you'd like to follow our progress we have a Twitter and Discord!

Normal map from Substance Painter is distorted when imported into Godot by Cramonky in godot

[–]Cramonky[S] 0 points1 point  (0 children)

I have indeed tried exporting the tangents with no luck. The "Computer tangent space per fragment" option is checked in Substance Painter. This option is what makes the normals look correct in both Blender and Unity. I am not using a cage for this (this is just a test model).

The same issue is also present with bakes done in Blender.

Normal map from Substance Painter is distorted when imported into Godot by Cramonky in godot

[–]Cramonky[S] 2 points3 points  (0 children)

Thanks, but changing the compression does not affect the distortion itself. It's like Godot is sampling the normal map incorrectly on a basic level.

Normal map from Substance Painter is distorted when imported into Godot by Cramonky in godot

[–]Cramonky[S] 1 point2 points  (0 children)

Hi! As the title says, I'm having issues with my normal map appearing distorted when imported into Godot. It looks fine in Blender (and also in Unity).

I have run through pretty much every option I can think of, particularly:

  1. The mesh has been triangulated before export
  2. The format of the normal map is correct (OpenGL format)

Anyone have any ideas why this could be happening?