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The Flavortown Port

3 devlogs
5h 56m 30s

Help ship projects!
Its a physics based factory game sort of like Hydroneer or MineMogul, except instead of ore and rocks, you are moving projects! Process them, and send them to the ship, so they can be shown to the world!

This project uses AI

Needed Github Copilot to help with vectors. I hate vectors, and didn’t know what I was doing, so I had to use it.

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Seven

Finally actually finished the conveyors. Apparently they still didn’t work properly as of my last devlog. The solution was the reversal of one multiplication statement. When trying to rotate vectors in Godot, if you want to rotate in all axes, you need to multiply by global_transform.basis, but apparently THE ORDER THAT YOU MULTIPLY IN MATTERS. Why? WHY? Thats not how I was taught multiplication works.
Either way, before, it was Vector3(0,0,-1) x global_transform.basis and
the fixed version is global_transform.basis x Vector3(0,0,-1)
I think im mostly done with awful vector math. Well, I still have to make more belts and make machines, but I don’t have to figure out the math as much.

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Seven

Three hours to make a conveyor belt. I swear im not inflating. This was really hard. I tried so many things. I eventually came around to the realization that the only way to do this was to get the total direction of conveyors acting on a package, and apply speed based on that. Before I figured that out I tried so much else. I tried checking when an object leaves and enters a conveyor, but that doesn’t work because objects enter a new conveyor before leaving the last one. I then tried applying the motion directly, while it was on the belt, but that didn’t work either.
I tried so many other things that I can’t even remember now, and came across some wild issues. I’ll attach some videos of me accidentally sending boxes to NAN. (you can still see them because Godot panics and just keeps showing them where they were)

Also I had to use a bit of AI to figure out how to apply the motion properly, because you need to maintain physics, while applying motion. Sorry, but at least theres only like 3 lines of AI code.

Also I love 4.6. Only wish is for editor level plugins or git support. Apparently the Forward+ renderer compiles to web as well now? Didn’t know, but it let me.

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Comments

Seven
Seven 3 days ago

I attached the wrong vid for the first one lol
sorry, click to the second video

Seven

Conveyor belts are hard. Really hard.
Thats all i’ve been doing this whole time (aside from basic project setup)
The problem is that I basically need a moving platform under the conveyors, but that doesn’t work because a platform ends. So I first tried using gravity, as seen in the video below. That meant that it constantly accelerated to really high speeds while on the conveyor. Next I tried using force applications because I am using rigid bodies for the packages. That didn’t work either. I’m out of ideas so I’m posting this devlog.
I also got some basic player movement done, and setup a testing level.

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