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They decided on using the office environment as it made it easy to create real-life analogs for assembly language concepts that players could grasp, and making it easier for the player to build up the list of instructions.
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In contrast to Little Inferno, which Gabler stated was difficult to talk to the press without revealing a major revelation of the second half of the game, the concept of Human Resource Machine was very simple to grasp and without any secrets to keep hidden. The development team saw that the same principles could be applied to computers and used that as the basis of Human Resource Machine.
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The game is considered by Gabler as an extension of earlier titles where they have applied gamification to other principles World of Goo (developed by Gabler and Ron Carmel under 2D Boy) applied the game idea to the concept of Hooke's law, while Little Inferno used the game nature to explore the value of time. Human Resource Machine was developed by Tomorrow Corporation, a development company founded by Kyle Gabler, Allan Blomquist and Kyle Gray. The game has a number of cutscenes shown after certain puzzles that show that the city that the player's avatar is working for is coming under attack by robots, who later gradually replace other workers with robots. Most puzzles have two challenges based on reaching or beating these two metrics meeting both challenges may be mutually exclusive, but the player has the ability to return to any puzzle once solved to optimize it. Once the player has completed a puzzle, they are shown how many instructions it took and how long it took to process that program on average.
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The player can receive a reminder of their puzzle task and an example of what type of output it should produce from a supervisor character that watches their avatar work, and the player can also gain hints on how to solve some programs. Though the player will be only be shown their list of instructions operation on one set of input and the expected output, the game will also test the list against other randomized sets of input and output, and will alert the player if any of these also fail. If the outbox received any boxes it is not expected for that program, the program will immediately terminate and the player will need to figure out how to correct it. Once they have created the program, they can run it through, increasing the speed for longer programs, or pause and move step by step for debugging purposes. The loops and jump commands are also marked with arrows to help the player identify the logic flow. The visual approach to the language also allows the player to place simple handdrawn notes as labels in both the list of instructions or to label floor spaces for clarity. Later, the player gains the ability to use the concept of memory addresses, in which they can direct instructions to operate on a specific floor space that is labeled with the number of a different floor space. As such, these mimic the elements of assembly language: the simple instructions equivalent to opcodes, the ability of the avatar to hold an item mirroring a processor register, and the spaces on the office floor representing main memory. Such commands include picking up the first item at the inbox, placing the item the avatar is currently carrying at the outbox, copying the carried item to a marked square, performing addition or subtraction of the carried item with the item at the marked square, and making decisions based on the value of the carried item such as if it is zero or negative.
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The player uses simple commands to create a list of instructions to perform the given task. In Human Resource Machine, the player must create a program (on the right side) to direct boxes from the inbox (on left) to the outbox (on right).