Hello, quite unsurprisingly, yet another week has passed (in my experience this has always happened so far:)) and it is the FFF time. Our almost almost fully automatic release mechanism (now only missing the big red button) has taken care of the latest 0.12.8 release which is looking quite good so far (only 17 outstanding issues! YaY!). We have shifted the release day to the middle of the week (this time wednesday) to have some time for a hotfix in case something goes wrong. And also to alleviate the "Friday release stress". However, long ago are the times, when release would take hours to prepare then some more time to test and then waiting with fingers crossed if some serious issue doesn't appear in bug reports. Now all the process is automated, tests give us kind of security than things won't go horridly wrong, so we can just start the script in the evening and go home :)
New Campaign Abregado Have you ever been playing a Freeplay game and realised you don't know what your next big goal is? And then, once you decide to pick a new goal, you realise while you worked on automating the last goal, there were 10 new technologies unlocked and now you don't know which to pick next. These are the situations we hope to address with the new full Campaign. A guided Freeplay, in which the player plays through the whole tech tree, without being overloaded with choice, while still having the permanence and unidirectional progression of Factorio. The permanence problem has already been solved using the new map expansion technique which is playable in the Introduction scenario. Over the last year we have been working on the bigger design task of unravelling the tech tree and breaking it into a set of choices for the player. This task has been made all the more Interesting as the tech tree is also constantly getting tweaks and revisions over that time as well. I look forward to providing more insights but for now I will leave you with one example (read: spoiler): Just to note, we won't be changing the freeplay tech tree, which will still have all the choice and diverging paths as it does now.
Hello, I wanted to write about the things I'm improving in our GUI library, but I realized, that the important part is to explain what is the motivation to do so. So let me present the history of Factorio GUI.
While working on the GUI, we reached the infamous blueprint library, and we started talking about how to improve it. This lead to discussions about how we can improve the entire system of blueprints. The problem was not simple at all, and these discussions have been going on for a few days.
We have a long history of trying to bring Factorio to other platforms, including consoles and mobile phones (not including April Fools). We even worked with some external companies, but the projects never even got to the point where they would run technically, let alone the complicated part of making the game playable using controllers or touch screen. After all the attempts, we even had a Friday Facts prepared that was going to say something along the lines of "we don't plan to bring Factorio to other platforms".
Hello, another bugfixing week is behind us, there seems to be temperature records every other day in the Czech Republic so the productivity is much better during the night, when it is "only" 25 degrees. Now I start to experience the need of siesta and night live in the countries with hot climate.
Hello, I'm alone here today, Tomas is on yoga camp. We will switch during the weekend, as he will get back, and I will start my paraglide course. I hope you wish me no injury so I can continue to develop Factorio without interruptions.
Hello, the regular dose of news from the developement of Factorio is here, I (Kovarex) wrote it today, and you can clearly see, that I like structured form of information :) Factorio is a continuous jam session. Albert had this observation yesterday and it is very precise description of our development. In the start I had no idea what will the game be like, I had no plans about the visual styles and proportions of the project that was just a hobby, an experiment. The rails were the first graphical assignment for Albert. I told him to just "do the rails" like it was some obvious one way street task. I didn't give him any clues about the style. Should it be cartoonish? Should it be realistic? Should it look modern, cyberpunk or 19th century like? We didn't know, we were searching for the direction on the fly. Any manager would probably say this is a bad thing, that we need a roadmap for the whole process from the start to the final release with all the contents, features and graphics planned ahead including cost estimates. I personally think, that the freedom of the jam (agile) way of development that allows us to react is the best for Factorio. We are inventing and extending the best ideas on the run, ideas that would never be visible in the start. The 0.8 We have less than a week for the preparation of the 0.8, we integrated all the new terrain tilesets to the game, Tomas is now working on the roboports, and construction robots can reconstruct destroyed buildings. We have few days to add some smaller features before we start bugfixing and preparing for the release. The new terrain The main graphical task of the 0.8 is almost finished. You can judge for yourself: The roboport The roboport is the control building for the logistic/construction robots, it will provide the radio signal with limited range for these to operate. This will limit the robots from following the player out of the factory and allow the player to have more distinct logistic systems. Apart from that, the robots will recharge there and stock inside if they have nothing to do. Reconstruction of destroyed buildings When any building owned by player is destroyed while he has the construction robots researched, the half transparent "ghost" building appear on top of the remnants. This ghost building has limited lifetime (5 minutes) and if the needed component is available in the local logistic system, the construction robots take it and automatically reconstruct the building. Nothing new, but still: the thread for comments is available on our forum.
The tradition is to open the friday facts by saying, that the new bugfix release is here, as well as saying that this one is definitely going to be the stable one. But this time we really think that 0.9.8 is going to be the one :). We spent very little time with the 0.9 branch as many things for 0.10 are in motion. As we already said we planned to start using the automated testing, and this week, Tomas finally achieved to revive the testing suite, so we will slowly cover the source code by tests while working. Not only this is needed for the reasons already said, but we need to test all the otherwise hard to test corner cases in network communication logic that is Kuba giving the basic shape to. I'm now doing the hard work of fixing the small errors in determinism. I play the game, while it is saved periodically, then I have to start the replay wait for diversion from the original and find out why it happened by inspecting the differences in the saves. This is cumbersome process, as some of the inconsistencies are very hard to find, but after a few days and several bugfixes, I was able to replay the first tutorial mission without errors while certainly making a new world record of the time to finish the mission :) I gave myself approximately 1.5 hours daily to play computer games, and when playing these and reading Ideas and suggestions on our forums, it gives me so many ideas of what could be done. It is depressing to know, that all of these ideas, even when considering just the good ones, are just not possible to be made. Fight mechanics, alien pets, water-heating/cooling circuits, other planets, supplying orbit, satellites, ending of the game, different vehicles, airplanes, late-game rts controls of building and combat robot minions, equipment (as in armor) based blueprints for combat robots, enemy/neutral/allied survivors, after-landing phase where you have to take care of the people, caves and underground mining, armored trains, 20 different additions to circuit network, nuclear energy that is not just boiler that runs on uranium, 10 different enemies with different types of behaviours and attacks, different types of enemy bases, forests on fire, working eco-system, other downsides of pollution, snow areas with snow particles on machines, rare random Fallout-like encounters, different energy sources, advanced train controls, disasters, flowing rivers, more complex mechanics of armor equipment, ... I could continue like this for a long time. We have already Ideas & suggestions section on our forums, but it might be nice to have something more organised, so people could add their ideas and vote/discuss what they think should have priority, or maybe there is a way how to do it directly on the forum, ideas? I was also thinking, that we might do some kind of technical development blog posts like this one about Starcraft 1 as we are certainly facing some interesting challenges or hard decisions from time to time, would anyone be interested in that? The following picture is the new version of basic electric pole. The main reason for the change was to make it less obstruct the view of the tiles behind and to avoid having the cable and the pole fall loosely when the cable has vertical direction. We are always eager to learn what you think at our forums.