0.13 release is getting close. The programming guys are trying to finish the features so we can start internal playtesting and bugfixing next week. The art guys are working hard on the new trains graphics. In the meantime, here's some more information about the circuit network.
Hello, It is a busy time fixing bugs and cleaning up after the Space Age release.
It’s been several weeks since we showed you the graphics for new high resolution circuit connector modules (FFF-202). However now is finally the time when we have them in the game. In this article I will briefly show you what was done both in the graphics and code, and what new benefits are there for you as players and modders. I find the 0.15 version of the circuit connector module has following “problems”: The wire connectors are different from the combinators. Wires sometimes completely overlap, making only one of them properly visible. Modularity - you can somewhat tell what is happening based on the LED states, but it could be much nicer. Connecting a belt always looks weird, while the yellow structure which holds the connector box could be made more specific. Some of the rotations are utterly useless. The Lua definitions are spread over every single entity, so revisiting them all is a big pain.
Hello, Pretty much half of the office has been sick in the past week, but that still hasn't stopped us from progressing in the development of your favourite pollution-generating game (though I have been playing some Cities skyline recently and there you can screw the nature around quite creatively as well).
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, Today we want to share some exciting news!
Hello, It's another week! The release is getting closer!
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.
Hello, So the last week has been very intense.
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.