Search found 8143 matches

by cliffski
Sun Apr 22, 2018 7:28 pm
Forum: Alpha discussion
Topic: New developer blog video! (67)
Replies: 3
Views: 130

New developer blog video! (67)

This week I'm showing off the new defects system as it will appear in the next update (although it will need some balance, maybe some bug checking and GUI improvements before its done completely)

by cliffski
Fri Apr 20, 2018 8:26 am
Forum: Alpha discussion
Topic: Defects and re-work coming soon :D
Replies: 3
Views: 185

Re: Defects and re-work coming soon :D

Yup, the severity of each fault increases as it passes along the line. Each new task carried out on the car increases the severity. Thats basically a measurement of how long it takes to fix.
Currently a rework station fixes all faults, but allowing some to be missed is definitely interesting.
by cliffski
Thu Apr 19, 2018 4:51 pm
Forum: Alpha discussion
Topic: Defects and re-work coming soon :D
Replies: 3
Views: 185

Defects and re-work coming soon :D

I've been making good progress on the code for cars getting defects and those defects getting fixed by a new 'rework' station you will have access to soon :D
rework.png
rework.png (1.15 MiB) Viewed 185 times
by cliffski
Sun Apr 15, 2018 2:12 pm
Forum: Alpha discussion
Topic: Latest Developer Blog Video (#66! Defects!)
Replies: 1
Views: 130

Latest Developer Blog Video (#66! Defects!)

Enjoy the latest dev video :D
by cliffski
Sun Apr 15, 2018 12:25 pm
Forum: Alpha discussion
Topic: Designing the QA system in Production Line
Replies: 4
Views: 251

Re: Designing the QA system in Production Line

Thanks. I definitely think that 2 elements are needed regarding vehicle quality (component quality is interesting, but something I think can be handled after vehicle quality is done). Firstly I think we definitely need a way to reduce the amount of defects along a line as the car is assembled. Secon...
by cliffski
Sat Apr 14, 2018 2:47 pm
Forum: Bug Reports
Topic: [Bug 1.48] Blueprint mode not showing none blueprint slots
Replies: 4
Views: 948

Re: [Bug 1.48] Blueprint mode not showing none blueprint slots

This may be a rendering bug. I shall take a look. It seems to render just fine for me (see screenshot): screenshot_14-04-2018_15-45-56.png Is this maybe related to your PC spec? In your email you said the biog map takes a while to load, but it loads really fast for me. What video card & CPU do y...
by cliffski
Fri Apr 13, 2018 4:04 pm
Forum: Bug Reports
Topic: [Bug 1.48] Planning bug with blueprints
Replies: 1
Views: 4686

Re: [Bug 1.48] Planning bug with blueprints

Hi, do you mean you cannot place a blueprint on top of an existing slot? This is by design, but I can see how you may want to do that. The trouble is there are many situations where you want to see existing slots so you can plan around them...
by cliffski
Fri Apr 13, 2018 4:03 pm
Forum: Bug Reports
Topic: has stopped working
Replies: 14
Views: 373

Re: has stopped working

Hi, any chance you could send this save game to cliff AT positech dot co dot uk. You will find the savegames at
z\my documents\my games\production line\savegames
Cheers
by cliffski
Fri Apr 13, 2018 4:00 pm
Forum: Bug Reports
Topic: [Bug 1.48] Blueprint mode not showing none blueprint slots
Replies: 4
Views: 948

Re: [Bug 1.48] Blueprint mode not showing none blueprint slots

Hi thats pretty weird. Do you have a savegame that can reproduce this? if so can you email it to me at cliff At positech dot co dot uk. The savegames are found in
\my documents\my games\production line\savegames

If it uses a custom map can you attach that too?

Thanks
by cliffski
Fri Apr 13, 2018 8:59 am
Forum: Alpha discussion
Topic: Designing the QA system in Production Line
Replies: 4
Views: 251

Designing the QA system in Production Line

(re-post from blog at https://www.positech.co.uk/cliffsblog/2018/04/13/designing-the-qa-system-in-production-line/) This is a big feature in my car factory game Production Line that I have been putting off until I could really set aside some time to think about the design seriously. I think I’ve fin...
by cliffski
Thu Apr 12, 2018 4:44 pm
Forum: Suggestions
Topic: The research ideas thread
Replies: 37
Views: 21958

Re: The research ideas thread

There are some great ideas here, thanks everyone. I'll definitely be putting some of these into the game.
by cliffski
Tue Apr 10, 2018 9:44 am
Forum: Alpha discussion
Topic: New marketing finished screen
Replies: 2
Views: 166

New marketing finished screen

Coming soon.... The numbers are hacked in this screenshot, final numbers make more sense :D
screenshot_10-04-2018_10-38-29.png
screenshot_10-04-2018_10-38-29.png (148.37 KiB) Viewed 166 times


Also better marketing screen...
marketing.png
marketing.png (184.07 KiB) Viewed 165 times
by cliffski
Sun Apr 08, 2018 3:19 pm
Forum: Alpha discussion
Topic: New Developer blog (#65)
Replies: 1
Views: 3643

New Developer blog (#65)

Enjoy!
by cliffski
Sun Apr 08, 2018 8:59 am
Forum: Alpha discussion
Topic: A late-game balance issue that I am thinking about...
Replies: 4
Views: 3180

Re: A late-game balance issue that I am thinking about...

Thanks for the feedback. I agree that I definitely need to adjust those numbers so that all 3 seem like reasonable choices rather than just one being a clear winner. I would also like to increase car export speed, although I have not yet decided the best way to do this. it could be adding more expor...
by cliffski
Fri Apr 06, 2018 1:38 pm
Forum: Alpha discussion
Topic: A late-game balance issue that I am thinking about...
Replies: 4
Views: 3180

A late-game balance issue that I am thinking about...

By looking at lots of peoples games, and also doing a lot of long playthroughs myself, I've concluded that the marketing part of the game is under-utilised and not particularity fun right now. It seems like in mid to late game, most people have bought a marketing facility or two, but few are running...

Go to advanced search