Robot Factory - Devlog 003
Hello,
I haven’t posted in a couple of weeks, as this third version of the prototype took some time to set up. It actually feels a bit strange still calling it a “prototype” and not a “game” at this point — but until there’s a clear (even if unfinished) game loop and objectives, I guess that label still fits. As for the new features of this version:
Power System Overhaul
The biggest reason this update took longer is due to major changes in the power connectivity system. Up until now, you could only add new elements (like connectors and towers). But the system I have in mind is much more dynamic — it should let players connect and disconnect components at will.
Anyone with a background in computer science or math might recognize that this kind of system is rooted in graph theory. I don’t have formal training in either field, but I’ve been self-studying math for a while, and this was a great opportunity to exercise and apply some of what I’ve learned.
On a more conceptual level, I found inspiration in the world of mushrooms and fungi: supposedly isolated elements that are actually part of a larger organism — one that expands by weaving an intricate network of connections. In my case, though, the organism is mechanical: made of metal, silicon, and plastic, extending its reach through electric tendrils and branching circuits.
The new system revealed a lot of issues in my original implementation, which had become a tangle of unit-specific logic and edge-case bugs. What was meant to be a temporary “quick an dirty” setup ended up being a black hole. So, I rewrote the whole thing with a proper algorithm for efficiently checking and updating connections.
Introducing the Turret Robot
You’ll also find a new hybrid unit in this update: the Turret Robot. This little guy starts out as a mobile, player-controlled robot. But once you connect it to the power network, it transforms into a stationary, laser-shooting defense turret. You can disconnect it at any time to regain manual control and move it again.
Even better — it can act as a connection bridge between other nodes, and that’s the mechanic I plan to explore further.
Combat Arrives
With turrets come enemies! Combat is the second major new dynamic in this update. Turrets will now scan, target, and shoot enemies within range.
Right now, I’ve added a placeholder enemy with a basic health system. It doesn’t do much yet besides slowly walk toward the HQ, but it’s a solid starting point and brings the system to life. I also took a detour to add some visual effects — lasers, debris, etc. — to make everything feel more satisfying.
Unit Selection & Control
The last update included basic movement for the camera drone. Now that there are multiple controllable units, I’ve expanded the system: you can now select and deselect single units and move them around. Multi-selection is coming soon.
Other Tweaks
I also made lots of small improvements to existing systems — including abstract factories, fog of war, and other under-the-hood refinements.
This update was challenging at times, but I’m satisfied with the result and really enjoying the process so far. Expect more updates soon!
As always, comments, questions, and critiques are welcome.
— Zach
Robot Factory
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- Robot Factory - Devlog 00216 days ago
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