Version 0.4.0 alpha
Blocks
Added the Display
- Can show a single character
- Putting multiple together makes a text box
- Turns off when powered
Added the Cascade
- Transfers binary signals
- Adjustable delay
Added the Wire Board
- Identical to wire, but collides with the player and matches visually with other wire components
Added the Cap
- Only can be welded on one side
Added the Actuator Base
- Actuators can be split apart
- Actuators are made by crafting the head and base and then welding them together
Containers removed
- Crate, bridge, extruder and collector are no longer in the game
- Combiners and extractors now have built in extruders
- Combiner can still hold some blocks if it fails to extrude them, but picking up the combiner will destroy any held products
- Combining recipes that used containers have been changed
- Dev Note: Containers kept Roody:2d being a item-free crafting game. This separate pipe system caused unintuitive and disappointing interactions with other mechanics. The main purpose of the container system was to:
- Have an output for combiners and extractors. It's neat to have these be a bit bulkier when you get to choose what side the output comes out of, but this was easy to remove.
- Have a place to dump factory products. Landfills are a relatively easy but interesting problem that are added to the game by removing crates.
- Solve the 2d creature digestion problem. Collectors, bridges, and extruders trivialized the task of having block flow pass wire signals and building structures. Builds will now have to plan better for the limitations of 2 dimensions.
Metal veins now have infinite ore
- Ore is no longer weldable, since that would be too cheap of a building block
- Core ore spawns in the world since metal veins can't dry up
- Core ore now triggers "rare resource" block detectors
- Dev Note: Early game automation was impeded by the constant need to find more ore veins. Mining machinery will still be needed later in the game, but this makes getting to that stage much less tedious.
Pure core renamed to Catalyst Core
- Speeds up dismantlers, arc furnaces, extractors, and disables the time effects of chairs when connected
Magnet is weaker when trying to push something along its face, unless it's magnetized to another magnet
Galvanometer is now instant and can handle higher charge signals
Repulser core resists some forces, especially gravity
Repulser core pushes the player
Manipulator can scan a wire input for some adjustments
When the wire component matches the manipulated block (like a resistor), the setting will take priority over charge
Can be used to access display characters outside the range of the keyboard
Block detector in machining mode can detect actuators, teleporores, and mantlers
Block detector no longer gives a charge through its detecting face
Latch resolves its internal state even when locked, making it simpler and more reliable
Accelerometer holds its charge for slightly longer, making it more reliable
New leaves texture
Logs visuals smoothly connect with leaves
Logs growing sideways are now horizontal
Sand and Pulp have more distinguishable shapes
Silicone renamed to Silicone crystal
Silicone crystal breaks when it hits the floor
Plastic renamed to Rubber
Core vein renamed to core ore
Teleportore has more effects when activated
Recipes
Simpler motor recipe
Replaced some rubber with caps in chair recipe
Roller recipe produces more
Less cores needed to combine into the next tier
Silicone crystals produce twice as many wafers
Simpler wire recipe
Simpler Latch recipe
Dev Note: These blocks were
Player
Crouch walking speed is slower
Movement acceleration is lower
Structures that are moving (falling, pushed by rollers) can now be picked up without needing to stop
Structures that are still build-frozen can be picked up at any range
Welding, building, and adjustment radius increased
UI
New title screen with a more active background world
Guidebook, backpack, and adjustment windows can be opened at the same time
Many changes to how right, middle, left click interacts with backpack and hotbar
Matching structures can stack even when not perfectly aligned
Hotbar becomes transparent to clicks when welding
Mouse interactions with moving blocks more accurately reflect their visuals
Stacks of 1 no longer show a "1"
Some blocks give more info when scanning
Split the chat box into console and popup messages
- Scan messages and adjustment feedback still all display in the familiar way
Pasting text now works for text boxes
Added tutorial hints when starting a new world and getting some blocks for the first time
Console
- Cheats are now entered in the new console
- See commands with "help"
- Added console scripts
- config/*.cfg
- raw text files listing commands
- binds.cfg, settings.cfg, and autoexec.cfg are run on startup
- new_world.cfg is run on new world
- world_load.cfg is run on world load
- All non-holding input is handled through console
- Inputs are now saved in binds.cfg
- Settings can be changed with the console
- Settings are now saved in settings.cfg
- Additional info from scanning blocks can be seen in the console
Bugs
Mouse actions at a distance no longer loads chunks
Block progress state (arc furnace, destroyer) did not persist on world save and load
Persistent sounds (arc furnace) popped when stopped
When a wire was depowered by two components with a delay simultaneously, it didn't depower
Various situations didn't update block detector, manipulator, and mantler when they should have
Duplication glitch by stacking full crates (fixed by removing crates from the game)
World generation chunk border welding bugs still happen, but a repair is attempted when the player interacts with them
Many situations where a block should have been updated but wasn't
Other bugs have been fixed because most of game the code has been changed since 0.3.1
Performance
First stages of chunk generation is now multi-threaded
Memory for update ques and particles are much much less fragmented
Experimental
added `kill` cheat with a lootable corpse. Corpses do not yet persist on world save and load.
Files
Get Roody:2d Demo
Roody:2d Demo
A factory where the machine details are designed by you.
Status | In development |
Author | redinator2000 |
Genre | Simulation, Puzzle |
Tags | Automation, Crafting, factory, logistics, Procedural Generation, Sandbox, zach-like |
Languages | English |
Accessibility | Configurable controls |
More posts
- Demo 0.2.3Sep 09, 2023
- Demo 0.2.2Sep 01, 2023
- Demo 0.2.1Jul 28, 2023
- Demo 0.2.0Jul 27, 2023
- Version 0.9.8 alphaJun 30, 2023
- Version 0.9.7 alphaJun 21, 2023
- Version 0.9.6 alphaJun 12, 2023
- Version 0.9.5 alphaJun 08, 2023
- Version 0.9.4 alphaMay 19, 2023
- Version 0.9.3 alphaMay 11, 2023
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