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Devlog
Belt decisions
June 03, 2025
by
dorfl
Belts in the game are intended to be fast and flexible. There are no inserter-like entities and machines don't have designated input/output ports, so some early decisions were made. Belts should: auto...
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Less rough game design
May 31, 2025
by
dorfl
A previous post described three phases of game play. Phases 1 and 2 remain largely the same. Phase 3 is discussed in this post, along with general design refinement. NOTE! This post describes changes...
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LAN and WiFi
May 21, 2025
by
dorfl
LAN and WiFi networks are groups of connected entities that send and receive signals consisting of key:value pairs. Keys may be any text string, including internal item names. Values are integers. Con...
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Control Panels
May 17, 2025
by
dorfl
The current experiment is an entity called a Control Panel which: Can monitor and adjust config of adjacent entities Runs a Lua script that may be chosen on the fly The first use case was adjusting Mo...
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Upgrades
May 07, 2025
by
dorfl
Been working on the game upgrades panel. It's a common approach for this style of game: give the player the option to spend any excess resources delivered to the Hub on factory upgrades, most of which...
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Crossing beams
May 02, 2025
by
dorfl
Energy beam basics A quick rundown on the energy beams first. The game uses colored energy beams to power stuff instead of electricity. Around the moon are ancient crystal sites where Beam Emitters ma...
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Messing with Monorails
April 30, 2025
by
dorfl
Besides belts, Monorails will be the other logistics mechanism, unlocking after the first AI Candle goal. The working design is something like a simplified combination of Factorio trains and Satisfact...
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Rough game design
April 23, 2025
by
dorfl
1
The game is about excavation of old tech, washing/sorting, disassembly, handling sushi belts, recovery of components, and finally reconstruction. Those tasks will roughly fit into 3 tiers -- not hard...
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