How I work
Systems in motion
A factory and travelling base that work while moving through the world.
The player story
In the mid to late game, the player carries resources back to the base and orders finished products — perhaps a new sniper rifle or a huge rhino mount. The robots take care of the production chain while the player can steer the base toward the next island.
Automation around a moving base
The automated factory system let players organise bots to carry resources around the base and automatically order the components they needed from different workbenches and smelters.
I designed and implemented the mount movement and automated crafting systems for Futurion.
Futurion factory systems operating while the base travels · Silent loop.
Scheduled polling loop
The drones were not driven by visual behaviour or scene events. Their work was calculated by a scheduled polling loop that stayed separate from the visual layer.
With deferred execution, the result could be imprecise at the scale of roughly a third of a second. For this gameplay, that did not make a meaningful difference to outcomes or player experience; keeping the system fast and simple mattered more.
When the player was away from the base, production continued as pure simulation: no visible drones or per-object scene behaviour needed to run. That left the player’s machine free for the resource-hungry work elsewhere — sensors, colliders, movement and projectiles while the player steered a mount or fought enemies. It also made the system easy to test at 10× or even 100× speed.