Good afternoon everyone, We have commited to releasing the 0.11.0 on 31st of October 2014. That is next Friday. If all goes well, this will be our Halloween present to the community. But there is a busy week ahead of us:) Apart from regular pre-release craziness, doing significant refactorings the day before or fixing bugs at the last minute, there will be more. On Wednesday we have scheduled moving to our new office and on Friday morning (yes that is the release day) we will be giving a presentation at a local university about the project. We gave the same presentation about a year ago when it was not exactly clear whether / how long will we be able to continue working on Factorio. That has definitely changed for better, especially considering we are moving out of "our garage" (our apartment used as a working place), looking for people to work with us and doing other sorts of longer term commitments.
Hello, I'm turning 30 today. Few years ago, I was thinking, that I should achieve something great before I get 30. Now I work on Factorio, and I feel like this is the best position for me that could exist. I enjoy it very much and I feel that it also is the best learning experience I could hope for. I managed to not disappoint the younger me, and it makes me happy ... or maybe just less frustrated from the infinite queue of bugs waiting to be solved :)
Hello, another Friday means another update on what is happening here in the Factorio central in Prague. It doesn't really feel like the Christmas are actually around the corner. There is no snow (just cold) and the shopping spree / Christmas tree hunt doesn't really affect us that much:) Therefore the only clear signal that the year is coming to an end has been the Christmas concert we attended with Kovarex. The stabilization of the 0.8 has been our main topic for the past week. We have found and fixed many bugs ranging from little annoyances to serious game-crashing or save-corrupting beasts. The 0.8.1 contained a magical number of 42 bugfixes, but unfortunately some of the fixes brought in new bugs (this happens so often that it became a programming folklore). Therefore we made another bugfix release - the 0.8.2 which has been published today and so far it has been looking good. The way I put it sometimes, the bugfixing probably sounds like a boring / tedious work. Well there is not that much creativity involved, but it can get really interesting. It is like solving a puzzle or a small criminal case of your own. In the beginning you only have the problem. Then you are looking around, noticing small odities and other clues. If you need, you can use the debugger or debugging prints to get a glimpse of what is happening behind the curtains. You need to think a lot and picture how the different parts of the code interact and what could be going on. You make a hypothesis, test it and often ... find nothing. But in the end you get this AHAAA moment when everything becomes clear and the source of the problem is revealed. Actually fixing the bug is usually the simple part, once you have traced its origin. The AHAAA moment feels really good, it is like figuring out a riddle or solving a tricky math problem. Kuba started working on the biomes for the 0.9. The model he is using is taking into account two semi-independent variables: the temperature and the humidity. The noise of temperature and humidity is generated over the map, assigning a specific combination of values to every tile. The placement of terrain and doo-dads (trees, rocks, fauna, etc.) are driven by these two variables. For instance, the definition of plain green tree would say that it has the peak at humidity of 0.5 and temperature of 17 degrees. The probability distribution is then formed around this peak to determine whether the tree should be placed on a given tile (based on the tile's temperature and humidity values). In the end, based on these definitions, the different biomes should emerge (we are already curious if they do:)). Below there is an image which demonstrates the relationship between biomes and humidity / temperature. Albert is at the moment working on the doo-dads (new trees, rocks, plants, etc.) to give the environment a realistic feel. We have collected quite some feedback on the new logo direction in the past week. Personally, the biggest surprise to me has been that a lot of people would prefer the current logo to the old one. We still believe in the new logo and we will use the feedback from the forums and emails to improve it (experimenting with the color, increased readability, the wheel shape, etc.). The second post picture is called "The giant and the machines". It demonstrates the scale functionality of the engine that can be used to draw scaled pictures on the fly rather than scaling them first. This way the picture uses both less space on the drive (some mods are already bigger than the vanilla game:)) and less video memory. It was really funny to see the giant player walking around the tiny machines:) As always you can let us know what you think in the dedicated post on our forum.
Hello everyone, this is the third Factorio weekly update. It is scary how fast the week went by. The summer is definitely gone and it has been raining hard for the past two days here in Prague. We spent the weekend by playtesting the 0.7.1. The bugfixes were mostly finished and we were after the balancing. This resulted in two freeplay games in which we both (me and kovarex) managed to build and defend the Rocket Defense in a little bit more than 11 hours. We both used different strategies. Kovarex went after the logistic robots and the beacons, while I tried to keep my factory relatively small and was really focused on researching the rocket defense asap. With the balancing changes we made, the game seems to be well playable again. No more crazy medium biter attacks after 10 minutes. In my game I saw a first medium biter after cca 4 hours and the first big biter after about 9 hours of playing. That seems allright for the regular settings. After the weekend we focused on getting the 0.7.1 out. In the end we managed to do that on Tuesday night, after a full day of work on fixing small issues coming mostly from the Lua API refactoring. The 0.7.1 was received rather well. It still has some bugs though. Especially regarding the enemy expansion. There was this funny save where you stand in the middle of your factory and in like 20 seconds out of the blue sky there appears an enemy spawner and two worms right next to you:) So yeah, there will be 0.7.2. We will put in only bug fixes and will try hard to make this one the stable release for 0.7. After the hectic release we spent the next day trying to relax a bit and put plans together for the next iteration. More or less the plan is now clear. There are three priorities: New terrain - Originally we wanted to spend some time on the players' animation. But then a friend of ours came for a visit. He never saw the game before and his first remark was that the terrain is sh*t:) And he is sort of right. On top of that the terrain is omnipresent. We really want to polish the game as much as possible before the Greenlight campaign so we decided to take a shot at the new terrain and some doodads if there is time left. New main campaign - We consider the demo campaign more or less finished. It still needs some UI love but the content is there. However the main campaign (New Hope) is seriously lacking and it hasn't really changed since the Indiegogo. So one of the goals for the next iteration will be to extend this campaign to 5+ meaningful levels. Having multiple levels will also allow us to better explain some concepts (like trains, logistic robots or signals) to the player. New trailer - We cannot start a Greenlight campaign with the current trailer. It is painfully out of date. We have been discussing a lot of ideas and studying existing successful indie game trailers to come up with something entertaining and competitive. The details are not finished yet, but the main theme would be presenting a factory without "scene cuts". All the transitions between the consecutive scenes would be fluent and performed by elements in the factory. For instance - the camera follows the train which takes it to the next part of the factory. Albert has been onto the terrain for couple of days now. We were playing with an idea to use Wang tiles but in the end decided to go with different size variations of tiles for the same terrain. This should break the grid-like feel of the current terrain. Albert developed his own, simple yet clever technique for creating tile variations rather fast. Basically he creates the tileable edge of a single tile and then just changes the inside for every variation. Keeping everything as 3D models allows him to do all sorts of tricks (like changing the height gradient really fast). Some preliminary results look promising. Here is an example of dry dirt terrain with random machines on top of it: As before the link to the post is in the separate topic on the forum. So you can post your comments there
Hi folks, a big portion of the past week has been spent with the non-development stuff, mainly related to us moving to a new place. Apart from that we have been putting our breath together to deal with the biggest ever list of bugs so far.
Hello guys, past week has prepared some ups and downs for us. On the up side, we have marked the 0.10.12 as stable and we also moved closer to getting the multiplayer reasonably working. On the down side our reservation for the new office has been cancelled which means we had to start looking for an office place yet again. That is rather unfortunate because we really liked the place we picked originally. Anyway, I am sure we will find another one soonish (we have already had couple of viewings this week but so far without success).
Hi guys, we are back here for another Friday update. We marched through the "bugfix hell" to release the 0.7.5 as a stable version in the beginning of the weekend. This allowed us to clear our minds and completely focus on the next release in progress - the 0.8. The work on the new trailer is going well. The first prototype started a good discussion on the forum. We took a lot of points from that discussion and came up with an updated trailer. It is a very tiring job - keep iterating over the same 2 minutes over and over again, fixing small things, changing the timings, playing with the composition, etc. However the more work we invest in this, the more confident we get about it. Maybe it is a self-dellusion, or it is really getting better. We really want to get it right. One thing is for sure, the result will be on a completely different level than the old trailer. Since the majority of work is done we also got in touch with a French artist from Dijon, who will make the music for the trailer. So far, the reference music for us has been the lively jazz Twilight in Turkey by Raymond Scott. Today we had a good discussion about one of the upcoming features in the 0.8. Repairs and the repairing robots. For a long time there has been no concept of repair in the game. "Need to repair an almost destroyed turret? Sure, just mine it and build it again. Voila here it is - brand new, shiny and shooting." This will change. We came up with the following: There will be a new object - the repair kit. This will be a universal tool to repair anything. The repair kit will be produced from some low end materials (like iron plate + electronic circuit). The repair kit will be slowly consumed when used. The player can use the repair kit to repair anything by hand. This is nice, but it is not really a Factorio style. On top of that there will be repairing robots. These can use repair kits to repair anything that is broken. The solution to dispatching the repairing robots will be probably the same as the (yet not implemented) solution to dispatching the logistic robots. There will be a robot tower which will refuel the robots and provide a radio distance for them in which they can operate. By creating multiple of these towers the whole repair system can be automated. The first version will probably be without the robot tower to try the concept out. Oh and of course in the future the repair robots will be able to recreate destroyed objects:) One of the biggest changes in the 0.8 will be the new terrain. Maybe now it is a good time to briefly describe how it will be different. There are three main points: Everything from 3D - All the new terrains are based on Blender 3D models. This makes the tiling and creating multiple variations much easier because Albert can use the full power of Blender to change the surface shapes, add tileable noise or run the whole thing through a predefined transformation. He is definitely much happier doing this than fiddling the pixels (that is how the current terrain has been done). More variations - At the moment every terrain has only 4 variations of 1x1 tile. This makes an obvious "grid-like" look. The new terrain will challenge this flaw by having multiple tile sizes. At the moment these will be 1x1, 2x2 and 4x4 (the engine can also handle 8x8). The numbers of variations differ based on the terrain type, but on average it is like 16 for every tile size. This means that one kind of the terrain will consist of roughly 50 tiles. Different variations can be assigned different probabilities for the map generation. This will result in more natural look of the terrain. Biomes - We plan to introduce a concept of a biom. This is an area of the map where only certain terrains and certain doo-dads can appear (for instance green trees will not appear in the desert). It is not yet sure how much of this will be introduced in 0.8, but it is the direction we will take for the future. Of course making the terrain look better means a lot (a LOT) of work. Albert needs to come up with a good model and textures. Make sure they go along with other terrains and existing structures / machines. Then create enough variations, test the whole thing in the game itself and often iterate the whole process. At the moment he is working on the last terrain for this update - the water. This is especially tricky because of the lighting. He made a nice preview from his experiments. I think that the winner candidate is the blue looking one in the middle. You can find a thread for comments regarding this blog post a post on our forum.
Good afternoon, the work on 0.12 are continuing quite well according to the updated roadmap presented in the previous facts. So this is a good opportunity to talk more in depth about one of the upcoming improvements for the Multiplayer - how we plan to deal with the latency.
As stated in previous FFF's we will be making some changes to the demo and tutorial content in the game. I wanted to clarify exactly what is being removed and what it is being replaced with, as this content is almost ready for release. If you would like to catch up on the topic, you can read Kovarex's piece in FFF-327, but I will also summarize it here. Right now the NPE/Introduction is the scenario that is used as the demo (0.17) and as the tutorial in the full game (0.17 stable, 0.18 experimental). If anyone has played the tutorial in the last 12 months, this is probably what you have played. The First steps campaign was a series of three levels which used to make up the demo and tutorial in 0.16 and earlier. They were introduced in 2014. We have been working on revamping these levels to bring them up to 0.18 standards. Very soon the NPE/Introduction will be removed and the First Steps campaign will be reinstated, both as the full game tutorial and the demo.
Hello hello, I hope that the powerful constellation of Friday the 13th has brought you good luck or at least good humour. We have seen quite sharp decline in some Factorio related statistics in the past days so it seems that the AAA titles invasion starts to be felt ... many of you playing Fallout 4?