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Friday Facts #92 - Personal roboport

Posted by Michal on 2015-06-26

Hello, this week's Friday Facts is brought to you by Michal (one of the new guys). We are getting close to release of 0.12. We're trying to fix as many bugs as we can; trying to get everything stable and polished. Currently we are so busy that we even haven't had time for any team building activity with Rseding91 who has come to visit us for next few weeks. So, I am going to take advantage of this no-big-news week to present more closely a feature I have been working on for the last month or so.

Friday Facts #205 - Teaching the things that everybody knows

Posted by Klonan on 2017-08-25

Hello, it's vacation season here in the office, with a lot of the team taking some time off. We just released what will probably be the last version of 0.15, so now is the best time for everyone to take a breather.

Friday Facts #72 - Back to the cold

Posted by Tomas on 2015-02-06

Hi everyone, Two months went pass like that and I am back from south India to the winterish Prague. I had a great time full of Yoga, relaxation, new experiences and of course occasional remote work on Factorio over frustratingly bad internet connection. Now my (and whole teams) focus is clear: stabilize the multiplayer, finish the endgame content and prepare the game for Steam release.

Friday Facts #17

Posted by Tomas on 2014-01-17

Hello there, the 17th of January brings you the 17th edition of the Friday Facts. Recently, even without our active participation the game has been doing quite well. There are plenty of new videos on the youtube and the forum has also been buzzing with activity. One of our fans put it as follows: "Factorio is going places". Well, we certainly hope he is right :). Anyway let's get down to business. The past week has been spent mostly by work on the new functionality for the 0.9. The blueprints and the oil industry. Both of these are quite large tasks so to finish them completely does take a lot of time. Though the core functionality for both is finished and we are now sort of tweaking the details. I have experimented a bit with some new simple pipe vs. assembler setups and it was quite refreshing and fun. We are really curious how this turns out. The oil industry will result in quite a few new recipes and while we are at it we might go and rebalance the recipes overall a bit. There are things we know for sure should be fixed (for instance the green science pack being too cheap and close to the red one) and there are things we want to experiment with a little bit (like introducing a more complex intermediate products - small engine, navigation system, etc.). We haven't mentioned our new trailer for a while. The thing is that we struggled for long to find someone who would be able to compose the music for the video. We even mentioned that in one of the past Friday Facts. After that post we actually got contacted by a player who bought the game and was following its development news. His name is Daniel James Taylor and he is an awesome (now we know that :)) composer from the United Kingdom. Check out his website if you are interested in more details / his music samples. We agreed on the cooperation and he went and composed a great piece of music fitting our new trailer very well. We are now discussing with Daniel further cooperation regarding the sound effects and ambient music for the game. With the music finished, the biggest bulk of the work for the trailer has been done. The last step is to integrate the new graphics (terrain, doo-dads, etc.) into the trailer and polish it to perfection :) This will most probably happen after the 0.9, but we are getting there. Since the "job advertisement" worked so well last time for the music, we have another one :). It is very apparent to anyone opening the game that the items, gui icons, technology pictures, etc. are a mess. So we are looking for a graphic designer to help us out here. Albert's todo list is long enough already and this job is a lot of work. We would prefer someone from the Czech Republic or the vicinity (for easier communication), but the music experience has proved that a quality cooperation can be done based solely on electronic communication as well. Let's see, maybe we will get lucky twice :) Albert has been "in the oil industry state" for a while. We found out that the current pipes are not fitting the art direction very well. Therefore we decided to take a step back and redo the pipes before anything else. The pipes are the base for the other machines so it certainly needs to be done. It does slow the things now a bit, but as the wise man once said: "If you want to run fast, you need to tie your laces well. Or go barefoot." So below is a composition preview of the new pipes and storage tanks that will be used for holding large amounts of fluids. If you feel you have something to say there is a post for that on our forum.

Friday Facts #19

Posted by Tomas on 2014-01-31

Hi there, after feeble weather during the Christmas it finally feels a bit like winter here in Prague. There is the snow outside, the air is fresh and some warm clothing is a must. When we add a new terrain into the game (and we will) it will definitely be the snow. Just imagine all those machines standing on the snow and puffing the smoke, furnaces glowing with fire and maybe even having traces of snow all over them. I am already looking forward to it:) All the big programming tasks for the 0.9 are finished and now we are working our way through our never ending issues list. They are either bugfixes, polishing tasks or small features. We have added couple of neat things, for example: better visible entities on the map, the "copy entity settings" feature (previously shift build) or possibility to have custom directories in the saves directory. In the beginning of the week we had around 30 closed and 30 opened tickets. Now we have over 50 closed tickets but 35 opened ones. The new ones keep springing up like mushrooms. The funny thing is that quite a few of these are more than 6 months old and they just keep "travelling across the releases" (when it is time to make the release we move all the unfinished issues to the next one). And of course in case we would actually finish everything, there is always a huge repository of ideas and suggestions to choose from at our forums:) In one of the previous posts I mentioned that the music for our new trailer(yes, we plan to release it eventually) has been done by Daniel, a musician from the United Kingdom. We decided to continue working together and came up with a plan for complete "soundification" of the game. Yes, we have some sounds at the moment but these are both incomplete and incoherent (they are mostly royalty free sounds we found ourselves in the dusty corners of the internet). We will start by replacing and extending the sounds we have at the moment and then we will move on to make sounds for every moving machine in the game. The sounds of the machines would be then played based on the players position and they should evoke a feeling of "walking through the factory". This is very hard thing to do, because the sounds must play well together, not be too aggressive but also not too monotonous. It might not work out, but we think it is worth a try. And of course this has been suggested before on our forums:) The creation of sounds for the game will be a continunous process, but some first results are coming already in the 0.9. When people see Factorio for the first time, one of their reactions often is: "oh, a 2D game :| ". Well yes, the Factorio engine works with 2D sprites and all the animations are done by showing sequences of the object in different positions (basically a motion picture). But behind all this there is a twist. All the objects in the game (including the terrain) have actually been rendered from the 3D models (and all of these models have been done by Albert:)). This results in animations with surprising amount of details (at least we hope so). A good example is the new machine Albert has been working on for the past couple of days. It is the oil pumpjack and in my opinion it instantly became one of the best machines in the game. There is a preview of couple of pumpjacks in the desert, together with a detailed look taken from the Blender when Albert was animating the model. As always, your comments are more than welcome on our forum.

Friday Facts #230 - Engine modernisation

Posted by jiri on 2018-02-16

Hello, on Thursday we received a belated Christmas package from our friends over at Steam: They definitely won't be lasting long :-).

Friday Facts #144 - The gfx report

Posted by albert on 2016-06-24

Hello Factorians, Most of the week has been spent by tweaking and fixing stuff that keeps coming up for the Monday release. Even though things seem to work reasonably well for us a lot of the reported issues are to be expected. Especially regarding the Matching Server and the Mod Portal. It is quite tricky to test these things in our limited environment. So please keep calm and report the bugs=) Some time ago we came up with an idea of involving more people from the team in writing Friday Facts than just kovarex or tomas. The motivation was to take off quite some responsibility from our shoulders but also to give other team members the opportunity to present their work - which we believe can be interesting to the readers. So slowly, posts written mostly by other developers (related to what they currently work on) started appearing. We would like to go in this one even further. So today, the post is written by Albert, our art director, who will give some introduction into the project from the point of view of the graphics creation and where he is going to steer the project art-wise in the future.

Friday Facts #241 - New player experience

Posted by V453000, Abregado, Twinsen on 2018-05-04

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?

Friday Facts #372 - 2022 recap

Posted by Albert, Klonan, Twinsen, Vinzenz on 2022-12-30

Hello, another year has come and gone. We know this year we were very sparse with any details about the expansion, and it is what you all really want to hear about. Trust me we really want to tell you about it, and in time we will. There are still major sections of the gameplay being changed and adjusted, and if we tell you about them now, the information would quickly become outdated and inaccurate. For now, we can offer this Christmas postcard Albert has made, which has a sneak peek of some new item icons. As well, we do have some other topics we can discuss.