We would like to show you the newest feature - Tactical View.
It serves a few purposes. First of all, it's the default view for transport management, here you can link storages and stations with each other, as well as change or remove existing ones. During Play Mode, it provides easy access for all the important info about current workers' jobs, structures and errors in your factory.
We would like to give you some insight into the worker's system.
There are various types of employees available to hire in Car Manufacture. This time we will take a closer look at the Mechanic work.
The main task of mechanics is transporting parts to assembly stations and mounting them on products on a conveyor belt.
Based on how upgraded our assembly station is, we can split jobs between a higher number of mechanics. But you better watch out, making the station too crowded and not providing enough happiness can lead to labor strikes. In that case, you should prepare beforehand and hire supervisors whose task is to motivate closeby workers.
What's behind the worker's performance and what can we improve?
Worker's Stats:
Happiness (overall stats boost)
Strength (can carry bigger, heavier items, mount speed increased)
Agility (movement speed, mount speed increased)
Reliability (how often something can go wrong, e.x. a worker can fall over and damage carried item)
Tiredness (work time before taking a break)
Recently we've added UI indicators that display the current task icon above the worker. Besides that, you can find detailed info about all the employees in our factory via the Workers Info button on the left menu.
Lately, we've made some significant updates to the Build Mode system.
Changes:
Build requirements and placement rules
Game pause on Edit Mode
Completely reworked UI
Structures and objects are divided by its functional category
Added rendered previews
Let's have a look at the first category!
BUILDINGS
The buildings category contains all various types of structures and entrances which are fundamental for our plant.
You may ask, what's the purpose behind buildings?
First of all, we didn't want to restrict players to pre-made structures, so you have complete freedom in making your factory look the way you want!
Gameplay-wise it allows us to build zones inside, whether they are assembly, storage, research or sales HQ, providing necessary security and power (which are the features we want to explore and expand in the future). And also it is a great grouping tool. You can easily move and rotate your structures, keeping your objects and zones in place.
Other than the Buildings category, we got Assembly, Storage, Transport, Research, Sales, and Demolition Tool.
We will talk about those in the future devlogs!
How do you like new UI and improved Build Editor? Tell us what you think. Join us in the comments and our official Discord server.
May the fuel be with you, Pixel Flipper Team
To keep up with devlogs and other news don't forget to follow us!
Make sure to add Car Manufacture to your wishlist!
In order to successfully produce cars, we need to take care of supplies. Through the global market, we can order various car parts.
In the beginning, you will make use of preassembled engines, wheels, body parts and so on. But by making progress in your factory, you will gain access to smaller components and materials. That will let you assemble your own car parts to lower the costs.
Maybe you just want to focus on the production of a certain item. Do you want to lead the industry with the best engines out there? The market allows you not only to buy items, but you can also sell them!
We would love to hear what you guys think. Join us in the comments and our official Discord server.
May the fuel be with you, Pixel Flipper Team
To keep up with devlogs and other news don't forget to follow us!
Make sure to add Car Manufacture to your wishlist!
The time between 1900 and 1915 is what we call the Veteran and Brass era.
It was revolutionary for the automotive industry. There was a big change in terms of construction. Cars began to look more like what we call it nowadays. Gasoline engines were making their way into a big share of the market.
What cars between the years 1900-1915 would you like to see in Car Manufacture?
Make sure to add Car Manufacture to your wishlist!
Psst, did you know that we've launched our own Discord server? Click here to join!
Devlog #2 - Assembly Station
Dear Manufacturers
We would like to wish you all the best in 2020! Let's hit the new year with the comeback of DevLog series!
Assembly Station
Assembly Station is the type of area that allow us to manufacture cars in the factory.
Build Requirements
Other than money, we need to keep in mind that Assembly Station can be placed only inside Building. This way we can provide the necessary power and security for the area.
Blueprint
Found your place? Great! Now it is time to decide what kind of car we want to make in our station. For that purpose we use Blueprints. Think of those like recipes. Each blueprint contains a list of steps and resources that we need to perform and provide in order to successfully assemble our vehicle.
Objects
Bounds of the Assembly Station area define where we can place various types of objects. Decorations are nice looking but you will also need functional items. The most important are lockers that allow a higher number of workers to labour simultaneously in this station. Other objects can also provide stats boosts and facilitation making our production go faster, easier and safer.
Start Production
Once we are done with all the necessary steps, we are free to start the production phase!
Expansion
Didn't you think you will be limited to the single station production? You can connect a few Assembly Stations with each other to make one big Assembly Line. But more on that later.
Make sure to add Car Manufacture to your wishlist!
Psst, did you know that we've launched our own Discord server? Click here to join!
Devlog #1 - Build your factory!
Hey, future car business owners. We want to give you some insight into our development process and design choices. Because of that, we are starting the devlog series.
First of all, we want to thank you all for a huge survey response. All of your suggestions are really helpful.
Those last few months were really busy for us. We constantly reevaluate our ideas to meet your expectations but at the same time, we really want to surprise you with something freshly new.
Let's start our first devlog with a look at an in-game editor, shall we?
https://youtu.be/Rw6BnemwUAI
Edit Mode It's that easy to switch between play and edit modes. Here you can feel like an architect. You have complete freedom of designing, building and decorating your factory.
Building Create your buildings in any way you want. Place new segments, drag your walls. But please don't let us down creating some inappropriate shapes (we might have already tried a few ːsteamhappyː)
Assembly Station One of the most important structures on your plant. This is where all the magic happens. Your site will contain a lot of those, each with a different step of assembling your car.
Storage It's obvious that we need resources in order to build a car. That's where the storages come in. Place them inside, outside. Link those as an input or output for other structures.
Pimp my plant Decorate your building with a variety of objects.
Coming up
We have something extra too, here is a little sneak peek of our other upcoming features.
Feedback
What do you think so far? We really encourage you to discuss on our steam community forum and our discord linked here: