Future Perfect Update 4
Elegant complexity can be born of the combination of simple systems in unexpected and creative ways. In Future Perfect, the provision of simple, but potentially very powerful systems, is at the core. That's my deep and meaningful thought before looking at some of the development progress from this week. Naturally, this post can't hope to cover everything that the Future Perfect team worked on this week. For that, you should check out the Future Perfect Trello board. Max has spent a lot of time tinkering with systems that allow electronic set ups. Check out this crazy machine, that drops a doodad into a pit of doom: httpv://www.youtube.com/watch?v=uGDWDKFU-ig It seems that Max is basically the king of dev YouTube videos now. He's putting out so much cool stuff. Here he is tinkering with a basic feature that allows easier placement of all those electronic parts, 'align-to-normal' blueprint placement: httpv://www.youtube.com/watch?v=cMjaOZ5Y5Uo And just one more, because I can't resist how awesome they are. Here's Max setting up a 'wire actuator' - A contraption that is sending a signal through through a wire to change the state of a thingamajig on the other end: httpv://www.youtube.com/watch?v=vONbqiLgLHo Why this obsession with wires and electronics? One of the team's focuses right now is a 'Heist Jam' - a game jam to make a heist game. Doing stuff involving electronics is a great component for a heist game. For example, maybe you need to disable one of these new laser fences:



