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A falling sand survival game where every pixel has chemical reactions! · By triplejumpgames

Chemical Reactions Tutorial and Physical Properties Lookup for Materials

A topic by BonkaTonk69 created 21 days ago Views: 625 Replies: 7
Viewing posts 1 to 6

I am absolutely in love with the concept for this game, I almost considered making something similar myself since nothing else existed to scratch the sandbox chemical processing itch. So thank you, you are a gentleman and scholar sir.


I work in the field of engineering, but don’t have a strong grasp on chemistry. I know the point of the game for some players is supposed to be discovering these reactions on your own, but I think there is going to be a player base who would appreciate some sort of look up or reference for how to get started with some of the more complex reactions. I think I’m personally more interested in the automated processing of these raw inputs, and less interested in the satisfaction of discovering every little reaction on my own. So I’m not sure how you balance or tailor the information available for different types of players, but I think it’s worth a thought. Along those lines, more info on physical properties of materials would be great (melting temp, specific heat capacity, density, etc.). If you’ve ever played oxygen not included, I feel like they did a pretty good job at giving you a lookup for the relevant physical properties of materials (properties relevant to their game engine).


One small detail that felt a little weird to me was glass did not allow the laser to pass through it with reduced heat transfer, the laser seems to almost immediately melt the first block of glass it hits. Adding realistic optics interactions between the glass and laser might be a cool thing to look into, but obviously this is a complex topic all on its own.


Keep up the great work!

Developer

oh you're right! I need to make lasers pass through glass and crystals - ok that's high on the list now :)

also I'm working on a help system that will be able to give players the properties of any material as well as their sources and what reactions they participate in - it should probably be done in a few days

Developer

lasers can pass through glass in the most recent build now :)

I saw that, nice work!

Another suggestion I thought of, while trying to build an automated furnace, is it would be nice if the crowbar had a similar shift-drag function like the hammer so you can delete a straight line of pixels instead of just one at a time. 

I also had some trouble figuring out how the logic gates are supposed to work (background in electrical engineering, so the concepts are familiar). Further descriptions for them would be a nice addition, but probably pretty low priority at this point.

Lastly, I noticed this while catching up on my chemistry, but I think you might have the chemical symbols for Potassium (K) and Phosphorus (P) mixed up. I think I noticed this with potash, in the game I believe it is P2CO3 but should be K2CO3? I could be wrong about this, but might be worth a check.

This is shaping up to be one of my more anticipated games in awhile, I will keep checking in now and then and provide feedback where I can!

Developer (1 edit)

Oh yeah, Potassium symbol was broken in some places before - I think it is fixed now (Potash is now K2CO3), but if you see any specific examples in the latest build let me know!

For logic gates, they are all facing down right now - the input spaces are top left and top right relative to the gate pixel, and the output is below it (except for the NOT gate, where the input is directly above). I'm still trying to think about the best way to implement them bc it feels a little weird to have 4 directional variants, but I need some way of defining what the inputs and outputs are, but the gates in there now are actually usable :)

Ah yeah, this is an interesting game mechanics problem to consider since you only get 1 pixel to implement the functionality. I think you’re on the right track, and frankly players will adapt regardless of how you make it work, creativity of the individual is unbound given enough time/motivation haha. I think the important part is refining clear instruction/documentation and making sure it works as consistently as possible across all variations and combinations so we as players can focus on making cool machines instead of working around misunderstood game mechanics!

**In my humble opinion, feel free to disagree :P**

Developer

You can actually make half-adders and adders using copper and zinc btw, because their signals will not interfere with each other and you can make the wires cross over on diagonals

Developer(+2)

btw crowbar now has that shift-drag line mechanic :)