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Friday Facts #52 - Ups and Downs

Posted by Tomas on 2014-09-19

Hello guys, past week has prepared some ups and downs for us. On the up side, we have marked the 0.10.12 as stable and we also moved closer to getting the multiplayer reasonably working. On the down side our reservation for the new office has been cancelled which means we had to start looking for an office place yet again. That is rather unfortunate because we really liked the place we picked originally. Anyway, I am sure we will find another one soonish (we have already had couple of viewings this week but so far without success).

Friday Facts #32 - The New Trailer

Posted by Tomas on 2014-05-02

Hello everyone, so it is kind of obvious what the main topic of today's post will be. After months of waiting, the new trailer went public on Thursday (on time - YAY). Michal and Albert were working till like 5 a.m. to finish all the super final details, record the trailer and post it on youtube. Still we were unsure about the final result. The quality of the video is unsatisfactory compared to the original (Youtube recompresses the video) and we keep seeing more and more tiny little errors in the trailer - things like bad timing of honking when the train leaves the sorter, too close zooming now and there, one of the biters being rendered "inside the worm", clash sound on the bridge played a bit too early. So we monitored the reactions rather anxiously. And we were overwhelmed. Positively. The trailer video got over 10k views the same day with couple of hundreds likes and many, many positive and encouraging comments. On top of that the trailer was posted on Reddit in r/Games and it got quite a bit of traction there as well. We received lots of great emails, tweets and the sales spiked significantly. And the cherry-pick is that today we got emails from guys at Gamasutra and PC Gamer UK who were interested in getting a copy of the game for potential articles / previews on these sites. So looks like the new trailer is doing its job:) Big thank you to all of you who contributed to this (by giving advice on trailer concept, spreading the word, liking, tweeting, etc.). Maybe a little bit in the shadows of the new trailer comes the new Factorio logo (you can see it in the trailer as well as on the website). Quite a while ago we made a post which introduced our new logo prototype. This post was followed by a fruitful discussion on the forums. We took the major points from those discussions and put them into the new logo. That means we (and by "we" I mean Albert:)) fixed the shape a bit, added a more fitting texture and finally got a better ending wheel. We are really happy about the result. The old logo is gone long live the new one:) (we will update the wiki and forums soon ...). By the end of the next week we will finish with some more "marketing / PR karma" steps. Things like: Direct debit card payments. Don't have a Paypal account? No worries, you will be able to buy the game with a single "swipe" of your card. Up to date screenshots with latest graphics (it is a pain to see new articles about Factorio popping up with half a year old screenshots). New css template for the forums (including the new logo). Further web polish - adding links to couple of good youtube preview videos about Factorio, maybe adding some logo resources for people to use when previewing the game, etc. This will finally bring us to the state when we will be positive about trying to reach to the wider audience. Oh yeah and apart from refreshing the youtube trailer page and scraping internet for feedback on the trailer we did some "regular work" as well. Namely for the multiplayer. The basics of synchronization layer, connection management and data transfers are in place. They haven't yet been tested together though - we are too afraid the whole thing will just explode - so for now we are writing tests for these like crazy. The next in line are lobby (to actually get players together and start / join the game) and changing the core game to properly deal with multiple players. After this we will hopefully start with some very early tests here over LAN. We will keep you up to date;) I guess you all noticed, but there is a new steam engine graphics in the trailer. Albert said that we can't release the trailer with the old one so we listened. And it was imho a good decision. Checkout some gif animations from early vs. final version below: And as always, go to our forums for the Friday Facts "afterparty" comments.

Friday Facts #65 - Hello from India

Posted by Tomas on 2014-12-19

Hello everyone, so this is a bit of a guest post to regular progress reports on Factorio development. As indicated before I have gone to Mysore, India for a 2-month Yoga study session. It has been three weeks since I have arrived here. I will sum up my observations and feelings in today's Friday Facts.

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 #129 - The late game

Posted by kovarex on 2016-03-11

Hello, these Friday Facts are focused solely on our view of gameplay issues in Factorio, and our plans to solve these.

Friday Facts #76 - MP inside out

Posted by Blue Cube on 2015-03-06

Today's edition of the Friday Facts has been written by Blue Cube, enjoy! Hello fellow Factorians! I'm breaking away from our magnificent testing / team building session here at our office to bring you more babbling about the development of your favourite game. This time there will be less of the regular "fixing bugs, fixing multiplayer, designing spaceships" theme from the past weeks and the post will be a little more technical, focusing on the workings of our magical multiplayer code.

Friday Facts #222 - Christmas avalanche

Posted by kovarex on 2017-12-22

Hello, as you could expect this Friday facts is mainly about our fight with the avalanche of bug reports, which is actually not as huge as we expected it to be to be honest. We released 0.16.7 yesterday, and this will probably be the last update for a while. Most of us now are taking a break, enjoying the festivities, and visiting our friends and family.

Friday Facts #215 - Multithreading issues

Posted by kovarex & Klonan on 2017-11-03

Hello, it is Friday once again.

Friday Facts #352 - New website

Posted by Sanqui, Klonan on 2020-06-19

New website Sanqui Over the course of the past year, you have seen the team put a lot of effort into polishing the game to get it ready for a full release. There's no doubt this is the most important effort here: we're all here to play the game. At the same time, the website is often the first thing people encounter—and in for many, return to every week! Unfortunately, until this point the looks of our websites have been neglected. The current set of websites are a complete mishmash of styles that are not coherent and do not fit with the look of the game. Which website am I looking at again? We set out to rework the looks of our websites last year to make them harmonize with the final game. Albert and Aleš worked together to design the new website and make mockups in a process not too dissimilar to the GUI work in the game. Of course, web technology is a different beast from anything the game uses. My task was to take the mockups for each page and implement them as closely as possible (my own creative liberties notwithstanding). The process from original page to mockup to the new version My approach to creating websites is conservative, and in a way mirrors the philosophy we use when developing the game. The Factorio website doesn't use a fancy modern JavaScript framework. I'm not a JavaScript hater. There is no harm in using JavaScript to make parts of the website interactive, and of course many web applications wouldn't be possible with it. But for a website like ours, avoiding the use of bloated JavaScript frameworks helps keep everything load and render quickly, and of course the website can be browsed without JavaScript as well. To get the looks right, I set out to create a CSS framework to visually mimic the Factorio GUI style. Where possible, I avoided the use of images. This keeps the page fast and ensures it stays sharp on all resolutions and levels of zoom. For instance, the buttons match their game counterparts closely, but are made only using shadows. The only exception is the arrow facing to the right, which simply isn't possible to reproduce using CSS (I tried!). However, even then the performance is kept slick because the graphics for it are embedded in the stylesheet. The layout for new pages with sleek grids is enabled thanks to modern CSS technologies like Flexbox and CSS grid (no floats, no tables). At the same time, the mod portal also received the new design. I also took the effort to unify login sessions between the main website and the mod portal, so you no longer have to log in twice. This Friday Facts is the last time you're seeing the current (old) style, so enjoy it while it lasts! The new website will go live sometime next week. Once the new design is out, don't forget to click on the rocket!

Friday Facts #141 - Mod Portal

Posted by kovarex on 2016-06-03

Hello!