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Friday Facts #101 - The players are real people

Posted by kovarex on 2015-08-28

Hello, I was talking with a guy in a pub yesterday and when we get to the topic what we do, I told him that I do a computer game. He asked me what is the name of it, and when I told him it is Factorio he couldn't believe me. He actually knew it, he played it from the alpha release and he apparently really liked it. I didn't expect at all that some stranger would know the game. This was really a nice confirmation, that the sales and forum posts are probably real people playing the game, not just some numbers in a database and I won't lie to you, the experience is nice :).

Friday Facts #28 - The pack is back

Posted by Tomas on 2014-04-04

Hi there, the Friday 0.9.x release "mini tradition" continues by the release of the 0.9.7 today. Though the changelog is rather long, the amount of code behind those changes is rather small (they were all simple fixes). If the amount of stress and haste before the release would be a measure of release quality then 0.9.7 should do rather good. We released it before Friday lunch without any last minute hotfixes and without any complications. The pack in the post title refers to the scenario pack. The set of currently 3 "mini campaigns" available for the furnace attendant tier or higher. We finally got around to make it compatible with the 0.9.x release branch. So now there is a scenario pack 0.9.7 available that will work with the 0.9.7 binary version. The changes have been quite significant, because the Tight Spot and Supply Challenge had to be rebalanced to take the oil industry into account. The playtesting of these has been a refreshing experience and definitely a good motivation to think about new challenge missions and content for the scenario pack (we still take it as a work in progress). You can check out the main part of the factory that got me through the new Supply Challenge below. It was built in about 3 hours under constant pressure to provide 6 "hungry chests" in the center with new and new items - that is why it is called the Supply challenge. Alongside the bugfix branch for 0.9.x the work in the master branch has continued on some small features for the 0.10 (see the new roadmap). Namely things like environment sound playing and map generation strings. But this is now coming to conclusion and Kuba already started with design and planning for the multiplayer network layer. Immediately some scary technical issues showed up: floating point operations non-determinism across different platforms, peer-to-peer communication for players without public IP addresses, etc. We will definitely not be bored in the near future :) Recently a lot of old entities have been reskinned or remade. Things like inserters, transport belts or assembling machines are now (0.9.x) consistent with the artistic direction. This is all part of the plan to improve the visuals for our new trailer. It has been taking ages, but we are really getting close now. Albert is now working on doodads and aesthetic tweaks for the trailer map. Actually we just spent like 2 hours discussing some details of the map :) Please bear with us a little longer. In the meantime you can enjoy the "good-old" red cadillac in the old trailer, it is not going to be around for long. And here is the mentioned screenshot from the supply challenge close to the finish: If you have something to say, then say it at our forums.

Friday Facts #24 - Inserter reskin

Posted by Tomas on 2014-03-07

Hello, The title says it clearly. After a long long time, one of the most core elements in the game has been graphically redesigned to fit the art direction. Albert played around with couple of shapes and in the end the winner is surprisingly lightweight and elegant. If you are impatient to see how the new inserters look like, then scroll down and check them out on the screenshot from one of our playtesting games. This is one of our many final preparations for the new trailer, which has been supposed to be finished so long time ago it is not even funny. Today we have released the 0.9.2. Regular bugfix release at regular time with regular expectations (meaning that more bugs are expected to be found - the forum users are becoming pros in this :)). There are also couple of small balancing changes that should make the game slightly better (namely that poison capsules will hurt worms as well now, oil industry is not needed for making cars and trains and that pipe to ground is longer). Check out the details for yourself. While this release still will probably not become the stable release, we feel we are slowly getting there. We are about to start planning what to do after 0.9 is stable. As mentioned couple of times in the past we feel that the time has come to take on the multiplayer. This will be a gargantuan task indeed - at least for us, maybe Chuck Norris would wrap up the whole thing by simply giving the 0s and 1s on the hard drive an angry look. But he has better things to do I guess, so it is up to us to do it the old fashioned way - designing and writing the code. So the MP will be developed in a separate branch by +- 2 people (we will be rotating), this will leave some small development power to carry on with the standard release cycle - working on little features and improvements, integrating new graphics, etc. And just to clear up the speculations, the next planned release will be 0.10 not 1.0 :D Now a small rant on Indie vs. AAA. Recently kovarex has played quite a bit of Starcraft II - namely the Terran and Zerg campaigns. I was watching him playing now and then. He was extremely positive about the whole experience. Namely the level of detail and playability were supposedly superb. Playing AAA games can be quite intimidating for the Indie developer. But then there are the credits. It turned out that SC II was done by a LOT of people. We don't have the exact numbers but we suppose there will be like couple of hundreds of people in the team. We have 4 people in the core team now (plus we work with freelancers here and there). So we made some rough estimates taking into account that SC II took 7 years to develop and it sold around 5M copies. Let's presume it will take us at least till next years summer to "finish" the game (see the last post:)). Let's also assume that we will manage to sell 50k copies by then (which we believe is doable). After some rounding (yeah many things can be achieved by "good rounding") and some math we get that we could have 0.5% of costs and also 0.5% of revenue compared to SC II. So in the end the Indie vs. AAA struggle doesn't look that futile :) We are always eager to learn what you think at our forums.

Friday Facts #154 - Challenge us

Posted by kovarex on 2016-09-02

Hello, we are in the phase of finishing the bug report stream, we expect to smoothly transition from the bug fixing phase to the work on 0.15 in the upcoming weeks.

Friday Facts #68 - The trains

Posted by kovarex on 2015-01-09

Albert is back from Spain and Cube is back from vacation, so the Wube is not lonely. Once Tomas gets back from India and Robert moves here, the place will feel fully populated again :)

Friday Facts #96 - The fixing phase

Posted by Tomas on 2015-07-24

Good afternoon, the week in the office has been relatively quiet. The whole non-dev department is away, kovarex is flying his paraglide somewhere over Macedonia so in the end there is like 6 of us meeting here to make the game crash less often=)

Friday Facts #181 - Calm before the storm

Posted by Klonan & V453000 on 2017-03-10

Work this week has been progressing nicely on 0.15. We hope we will be able to start our internal play testing soon, as the team works to close off the rest of the major features. Rseding will be arriving here in Prague next week for another of his infamous visits, and Harkonnen will be joining us shortly after, so the office will be prepared for tackling any issues that may arise. Since we are going to be spending the next period polishing and fixing what we already have, you can look forward to some less interesting FFF posts in the coming days. Take the lack of exiting new topics to cover as a good omen that the whole team's effort is on getting everything ready for the release.

Friday Facts #423 - Research info tooltip & Online players GUI

Posted by Klonan, raiguard on 2024-08-09

Hello, GUI improvements often surprise us with just how impactful they can be, even for simple cases, they can really compound on the quality of life.

Friday Facts #93 - Furious Finish

Posted by Tomas on 2015-07-03

Hello, the summer has hit Prague with full power. The temperatures are above 30 Celsius in the shade. Fortunately, our office is in the old stone building, so the climate here is quite comfortable even without the air-conditioning.

Friday Facts #89 - Timetables

Posted by kovarex on 2015-06-05

Hello, the current week was the time of merges. Different branches with functionalities were merged into the master branch: traingulations(finally), combinators, robot beams, personal roboport and others. Every other day the game/tests didn't work, because some merge broke something. But now it is starting to be stabilised again.