This week I focused on laying additional foundation for the features we’ll be adding this month. I focused on the core simulation and game play loops that are the basis everything else is build on top of.
I built the state machine that drives recipe progression. Tracking each step from empty to finalized product. Every station interaction works based on this system, so creating something generic enough was important. It also had to handle state transitions, validate inputs and make a determination as to whether a product is complete or ruined.
I also worked on creating a order definition model that enables multi step orders to be placed. This is what drives pressure in game so it was important to have a system that was easy for a player to understand but sophisticated enough to handle complex orders as the game progresses.
Finally, I filled out the container item model to handle the data model required for tracking in game containers. Specifically handling what is in the container, what amount of it is in it, what temperature is it, what recipe stage is it at?
I also work on a few other minor tasks, but the three above-outlined were the most important. Next week I’ll focus on bringing those features to life in Unity, as well as adding “polish” features to the now existing systems.