Posts by Ian

Friday Facts #396 - Sound improvements in 2.0

Posted by Donion, Ian on 2024-02-02

Hello, Today we will be looking at (and listening to!) many of the sound improvements we have been working on for 2.0.

Friday Facts #348 - The final GUI update

Posted by V453000, Twinsen, Ian, Klonan on 2020-05-22

It's been over 4 years since we planned the infamous GUI update. If all goes well, next week the game will get the last big GUI update for 1.0. While the state of the GUI is not close to our crazy plans we recently had for the GUI, it's above what we initially planned 4 years ago. The update you will see next week includes: A visual update to over 100 game GUIs New high resolution icons for all game items (visible both in GUI and in the world) New GUI sounds for most interactions

Friday Facts #341 - Audio, Artillery, Attenuation

Posted by Ian, Val on 2020-04-03

Sound design update Ian One advantage of switching to home working during the COVID-19 crisis is the ability to listen to the game using speakers rather than headphones, and this has proved useful in balancing the relative levels of the game. Val has also been getting to grips with Lua, and this has led him to working on attenuations, which have been proving problematic. For instance, we noticed that sounds such as the radar were getting cut off when you walked away from them, rather than fading out cleanly. I investigated and discovered we had a maximum environment sound limit of 15, by raising this to 50 we have eliminated many of these problems. But then the downside is that there are now more sounds playing and therefore more clutter to mix and balance. Pink squares indicate which sounds are active. Left: limit of 15 nearby sounds; Right: limit of 50 nearby sounds. Rseding has been working through the list of sound design programming tasks, for instance we finally have the sound for the artillery turret rotation integrated into the game (which was featured in FFF-252 quite a while ago). Real in-game footage of the new artillery sounds In other news, we have an updated concept for the transport belts. We listened to feedback from the community that they were still a bit too present and annoying. The idea of the new sounds is that they will drift into the distance a bit more and become unnoticed (until you try to fall asleep). More fun sounds include water splashes, electric and laser beams, more powerful weapons such as the gun turret and vehicle machine gun. And our old robot sounds have come back as additions. If all goes to plan, we will merge the sound changes into master very soon, and once we've done all our pre-release checks, release it to the 0.18 experimental. After that, I plan to spend time on UI sounds, and also balancing the overall levels to get them more in line with other games, which is trickier than normal given the lack of audio middleware. However we have also made some changes to the default sound settings that move us in the right direction.

Friday Facts #332 - More sounds & Map color tweaks

Posted by Ian, Klonan, V453000 on 2020-01-31

Hello, We released 0.18.2 and 0.18.3 this week. In terms of major releases, this one has very few bugs, so we haven't had a lot of pressure to crank out the releases at lightning speed.

Friday Facts #324 - Sound design, Animated trees, Optimizations

Posted by Jitka, Ian, Albert, Allaizn, Rseding on 2019-12-06

Factorio logo patches Jitka We would like to introduce our new fabric Factorio logo patches, which are now available at our e-shop. These sew-on embroidered patches are ideal for clothing, hats, backpacks, etc. The dimensions are 2.5 x 12 cm. As we are uncertain how large the demand for these patches is going to be, we have only limited stock available at the moment. Please note that our online store ships only once a week every Wednesday, and it is highly possible that the orders placed now will not be delivered before the 25th or December, this applies especially for orders shipped outside of Europe.