#The Human Builder[Spoilers]

1 messages · Page 1 of 1 (latest)

cloud topaz
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I believe there is a better way to do the Lazarus rack interactions so there isn't so much inventory interface jank.

First, to do away with all the micromanagement with food and memories, place a box somewhere in the Laz complex with unlimited inventory only for those items. This box connects to...

Second, a new station(replacing the PECO terminal) near the racks, a new UI (similar to the current rack UI) that updates based on what is in the box mentioned above. It would include a search function that can filter for item names, traits, etc with each item having the standard plus/minus interface (ex Bowling Ball - [1] +). Importantly, you do not require a human seed inserted to be able to use this. You can just go in there whenever you'd like and play around with human builds at your leisure because...

Third, the humans you build in this interface can be saved and loaded into the Laz racks when you insert a seed. If you load a build that you don't have the items for, you get informed of this but it does load all the items you do have and thus lets you alter the build in real time to make changes.

There's a world in which the current interaction with the racks is completely removed and streamlined to this new centralized station. Letting the player load builds to racks directly from this new interface to specific racks (Load to Rack One, etc)

Reference the included screenshot for an idea of what I'm driving at.

spice solar
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This sounds a bit complicated, but a better indication of what human you can expect while making humans would be appreciated. There aren't enough memories right now to just make humans until you figure it out. Maybe they could fix that by adding more, but that would decrease the difficulty of the game even farther.

cloud topaz
# spice solar This sounds a bit complicated, but a better indication of what human you can exp...

On the contrary, it's far less complicated than the current implementation of the system which is either experimentation with each individual human, looking up a guide online, and/or keeping notes on paper outside the game.

This system? Zero inventory jank (you literally can't pull just a single item with the current inventory system without several split steps), you've got your entire memory and food inventory right there (with searchable interface) and if you find a build you like or get a profession you were going for you can save it and load it at will.

How is this in any way more complicated than the current method?

spice solar
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The number of buttons and the amount of text on screen is overwhelming

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going by your proof of context screenshot

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it takes me like a solid 2 minutes to read all that and have any idea what I'm looking at and what my options are

sonic kiln
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I agree that building humans is badly implemented. Having to experiment is satisfying but having to tabulate the results on paper or find a table online is a real immersion breaker. I don't want to make the process too easy, just keep it contained with the game itself. So, what about simulating growing a human without needing the necessary memories/food or a seed. You can restrict the "ingredients" of the simulation to those you have already encountered. The simulation could run at x10 speed and at the end you get a physical note containing the recipe and how the human would have turned out. Maybe these recipes could be presented to a lazarus rack which then tries to load the ingredients from a central hopper, as you envisioned. You can then add/subtract to the ingredients on the lazarus rack in case you run out of teddy bears and have to use tommys instead.

balmy ibex
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Just being able to add memories and food from nearby boxes would be enough QoL
You don't have to simulate or store recipes. Just read the GUI of Lazarus racks, it gives you all the information you need