Hello, if we have any circuit lovers reading, this is another dose of facts for you.
Hello, there is a sickness running around the office this week and I wasn't excluded so there is a growing pile of used tissues on the table while I'm writing this and when Robert talks, he sounds like a creeper from horror movies :)
The Beacon Redesign V453000 The Beacon is one of the last entities that don’t have high resolution graphics yet. In the rather recent FFF-339, Albert presented the updated and redesigned Beacon. After your responses we realized some issues we hadn’t seen with the Beacon before, and we have taken some time to think about it... The red tower design by itself is very impressive, which gave it so many plus points that we didn't focus enough on the fact that it is taking too much visual attention. In this case, this happens because of aggressive red colours, the big contrasty yellow eye-like circle, the entity being quite tall, and the electric beam animation. Random variations are usually helpful to make entities look nicer in clumps (like resources), but not in this case, especially as other built entities don’t have any variations. The options to take from here would be to either update the original design, adjust the red tower, or start a new redesign. The Beacon is a very special entity, either it doesn’t appear in a factory at all or very little, or it’s everywhere. It doesn’t really do anything by itself so it doesn’t really need to show much activity either. The original design has its own problems and also saturates the screen very quickly, as they are bright, also tall, and they always move, attracting attention to the movement constantly. As for the red tower, most of the top part would have to be removed which is almost a complete redesign already, but parts of the hole could be recycled for a new version... We chose to start a new redesign, with the design goal of the Beacon trying to take much less attention.
The many lessons learned from testing the new tutorial We have already pointed out, that we are trying to make a new campaign (FFF-245), and part of it is the core beginning, the NPE/tutorial. The tutorial is one of the very critical parts of the game, as if the first 15 minutes of a game feels shitty, there is big chance that the player will not play any further. I had this experience in many games myself. So the challenge could be articulated like this: "The current tutorial is okay, but can we make it great?" The approach in the current tutorial is to feed the player with the basic knowledge of how to control the basics of the game (the first mission and the start of the second mission) in the fastest way possible. The player is even given descriptive info like this, to diminish the chance of not understanding how the basic entities work. After few steps in the 2nd level, the player can start exploring his first self-feeding loop (make iron to make more iron). The tools used to this is mainly: The message dialog that stops the game and explains the player various things. Minimization of the amount of things the player can interact with to absolute minimum, so he can't start doing other things before the basics are clear. The possible drawbacks: The constant interruptions can get really annoying (typically around 22 message dialogs before the player starts to play relatively freely in the 2nd level). The possibility, that the player will mindlessly follow the step-by step tasks without understanding it, so he can become really lost later on, and the tutorial basically wouldn't help him to understand things. So the question is: Can we make a tutorial that makes these problems go away?, and alternatively, How big are these problems actually? The current direction of the new tutorial attempt is to never use the message dialogs, so the player can learn the game more fluently, and to leave way more things to explore, as learning things yourself has a better chance of success than force-feeding generally. We made a few tests of the new approach with a few people, the main takeaway, is that nothing is for free, and this approach created new drawbacks. If the player doesn't figure out something basic, it can be very frustrating for him to figure out what is going on when not moving forward for a long time. It might be possible, that some things are just not fun to learn by exploration, and it is more comfortable if they are force fed to you. I would compare this to a friend explaining you how to play a game for 5 minutes compared to 2 hours of trial and error. There are more possible outcomes from this, and we shall see how different tweaks of both strategies work in the testings. It might be interesting if you mentioned your experience with the tutorial in the comment section as well.
Hello. It has been a quiet week in the office, we are slowly arranging everything needed for the office moving, which (if all goes to plan) will happen 7-11th of May.
Hi there, past week has not been the most productive one in the Factorio history. The Christmas was a good opportunity to take couple of days off, relax and spend some time with the family. In the meantime some more bugs have popped up in the 0.8.x resulting in the release of the 0.8.4, the current shot at the stable release. The end of the year is a good time to look backward and do some balancing. Many things have happened in the 2013 but for me, one of them clearly stands out. And that is the change in sort of a general feeling from the project. What I mean is following. In the beginning of the year we didn't have a plan, we didn't have an artistic direction, we didn't have any income, we were just two guys working over-full-time from the living room on kind of a hobby project. I remember that those were often desperate times filled with insecurity about the future. The comparison to now is staggering. We received the trust in the Indiegogo campaign, 5000 people (almost there) have bought the game, there is a great community at our forums, we have a clear roadmap and we are working on it, the looks of the game have improved drastically and we now have an actual artistic direction to follow, and much more... All in all we overcame many obstacles, some of them seemed impossible a year ago. Of course it hasn't been all smooth ride, but the despair and uncertainty are gone. Yes, often there is the stress (especially during the sprint before the release) or anxiety but, I think that is unavoidable and it often actually pushes us forward. Overall Factorio now feels to me like a healthy project with clear direction rather than a very uncertain experiment it was a year ago. We all have worked hard to achieve this but a big thanks goes also to our fans, without you we wouldn't succeed in the Indiegogo, we wouldn't have the funds to continue the development later on when things started to drag and also we wouldn't have all the positive feedback that have kept us going. Thank you! Now, for a more humorous look on what the development of Factorio is like check out this series of gifs by Kovarex on our forums. Albert has worked a lot on the doo-dads and some good results start to come out. Below is the preview of the desert with new trees, rocks and plants. The name of the image is "The desert hunt". Just to make sure, it is an artificial composition, not a screenshot from the game:). Next on the list are doo-dads for other terrains and then ship wrecks, destroyed machines, etc. As always check out the post on our forum for the comments.
Hi everyone, The full crew seems to show its results in its bug-fixing struggle. The working version of 0.11.16 contains historically biggest count of bugfixes and counting. We wanted release it by the end of this week, but it apparently needs more time as we always find some new problems when we test the multiplayer with more people. But the fact that we already managed to have less than 30 (relevant) unresloved bugs on the forums, and the fact that the multiplayer feels more stable every day makes us feel, that the hardest time of the stabilisation period of 0.11 might be over soon (TM).
Hello, you can sit tight, because the batch of insiders from the world of Factorio development are here.
Hello, apart few bugfixes, there isn't much of a progress this week in the absolute terms. Most of the work done this week was mainly to save time in the long run, so we should be able move forward faster. There are still some bugs in the 0.10.8 but these are not so critical, so 0.10.9 (stable candidate I hope), will get more time to accumulate more bugfixes.