Hello everyone past week has been a typical "not-that-much-interesting-is-happening" kind of a week here in the Wube office. Everyone is working on his continuous little sub projects. New and new bugs keep appearing in "should-have-been-stable-long-ago" 0.12 branch. The bugs are then fixed and the cycle continues. It is not easy to find interesting topics in times like these, however this week Robert has decided to share his pet project he has been busy with lately. Just to put things into perspective, Robert is the leader (and only member at the moment) of a subteam nick-named Factorio-X which is eXperimenting with pushing our engine to its limits.
New player experience (V453000 & Abregado) In the last several weeks/months we have been working on deciding the fate of the campaign and the demo/tutorial missions. Hi, I'm Ben (Abregado). My experience as an educator using Factorio in the classroom means I have thoroughly examined new players (young and old), and have played the first 30 minutes of Factorio for as many hours as some players spend on a single megabase. The systems in Factorio are deep and interconnected, so creating an onboarding experience for a single concept poses many exciting challenges. We find that the Freeplay portion of the game is already enjoyable to its target audience, but those who prefer a more guided experience only get a short campaign which doesn’t even utilize all of the features we’ve added to the game. On top of that brand new players need to dig through a tutorial which takes about 30-45 minutes to get to automation, which is what the game is about. We want to keep the demo so that anybody who wants to try the game can do it for free, and get a proper representative introduction to what Factorio is. For Factorio, the demo should serve a dual purpose of a tutorial and a teaser, both of which we feel could be improved... Currently we find the demo has the following problems: The impact of the first level isn’t very visually representative of what Factorio is. Gives the impression of being a Minecraft clone in the first tutorial mission by having to mine manually and do hand crafting. Key concepts like Assembling machines and electricity are not presented for the first two levels. Player actions are so heavily constrained that the player learns just how to solve the tutorial rather than learning the concepts we are trying to demonstrate. Each of the levels is disconnected from the previous. Which item recipes are available, that there are suddenly built structures and the location is completely different. Grindy tasks like obtaining X resources in 2nd tutorial mission don’t have any clear purpose. The player does it because they are being told to, not to achieve some other goal that would make sense in the progression. A lot of information is not important and just floods the player with noise, for example many of the messages. The places where the player gets information are scattered - Objective window in the top left, the player character talking to themselves in the console chat and the yellow "TAB bubbles". The three different information channels competing for attention. In this case also two of them telling you the same self-explanatory information (where is the current objective shown, if you didn’t get it), while the chat informs you that your character is alive. A typical objective without purpose. (I guess the game will tell me what is it for soon?) Doesn’t this message resemble another game? What we would like to achieve with the new design: Create an immediately gripping environment that better sets up the Factorio feel. Showing and teaching core concepts like Assembling machines and electricity in the first level using as little complexity as possible. Providing goals through the technology tree, working with laboratories and the technology GUI as soon as possible. Standardize the way players obtain new items. Every recipe has to be obtained through a technology - that way the player triggers recipe progression and gets them as a reward. Starting a new level should start the player at a similar progression state where the previous mission left off. Teaching by experimentation instead of jumping through arbitrary tasks. Letting the player coming up with their own solution of a puzzle. Unify the channels the player gets information from (mostly GUI improvements). After finishing the demo, the player should be ready to continue by playing the main campaign, or jump straight to the Freeplay. If you had to pick one entity that represents the game to you the most, which one would it be?
Hello. With Christmas nearly upon us, life in the office has slowed down nearly to the point of complete hibernation. But we still bring you your scheduled programme to give you something to look forward to in the next year. For the past few weeks, I've been working on our shiny new blueprint library. We already introduced the library in FFF 161, but to briefly recapitulate: The blueprint library is a place for you to keep your blueprints, and it does two things for you: Blueprints that you save in your library are saved on your computer, and when you load a new save, those blueprints are still available in your library. In multiplayer games players can see each others blueprints and can exchange them easily.
Hello, the atmosphere in the last week was kind of special. We experienced the feeling of the final release being on the horizon many times. And we were shown that it isn't the case time and time again. So it feels very special when it is actually becoming reality. We were trying to be especially careful with any last minute changes to make sure that we don't introduce major bugs into our precious 1.0 release. The image of all the players having the game crash on some simple stupid bug is horrifying.
Hello, the forecast today says it is going to be 36°C, I bought two fans to help us overcome the crisis, but it is still quite rough.
Hello, as the team is getting slowly bigger and we still don't have any dedicated project manager, we had to start looking for tools to help us manage the team. We are testing software that allows our team members to track time spent on individual tasks, so right now my timer on "Friday facts related work" is running. I hope it to give me better insight into what kind of tasks our time goes to, where are we losing most of it, or what were the people doing when I was not here. People tend to not like these kind of changes, but we just have to admit that we are not the 4 people punk development team working from our living room and we need to invest more time into working efficiently.
Being brought in to create content on a very mature project has been an interesting experience to say the least. One of the first things I did was analyse the features of the game and which kind of player the game currently supports. The obvious thing is that Factorio Freeplay strongly attracts and engages players who enjoy an open-ended sandbox type of game. Achievement statistics show that only about 11% of players on Steam have ever launched a rocket, which currently means 'won the game'. What about the other player types? Well for those that are new to the game, or unsure if they are interested, we will have the New Player Experience. This is a free, combined tutorial and demonstrator mission which we discussed in FFF-241. But what about those that prefer a guided experience? This is the sort of player who wants to play the game, and experience all of what it has to offer, but wants to be taken on a journey. For these players we have the campaign. Why do we need a new campaign at all? We find that the current campaign: Does not include all the Freeplay content as it currently ends after Advanced Circuits. Severely limits player investment by forcing a new factory to be built each mission. Does not convey the feeling of loneliness that the Freeplay does. Is showing its age visually, as it was made before high-res textures and the terrain rework. To solve these issues we have set about designing new Campaign elements to act consistently to provide the player with a guided experience all the way from Science pack 1 to Space science packs. The first step to achieving this is to have the map border expand each time the player completes a section of the main 'quest line'. This means that the player never loses any of their progress, and as long as these transitions are presented in a smooth way, the jarring effect of the old level restarts will be removed. Having a continuously expanding map presents many other challenges, but we are confident that it will be worthwhile. This style of level will fit with the style of Factorio much better. Such a map should also end up being as huge as a regular Freeplay environment so as to better place importance on exploration. Exploration in Freeplay is generally player motivated, such as when you are almost out of iron and need to find that next big patch. In a guided experience, letting the player know that there is something out there can give them impetus to dive into the unknown. This brings us to technologies. Now that we have removed level transitions, we have also shot ourselves in the foot. How else will we deliver the technology tree in chunks? Simply making the entire tree available from the start of the game will cause all sorts of balance issues. In our NPE discussion we stated that new recipes should only be given to the player via research. In the campaign, unresearched technologies will only be given by moving to given locations on the map. These would include some non-generated terrain and pre-placed factory structures to help to player see where they are. These could also help to show concepts and workable designs, one thing that the current campaign does do well.
Hello all, This week's instance of FFF is brought to you by cube, your friendly neighbor clueless network programmer. This post will be more technical than usual, so let us know if you found it interesting.
Tomorrow's party Since a couple of weeks ago I was working for the 1M Party. Made some little graphic design jobs which finally became not that little and much more than "some little". I have to admit that I had quite some fun doing them, cause these small things are giving me the chance to experiment and play with the graphical identity of Factorio, like the happy logo variation, the small jumping gear, some layouts, the 1 color version of the Factorio logo and so on. Luckily I finished the jobs with time enough as to come back to the game gfx. But to be honest, Jitka is the person who's really taking care of every single detail for the party, and preparing and organizing everything. She became a master with the stamp and other stuff that I can't reveal just to not spoil surprises.
Combat Balance Twinsen here. As you might have read in Friday Facts #166, we wanted to do some combat balancing. First, to not bring the hopes of everyone up too much, this did not mean a combat overhaul. It means mostly tweaking numbers to make the game more fun and make some of the the weapons more viable. No new entities or new mechanics. As I was doing the combat balance, it was clear the everyone has their own different opinion of how combat is, how it should be and how to make it "better". It's hard to please everyone, especially when you are just tweaking numbers. To try to objectively evaluate combat I used the following methodology. As the game progresses, the player's power increases through research, but so do the biters(mainly due to evolution factor). So I split the game in 7 sections based on research progress. Each section also has the evolution factor I tested biters will approximately have in an average game. Initial - 0 evolution Red - 0.1 evolution Red+Green - 0.3 evolution Red+Green+Military - 0.4 evolution Red+Green+Blue+Military - 0.7 evolution Red+Green+Blue+Military+High Tech - 0.9 evolution Red+Green+Blue+Military+High Tech+Production - 0.99 evolution Then for each section I tested both offensive combat and defensive combat using the available guns and turrets and tweaked the numbers accordingly. While tweaking the numbers, I keep this in mind (this is not a complete list): Fun always wins: I prefer changes that are more fun and less annoying even if it means it could be slightly unbalanced. New weapons should be slightly more powerful than old weapons, to incentivize you to experiment. So near the end game, a rocket launcher will be better than the machine gun. Destroying biter bases is hard in the beginning and significantly easier toward the end game, to give the sense of combat power progression. Defending is not too hard in the beginning. I try not to put a new player in the situation of "you didn't prepare properly, you have to start a new game, because no matter what you do you will get killed". Then throughout the game you have to upgrade your defenses as the biters evolve. So far, the changelog looks like this. There are many numbers that were tweaked and are not included in this list. Player regains health at a much higher rate, but only after being out of combat for 10 seconds. Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote. Decreased the size of Discharge defense equipment from 3x3 to 2x2. Greatly increased the damage of Personal Laser Defense Equipment. Flamthrower gun has a minimum range of 3. The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot. Increased fire resistance of biter bases. Increased the health of player non-combat buildings. Increased player health from 100 to 250. Increased collected amount and effectiveness of Raw Fish. Increased the damage, range and health of biters worms. Decreased health and resistance of Behemoth biters. Doubled the stack size of all ammos. Tweaked the cost and crafting time of some ammos. Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells. Increased the collision box of Cannon Shells. Increased Tank health and resistances. Added research for Tank Cannon Shells damage and shooting speed. Tweaked research bonuses and added more end-game research for military upgrades. Greatly increased the damage of Mines. They also stun nearby enemies when they explode. Biters stop following player after 10 sec of not giving or receiving damage if the player is more than 50 tiles away. Other minor changes. As usual, these changes are not final and will probably change to some degree as we playtest more. There are still many things to be done. We are always talking about more end-game weapons, so don't worry, the combat in the late-game will be even more worry-free. There is also one thing that we always talked about trying to remove: turret-creep (destroying biters base building turrets closer and closer). This method is very powerful and usually doesn't cost anything. So far I believe that we did not find a simple, fun and fair solution. Ideas include: large power-up times(annoying and also weakens base defense); simply not allowing turrets to be build near biter bases (makes the player feel cheated); underground anti-turret worms (sugar-coated version of the previous idea). With the combat changes that were done I believe there is almost always an option to destroy bases without being forced to use turret-creep.In the end maybe your ingenuity and effort of building all those electric poles should be rewarded; If the player wants to do it that way, why not let him? Let us know what you think.