Sort specifically is kind of a weird example, but C++ is full of awful naming.
std::map (which is not a hash map, which is what most people would expect), std::move (which doesn't move), std::vector (which is not a vector), and std::vector<bool> (which is not even a std::vector).
May I ask how far you got? It's not a good representation of industrial engineering, for sure, but I do like the actual logistics management and "how do I deal with my technical debt" later in the game. I think most of this only really gets interesting once you use trains everywhere and build everything with bots.
I only got into circuitry myself, but I've watched skilled players go all the way through which is entertaining in of itself but not enough to overcome my initial misgivings. I can see how it would be fun from a Sim City for engineers perspective with tech debt to add a feedback to the gameplay loop.
The game feels very lonely and honestly imo quite selfish in its objectives, deplete the planet to escape using your brilliant intellect, science cost is just time*resources. This is the opposite of my experience in life where no-one can do it all alone from scratch, everything is the accumulation of shared motivation, experience and unique perspectives.
you can implement D-Gate in Factorio (needed for inventory snapshots) and make your assembly machines completely dynamic - picking up whatever recipes and resources you require (including fluids). I've reduced game through automation so far that all I do is copy paste and hook up to railway network whatever resource mining outposts
I like it well enough. Played it a bunch and actually managed to finally build that rocket. But I was not really skilled enough I guess.
Because the last couple of hours I basically just waited until enough resources for the last part of the rocket were built. I simply couldn't be arsed to rip apart the awful spaghetti code like things I have build to make it faster. It was really exhausting just sitting there ingame, knowing what i build works and will eventually produce enough but may god did it take its time for that.
From a game mechanic perspective, what I was missing in that game was a plateau at least of some kind.
Since natural resources always run out the game was basically always forcing you to be on the go and keep on doing stuff, thus risking breaking something somewhere and then rushing to fix what broke all the while you originally were supposed to be doing something else etc.
There was simply never a time were you could actually take a step back and take stock of what you build and take your time to try and work out on how to alter things to make them more efficient.
Every change I made was basically never for the sake of streamlining anything. It was always a forced change by some external factor. Always. And this feeling of constantly being "chased" kind of reduced the replayability of this game for me.
If you or anyone else reading this haven’t finished Stephen’s Sausage Roll to the very end, including reading all the story book paragraphs along the way (which increase in poignancy and frequency as the game winds to a close) then I strongly encourage you to do so. No spoilers!
I love pure puzzles and completed SSR. The story consists of sign plaques that narrate the history of the fictional world, and how your player character fulfills their place in the world through the main goal of cooking sausages. A bit unique and interesting, though not particularly complex, and you can guess the twist before it reveals. In other words, a puzzle game with a short story interspersed, perhaps 99% puzzles and 1% reading. The music consists of relaxing algorithmic ambience. The artistic ambition aims for surrealism and minimalism. I like it a lot, but I recommend against it for you.
I’m good with zero-story puzzle games. I’ve spent many hours in Simon Tathem’s Puzzles [1] on my iPhone, just for the 100% pure logic goodness that they are.
Do yourself a favor, if you haven't yet: go in the instructions for the games you like and find out the original game's name (for example' "Light Up" is actually called Akari), go online and find hand-crafted puzzles for that game. I love that Simon Tatham's Puzzles exists, but nothing beats hand-crafted puzzles made by good designers. There's a sense of purpose in the order you discover the solution and some "eureka!" moments that randomly generated puzzles will never give you!
std::map (which is not a hash map, which is what most people would expect), std::move (which doesn't move), std::vector (which is not a vector), and std::vector<bool> (which is not even a std::vector).
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