A list of puns related to "Infinifactory"
I've had my eye on this for a while and the dev has a demo out now.
I'm Zach Barth, the creative director of the game studio Zachtronics. I've been making "indie games" for a while now, including Infiniminer, SpaceChem, Ironclad Tactics, Infinifactory, TIS-100, SHENZHEN I/O, Opus Magnum, and the recently released EXAPUNKS.
Today I'm here with the Zachtronics team to answer your questions! We recently launched EXAPUNKS, our 90s-inspired, maybe-cyberpunk-maybe-not, hacking/programming/open-ended puzzle game, and would love to answer any questions you have about that, or any other game we've made, or anything else that has to do with Zachtronics.
EXAPUNKS: http://www.zachtronics.com/exapunks/
PROOF: http://www.zachtronics.com/proof.txt
EDIT: If you're going to post EXAPUNKS spoilers, put them in some spoiler tags! >!Like this!<
Apologies if recommendation posts aren't allowed in here. I couldn't find anything that forbid it.
Basically I'm a punk that happens to like some beep boop music and I recently discovered Matthew S Burns and have fallen in love. His music is electronic but quite chill.
I'm dying to hear more videogame music like this, and if it has a vinyl release that's an added bonus. Thanks so much to anyone who can help!
Not sure how I missed this game for so long, but here it is now! Infinifactory!
Subreddit: /r/infinifactory
From Wikipedia: Infinifactory is a puzzle game, structured as several sets of puzzles based on various tasks. The player takes the role of a human that is abducted by an alien race and is put to work to help the aliens construct equipment. ... Within each puzzle, the player is tasked to deliver a number of objects, constructed from one or more types of cube, to one or more delivery points by directing and assembling the individual cubes from their spawning point. The player has an unlimited amount of time to set up the various components that make up the assembly line, including conveyor belts, welders to attach pieces to each other, and sensors to trigger devices like pushers.
If you've played the game, please let us know what you think!
I'm Zach Barth, the creative director of the game studio Zachtronics. I've been making "indie games" for about 10 years now, including Infiniminer, SpaceChem, Ironclad Tactics, Infinifactory, TIS-100, SHENZHEN I/O, and the newly released Opus Magnum. Also, some dubious educational games that were 66% about pooping. We've arguably pioneered multiple genres of games, including Minecraft clones and design-based puzzles. Possibly also real-time, card-based tactics games, but we don't talk about that game much.
I guess there was also that time that I closed down Zachtronics for a year and worked at Valve on the SteamVR team, where I was one of a few people who worked on Xortex 26XX for The Lab. We can talk about that too, if you want, but try not to ask too many questions about working at Valve.
Today I'm here with most of the Zachtronics team to answer your questions! Our newest design-based puzzle game, Opus Magnum, was just released to Early Access on Steam last Thursday, which is ostensibly why we're here. It's very pretty. Despite that, I have no intention of making this a Rampart-style AMA, so please ask us about anything that interests you! We've been at this for a long time and have a lot to talk about!
PROOF: http://www.zachtronics.com/proof.txt
EDIT: Looks like we're done for now, thanks for all the questions everyone! If there's something you still want to know you can always email me at zach@zachtronics.com and I'll try to help you out!
Long before Satisfactory, the only similar game I'd played was Infinifactory.
Anyone else here ever try it out? The main differences are that it's more production-oriented, and it plays as a series of specific design challenges rather than an open world. In each level you have a set of inputs, and an output design that you need to fabricate.
From there, you need to set up conveyors, buttons, rotators, welders, cutters, grinders, etc. to cut each input block to the right shape and arrange it with the others to create your target output object. It's as though you're zooming in and designing exactly how Satisfactory's assembler does its job.
I don't think it's as detailed and vast as Satisfactory, but I thought this sub might still appreciate it. If you're ever in the mood for something slightly different, try it out!
-Game: Infinifactory
-Platform/Console I play it on: PC
-Things I've found accessible: Button remapping. Captions. You can pause at any moment.
-Things I've found inaccessible: Bright light flash in the beginning. Text on screen to say what buttons do is so small that it's barely readable (white text on dark grey background). It made me a bit dizzy. Quite big snowflakes fall onto your screen sometimes. Sound seems very important, there are captions (press esc to turn them on before clicking on the first person). The captions are a bit small.
-In game settings:
-Other things I noticed: First person puzzle game. I didn't play it for very long so this is all I noticed.
Hey there, Reddit!
I'm Zach Barth, the creative director of the game studio called Zachtronics. Over the past seven years I've worked on a bunch of interesting indie games, like:
We just released Infinifactory, which was previously in Early Access and is now available on Steam! That's merely the occasion, though... it's time to ask me ANYTHING!
PROOF: https://twitter.com/zachtronics/status/616299830931906560
EDIT: It's been 10 hours, so we're probably done here. Thanks for all the great questions! I'll leave you with one final story, which I don't think I've ever told before:
Toward the end of my career at Microsoft I worked briefly on a team inside Microsoft Game Studios making games for Windows Phone 7. I was a programmer, but everyone on the team knew I wanted to be a game designer (especially considering I had designed and launched SpaceChem by that point). There was a meeting scheduled inside MGS to talk about plans to bring Minecraft to Xbox 360, and our creative director (who also worked with the XBLA team) thought it'd be a good idea to bring me along, since I had made Infiniminer and that might be relevant. So there I am, sitting in a conference room, completely outranked by MGS executives wondering who the fuck I am and why I was there. Story of my life.
Actually, that's kind of a depressing story, so I'll leave you with a better one. That same creative director found me another game designer in MGS to act as a mentor and help me figure out if and how I could shift to a more design-focused role at Microsoft. We go out to lunch for our first "mentorship session" and his is advice to me is, I shit you not, to quit
... keep reading on reddit โกBLOCK ENGINEER <-- itch.io link
It's free and I'm looking for feedback and ideas for development.
Some features of the game and how they were made:
Block-to-block interactions:
Each block has a position, rotation, and power consumption. Some have conduit ports and interaction beams. The blocks are evaluated on an interval tick, where block-to-block interactions are recorded as "mutations", validated, then committed to the scene if valid. One of the more interesting block interactions is the application of movement force from one block to another. In this case, if two blocks are applying different directional forces to another block, those forces are summed, and can result in a diagonal movement. I don't know if I want to leave this in the game or not at this time.
Power and circuit system:
"Functional" blocks must be powered in order to carry out their function. There are "power source" blocks and "power conductor" blocks. Since all blocks can be moved, one can build block systems where power routing to particular blocks can be turned on and off over time. The power system combined with block movement makes it possible to create these logic gates: OR, AND, NOT, and XOR.
The circuit system was built like this: Each block knows its own port directions. A circuit manager keeps track of power blocks and conductor blocks. A graph traversal algorithm is run two times over all the circuit blocks per evaluation tick. One to consider powered-off power blocks, and one to consider powered-on power blocks (since powered on overrides powered off).
Final comments:
This is my first time releasing a game in development to the outside world, and I'm very interested in opinions, good or bad. Thanks!
Looking to get a present for my boyfriend and I know he loved/s those games. I'm considering Opus Magnum. Thanks for any suggestions.
My SGS Flair: Here
Racial Justice Bundle:
Sonic & SEGA All Stars Racing
Endless Spaceยฎ - Collection
NBA 2K20
Darkest Dungeon Shieldbreaker DLC
Eastside Hockey Manager
The Ball
Super Time Force Ultra
Age of Wonders III
Overlord II
Kingdom Classic
Gonner
System Shock: Enhanced Edition
System Shock 2
Broken Age
Newt One
All You Can Eat
A New Beginning - Final Cut
StarCrossed
Vertiginous Golf
EarthNight
Plunge
Pesterquest
Realpolitiks
My Memory of Us
MirrorMoon EP
In Between
Gunscape
Neo Cab
Regular Human Basketball
Planet of the Eyes
Crowntakers
FRAMED Collection
June Choice (5 left):
Supraland
Felix the Reaper
Men of War: Assualt
Stygian: Reign of the Old Ones
Remnants of Naezith
Overload
The stillness of the wind
The King's Bird
Do note that I am from SEA so be aware of region locked games
In the game Infinifactory you are an engineer who's been kidnapped by aliens and forced to design factory routines for them, because it turns out humans are kind of good at building stuff.
There is an achievement called 'Subversive Engineering' for a working solution that takes an irritatingly long time, 10000 seconds (cycles). The aliens will use up a whole factory complex massively inefficiently.
I got that achievement today. You can have your missiles assembled, Overlord, about 8 per day instead of a few thousand...
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