In FFF-241 we discussed how the game delivers information to the player in a number of confused ways; Blinking arrows and circles, chat messages on the bottom left corner of the screen, objectives in the top left, orange modal boxes bubbles on top of the player, and so on. These problems are exacerbated on high resolution monitors, where the information becomes even further spread apart. We have tried a few ways to unify this information, but much of it was required to be in the world space, or needed to have a link between the screen space and the world space. The common solution to this is to have the GUI 'point' to an entity in the game world, but we wanted something more interesting.
Hello everybody, the work on the 0.13 is slowly getting to the final phase and hence it feels like a good time to give an overview of actual multiplayer changes that have been implemented over past couple of weeks. This is a recap and extension of a FFF post that mentioned the Multiplayer improvements while there were in progress.
Hello, Another week has elapsed, which brings us another week deeper into the declining weather of autumn.
Hello, we are still here, working on the game.
Hello inhabitants of a remote and unexplored planet full of life, richness and natural resources. The group of entities we are bringing to high resolution currently is the combinators. The main problem with them is the amount of shifting values needed, so we used a specific workflow which I will try to show and explain today. Some of the parts have already been described in FFF 146, so I will only mention what is necessary for this article. Please fasten your belt as this will be a ride full of automation.
Hello, trains are one of our most favorite parts of the game. We already talked about the ways we improved rails (FFF-377), so its time to talk about how we improved the way you can control the trains that ride on them.
0.15 release I would be surprised if you are reading this blog and didn't know that we released the 0.15 experimental this Monday. After more than 6 months of work and effort put in, we are really happy to finally see everyone playing and enjoying it so much. We'd like to thank you all for the feedback and suggestions we've received, and for being patient with us when we couldn't keep to our plans. The whole team here is committed first and foremost to making as great a game as possible. While the delays were not insignificant, we really hope we have met your expectations and delivered on what we have promised. Initially we had a small issue with our new config system and a script we use for Steam cloud syncing, leading to the game looking for a value which was no longer there. Thankfully HanziQ solved the problem in short time, and we released 0.15.1 just 3 hours later. The rest of the week ran pretty smoothly with the typical bugfixing, while the majority of the GFX department takes a well deserved break. If you are interested in seeing an overview of all the new features, you have a choice of British or American flavour, provided by MangledPork and Xterminator respectively:
Environmental particle effects Dom Since the particle optimization we did for 0.18 (FFF-322) and the introduction of new explosions (FFF-325), we were able to push our vision even more. It always bothered me that the grenade and other explosions would emit the same type of particles regardless of the context. In most cases it isn't that bad, and somewhat okay, but when you throw a grenade into water, it will still emit stone particles, which breaks the illusion. Another problem is that we have the nice decoratives on the ground, but they don't really 'interact' with anything that goes on, and can feel like fake flat stickers instead of something 'real'. You would expect that when there is a massive explosion 2ft away, the bushes might have some reaction to that. The explosion effect currently in 0.18
Hello, we have written a lot about multiplayer in the past weeks, it started by the reports at the beginning of the rewrite, and now it finishes with our reports of mega games being played. But as most of our time still goes to bug hunting to achieve 0.14 stable as soon as possible, I just can't help myself:
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?