We know what you really want: An excruciatingly detailed fungus pickling simulator. And I’m going to show you how it’s done. “What, more logistics simulation?” you gasp, somewhat overwhelmed with emotions you can not identify, will not identify. Yes, I answer, because if I’m going to be forced to write this thing two weeks in a row it’s either this or more Bizarre Literary Experiments and we all know how that turns out. (Of course we could always mix the two – a bizarre literary industrial logistics simulation experiment, but then I might be treading on China Mieville’s turf and that guy could totally beat me up.)
Let’s call it a two-part series if that makes you feel better. Remember that episode of TNG where Riker said “Fire!” and it cut to the end of the season? It’s like that but without the cliffhanger. Or Riker. But we’ll make it work because we’ve got fungus and the luminous mycelium interfacing with the base of our neck, suggesting that this is a good idea after all and why don’t we continue discussing the laudable qualities of fungi.
So let’s walk through the process of adding a harvestable resource to the game and go into a bit more detail about creating a production chain from start to finish. All meat free!
First, we have a set of three models with textures created by Mr. Hamilton — a large, medium, and small cluster of fungus. He makes the magic happen in Maya for 3d modeling plus 3d Coat and Photoshop for texturing. Out of this we get some .obj model files and some .png or .tga texture files. The *.obj must be turned into a *.upm for the game (I mean, duh) via the importer, seen here:
Now stop looking please.
The *.upm holds the model geometry, various rendering flags, paths to textures, and probably some other nonsense. This packaging process must be done for every model and animation in the game and that’s about what there is to it.
So we’ve got the models, how about putting some fungus on the game map? This requires two things: a game object definition, here:
And putting said game object definition into the biome definitions so it’ll actually spawn some fungus:
We’re almost there, but I’m pretty sure the game will write some passive-aggressive console log lines if we attempt to harvest this stuff without defining that commodityOutput. Back to Mr. Hamilton, the importer, and some more Komodo Edit. Oh hey, and it needs an icon! Great. Forgot to even draw that thing, one sec, loading up Photoshop, copy-paste, paint a bit, there.
Okay, we’re all set up!
Think we’re done? Nope! You can harvest these things, they can be eaten (because they’re type “food”), but they’re not being pickled and black cup fungus is best when pickled. Now last week Sean made some lovely models for berry preserves which you can see here:
Let’s re-use the same models but change the texture to make some pickled fungus. Normally I’d make Sean do this but he’s in Portland drinking craft beer or getting a tattoo or whatever it is they do in Portland, so it’s up to me. Just need to modify a texture, slap it on a new copy of the model, put in a new food definition (and I’m skipping drawing the icon for now, so a placeholder that consists of my bloody, screaming head will have to suffice).
But that’s not all! We have the raw resource, we have the end product — now we need to workshop definition for this transformation of mere fungus into slimy quivering morsels of delicious homey nourishment. Ah, you say, we talked about workshop definitions last week! Excellent, I say, we can apply this to our current feature. Onward!
… Actually there are a few things I mentioned but didn’t show because I didn’t want to go into excruciating detail last week but have kinda walked into it this week. Let’s see ’em.
Ouch, okay. Hurrying along here as best I can – we’ll make this cleaner and smarter later. It’ll need a requirement for glass bottles in which to pickle, but we’re going to be nice just for this one example. (And yes, we’re going to pickle the fungus by sticking it in the oven. JUST LIKE GRANDMA DID. And you really, really don’t want to see the contents of those FSM commands, though we’re going to have to clean them up to make the character interactions with the modules look more natural.)
Where does this get us?
And I’m out.