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Friday Facts #261 - Performance + New player interaction

Posted by kovarex on 2018-09-21

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.

Friday Facts #273 - Cutscene controller & Localisation plan

Posted by Oxyd, Wheybags, Klonan on 2018-12-14

Hello, we recieved a lovely holiday gift from Steam this week: The note reads: Happy Holidays! From the Steam Team The chocolates are delicious and do not seem to be lasting long...

Friday Facts #428 - Reactor & Logistics circuit control

Posted by Klonan on 2024-09-13

Hello, It's another week! The release is getting closer!

Friday Facts #403 - Train stops 2.0

Posted by Klonan on 2024-03-22

Hello, When playing with trains, you tend to spend a lot of time building train stops. In my latest playtesting, I noticed a few annoyances and pain points, which we will go in to today, along with some other improvements for 2.0.

Friday Facts #301 - Crash site: First state

Posted by Ernestas, V453000, Albert, Rseding on 2019-06-28

Crash site: First state Ernestas, V453000, Albert For many weeks now the GFX department has been focused on preparing replacements for the placeholder graphics of the campaign crash site. The subject as usual is not that easy because we had to first solve the main concept of the crash site. It happens that those new entities belong to the Factorio universe, but they come from a different reality than the usual DIY/diesel punk of the game. So we had to invent a new way to design machines that look like Factorio but that are not too familiar. Here a proof of concept of the look: The concept is that the big (medium) spaceship broke into pieces as it crash landed, and lost many components that the player, during the introduction, will repair and use for his own profit. The look of the spaceship remnants are a little bit based on the designs of the 60’s/70’s pulp Sci-Fi. Fortunately we can keep the look of Factorio due the accident, which allows us to destroy and dirty up the machines show many inner mechanical details. It is also part of the concept that all the machines that the player builds, are based on an existing technology from his home planet. So the machines that we see in the regular game are like 'cheap' versions of the original ones. For the lab, we keep the dome shape and the beams inside in order to keep consistency with the regular laboratory. So slowly the player gets used to the meaning of the shapes. The generator is similar to a substation -more or less-, connectable like a pole but it also produces electricity. Sometimes we really have to invent. This works like an assembling machine. The design is more based in the (yet unshown) redesign of the assembling machines, rather than on the actual 'classic' ones. These cylinders are like chests. We decided to make them cylindrical instead of a box for this difference in technology level that we are speaking about. The player will recognize them for the shape, color, and they also always have a number printed. You don’t really want to know the meaning of the numbers. All this new content is a work in progress, and we made these new entities first for the testing of the campaign. Based on feedback with testers we will have the chance to tweak and adapt whatever is necessary. In the case of the introduction, the positioning of the entities can have a large impact on the flow of the gameplay. Once we are more sure of the final placement, we can see how all the pieces will fit together. The next round for the crash site is the main crashed spaceship, and some other assets that converts the scene into a full composition, more proper for the introduction of the game.

Friday Facts #127 - Steam Status III: Thank You

Posted by Tomas on 2016-02-26

Hi all, what a week. Let's see what has happened. The Launch Week The game launch at Steam has obviously been a highlight of the week (well not just the week=)). However quite a few other "launches" have happened as well. As for the game, together with Steam launch we have launched the game at Humble Store. Based on how this goes we might add a few other popular retail sites (i.e. GOG, Green Man Gaming). Prior to the appearance of the Game on Steam, we came up with the 0.12.24 (imho a magical release number) which fixed a couple of last minute bugs. This is the version available at Steam. Outside of the digital world, there have been quite some news as well. Kovarex's son Robin has been born on Monday early in the morning. As Kovarex reported, the whole process went quite smoothly and fast. The family is back at home from hospital already. And finally, a baby girl called Ema has been born to our artist Vaclav. This has happened some time ago already, however there were quite a few complications and only this week Vaclav has returned to the office. All is fine by now as well with his family. We were thinking of posting some pictures of the babies, but as kovarex rightly noted "All babies look the same". So there is not much point=) Gameplay Trailer You have probably noticed the homepage layout has been changed. This is due to the release of our new Gameplay trailer. The Factorio Trailer is focused on giving an impression of the game. Without giving too much explanations of what is going on. Basically it goes for the WOW EFFECT. With the Gameplay Trailer our goal was to introduce the real aspects of the game to new players in a short video (well still keeping a bit of a wow effect=)). Show how the game actually looks, how player progresses in the game, how some common UI work, etc. Albert, Robert and others have poured many, many hours to the video. From the comments on Youtube it seems that it was more than worth it. Thank you Yesterday was pretty intense. Fixing last minute issues at our website, tweaking the Steam page, finishing the Factorio guide (see below), putting everything together, etc. Finally at 8 p.m. we have semi-automatically launched the game. Huge relief has replaced the frantic preparations. Everybody, except for Albert who went for vacation, was in the office. There was a bit of champaign and positive atmosphere. This got even stronger after a while when positive reviews started to pour in, Steam in-game counter kept going up and discussion at Steam page kicked off. Months of preparation culminated during that evening. After the launch we just relaxed and basically watched what was happening. And it was great to see the communnity engage so actively in promoting the game. So it feels more than appropriate to use this section for a big THANK YOU to you guys for all the support. It is difficult to capture everything, but I will try to list the imho most important stuff (I am a methodical type after all=)). So thank you, especially for: Awesome reviews. At this moment there are 630 reviews with rating of 99%. There is literally 2 "not recommended" reviews. That is mind blowing. Makes it a challenge to stay "with our feet on the ground"=) Support at reddit. The new Factorio Gameplay Trailer link has stayed at the top of r/Games for nearly full day. Heck, it seems that we have received as much exposure as highly anticipated Superhot. Spreading the word to your friends, youtubers, etc. Helping out new users at Steam discussions, Reddit, our forums etc. Factorio guide In one of the previous releases of FFF, we have mentioned a new third party documentation project called Factorio Strategy Guide. There has been some more development regarding this one. The result is that we (Wube Software) have bought the guide from the original author (Xterminator). We have turned the original .pdf document into a free online guide. Albert has spent his last "finishing" hours, before going for a well-deserved vacation, polishing this online document. This is linked from the Steam page as well. The guide should be considered to be very much a work in progress. There are many things that we plan to improve - phrasing, screenshots, general consistency. However we feel it could be of a good value for new players in the current state. That is why we pushed to have it ready for Steam release. There is a chance of integrating this one with Wiki in the future for instance. However at the moment this feels like the most comprehensive introductory resource into the game there is (apart from messing with the game yourself). Lua API documentation There has been one more update in the documentation. This time aimed at the modders community. The Lua API documentation at the wiki has always been a bit messy, not properly updated and often confusing. Couple of weeks ago, Oxyd and Rseding have finished a resolute mini project of making the Lua API documentation autogenerate from the source code. So basically the function bindings in the code are annotated with special-formatted comments (imagine something like java Doxygen) and based on this a comprehensive reference is then generated. You can checkout the result at the Lua API doc page. We will link this website from some appropriate place soon. Another great advantage of this approach is that we can keep clear separation of documentation for different versions. The only drawback is that the feedback for the documentation is now more cumbersome. If you find something that could be improved, sending us an email is probably the best option at the moment. We might make a new topic for this in the modding subforum if necessary. Funny Stats Last couple of days and hours before the Steam release there has been an escalation of sales at our webpage. That was to be expected - people were taking advantage of cheaper price before Steam launch. It was also expected for sales to drop after the release. Still it is rather funny to watch the hourly sales stats from yesterday. Life goes on So this is it. A hectic week is over. The game is launched and it seems to be doing really well. Let's see how it goes=) I have a feeling that our support department (Scott=)) has some rought times ahead. Anyway, Monday seems like a good opportunity to "get back down to Earth" and continue in the 0.13 development, which has suffered a bit in the past two weeks. As usual you can post your comment at our forums.

Friday Facts #394 - Assembler flipping and circuit control

Posted by kovarex, Josh on 2024-01-19

Hello, let me show you another dose of things we just can't stop ourselves from doing.

Friday Facts #339 - Beacon HR + Redesign process

Posted by Albert on 2020-03-20

The beacon is one of the last entities left to convert to HR. As always, before 'just re-rendering' we take the chance to re-think the concept and modernize it. This post will try to go a bit deeper in the process of redesigning such an entity.

Friday Facts #218 - Import bpy, Export player

Posted by V453000 & Twinsen on 2017-11-24

Hello dear biters and related species from unexplored planet full of life and natural resources. Recently I have been working on several high resolution graphics for your best friends - the tank and the player character. In this article I would like to show their updated visuals to you, as well as a sneak peek at how they are produced. The following text may contain traces of automation.

Friday Facts #179 - New resource graphics & concrete

Posted by V453000 on 2017-02-24

While all us minions and assembling humans are furiously working on 0.15, today I would like to present to you what I have been working on lately - new graphics for resources, of course including high res and the new uranium ore. In the second part of the article I will get to an old/new topic about concrete.