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Developing "The Recall Singularity" (Design autonomous factory ships and stations) - Follow for updates, pics, behind the scenes and lots of WIP.

Auckland, New Zealand
Joined July 2019
Photo by RecallSingularity (@RecallSingular1)Photo by RecallSingularity (@RecallSingular1)Photo by RecallSingularity (@RecallSingular1)Photo by RecallSingularity (@RecallSingular1)Photo by RecallSingularity (@RecallSingular1)Photo by RecallSingularity (@RecallSingular1)Photo by RecallSingularity (@RecallSingular1)Photo by RecallSingularity (@RecallSingular1)
Flyable Space Factories? What is not to like? For the full demo see youtube.com/watch?v=LObQYr0R… There's also a discord at discord.gg/tRCuSNH
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Happy making some pasta while testing pathfinding.
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Feature : 3D conveyor placement. Reality - Path-finding, then collision data-structures, then threaded path-finding state. Busy week! Good progress though :)
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New 3D Conveyor rendering (plus lots of background logic). Lots still to do on this :). Next up conveyor path-finding invocation in the background.
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I really enjoyed your Sapiens making-of today @majicDave - It's super inspiring. I'm glad to hear I'm not the only dad-dev who was less productive during our NZ Fortress years youtube.com/watch?v=66SKA06j…
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BTW I know you released it about 2 weeks ago, but I'm a latecomer. :D
Just low-key working on multi-level conveyor logic and path-finding.
Been enjoying Captain of Industry (store.steampowered.com/app/1…) a LOT lately. Here's my current factory (playing on the middle "Captain" difficulty)
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I'm coming out of hibernation again. It all got a bit hard for the past few months, with only a few tidbits of gamedev work done here and there. There will be another blog entry and potentially I'll return to streaming soon. I'm just doing minor tasks to build confidence atm.
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Team Wheels. I've got a drawer with over 100 hot wheels cars in it belonging to my 6yr old and built from his older siblings. That's 400 wheels right there. Multiple cases and gadgets have wheels, tons of storage crates in our house have wheels.
My mates and I are having the STUPIDEST debate... And I am here for it. Do you think there are more doors or wheels in the world?
46%Doors
54%Wheels
223,347 votes • Final results
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Ship is now built on a much larger 8x8 grid with chunky walls and roof. Way more space for the factory inside. Large structures, to come, some ship-scaled.
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Shooting, crashing into and mining asteroids in our #godot #rustlang Space Factory game. There are some big graphical changes coming, but I was sick of chasing asteroids on escape trajectories so I added some drag. New sound effects and keyboard controls. youtu.be/nsjnCZslNdg
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I'm hard at work tweaking player input and setting up new ship geometry. Will soon be showing off ships that look less like "baking trays in space." NeshZul has been making great progress on huge engine design and Plasma Conduit models, I look forward to getting those in-game.
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As I want every ship growth to feel impactful and significant (like any other ingame choice) I realized ships need to be significantly bigger than the factory within them. Prototyping a 8:1 ratio where "floor tiles" contain 8x8 "factory tiles." Engines, Scoops, Guns - all huge.
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Great team progress today. 1. Closed Debug UI PRs related to spawning in test items 2. Concepts for new larger ship grid are progressing well with first floor and walls 3. Added flying camera documentation for new input PR I need to make some new demo videos!
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RecallSingularity retweeted
I often think about the “Read what you love until you love to read” comment from @naval , and this is a good generalization. My experience has been that it is easier to educate a Do-er than to motivate the educated; you have to believe you can Do before you embark on an effort.
Do what you love until you love to Do
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Basic plan: 1. Mining gameplay (Blast, scoop up asteroids). 2. Setup Steam store page 3. Allow close friends & advocates (on Discord) access to play-test builds 4. Gradually add deeper factory, research and story features 5. Wider Playtest 6. Early Access
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It's a blast to merge a PR on GitHub and see Steam update to that version in <20 min. There is a "beta branch" called Experimental where all master merges go. There is barely a "game" there - It's mostly tech so far. I'm rapidly working on that, going to iterate with y'all.
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Particle effects, UI feedback - I thought that server side networking was all about position and rotation of large objects. I hadn't considered all the little things I need to serialize and send from server back to client to achieve polish. So much "fun!"
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