Hello, the 0.15 has been declared stable. Unfortunately we found some smaller problems, so there is going to be at least one bugfix release. One of the problems we discovered yesterday, is a glitch in the blueprint transferring logic that results in the transfers stopping forever when a player that is just transferring his blueprint into the game leaves. I'm quite surprised that I found it out myself when I was testing something else, and we didn't have a single bug report regarding it.
Hello, we would like to talk about the remote view changes coming in the 2.0 base game update. This is one of the foundations to be able to talk about the space platform and planets later, so lets get into it!
The boring phase of bug-fixing is still going, slowly but surely. Stable should be released next week, but with some people on vacation (Ben, Jitka, kovarex, Klonan, Sanqui) and with the release of WoW Classic, it might get slowed down a bit. (By the way, some of us will be playing on Pyrewood Village, Alliance, so if you want to have the chance of meeting Twinsen, kovarex or dominik while leveling, you can join that server). So since there's not much happening, this week we decided to explore some unpopular or controversial opinions about the game from within the team. In Wube we don't have a very strict management structure, everyone is free to have ideas and opinions about almost all aspects of the game. This means that with almost every change we argue and discuss a lot before making a final decision. Sometimes we argue about everything, from the smallest GUI change, to how a major feature should work. This is probably not a bad thing since this means changes are usually well thought out and unpopular ideas or changes don't make it to the game very often. Some people feel quite strongly about their opinions or sometimes the team is very divided on what should we do. Today we'll share some of those opinions and controversies. Keep in mind that these are simply opinions and none of them will actually make it into the game, we are simply sharing them to have an interesting discussion.
The previous FFF seems to have caused quite a reaction. We had many discussions in the office regarding this topic, so this week some of us prepared some detailed responses.
Hello, Several FFFs ago we have shown you what a Space platform can look like (FFF-373), today we would like to explain how they work in a bit more detail.
A few bugs left... WoW classic has been released, which means several of our top men have taken time off to spend hours raiding and having fun in Azeroth. This isn't great timing, as a few new bugs related to train signals appeared. We want to get these bugs solved before we do another release (another stable candidate). As it turns out, the only person with the skillset to fix these specific train signal bugs is also deep into levelling his Priest... (Kov on Pyrewood Village) We are still making the rest of the preparations for the stable release. We have started writing up the stable annoucement blog post, and have produced a 0.17 postcard image. Other than the few more critical rail bugs, there doesn't look like there is much else to block the stable release, on the forum we are down to 27 bugs. Since there are so few bugs left to deal with, some of the team has starting working on 'post-stable' features. Wheybags is working on the new campaign, Oxyd is diving into some detailed pathfinder improvements, and Rseding has started work on some particle optimizations. We will delve deeper into these topics and more in future FFFs, as we always love to do.
Hello, I was peacefully writing the code when suddenly, I heard the sound of gun being reloaded. I gave a quick glance at my own gun. Yes, it is not loaded, of course. So I took cover under the table to search for some lost ammo. I needed to be able to return fire soon. Long story short, our nerf guns package arrived this week, and the office looks as a battlefield these days.
Hello, it's vacation season here in the office, with a lot of the team taking some time off. We just released what will probably be the last version of 0.15, so now is the best time for everyone to take a breather.
The tradition is to open the friday facts by saying, that the new bugfix release is here, as well as saying that this one is definitely going to be the stable one. But this time we really think that 0.9.8 is going to be the one :). We spent very little time with the 0.9 branch as many things for 0.10 are in motion. As we already said we planned to start using the automated testing, and this week, Tomas finally achieved to revive the testing suite, so we will slowly cover the source code by tests while working. Not only this is needed for the reasons already said, but we need to test all the otherwise hard to test corner cases in network communication logic that is Kuba giving the basic shape to. I'm now doing the hard work of fixing the small errors in determinism. I play the game, while it is saved periodically, then I have to start the replay wait for diversion from the original and find out why it happened by inspecting the differences in the saves. This is cumbersome process, as some of the inconsistencies are very hard to find, but after a few days and several bugfixes, I was able to replay the first tutorial mission without errors while certainly making a new world record of the time to finish the mission :) I gave myself approximately 1.5 hours daily to play computer games, and when playing these and reading Ideas and suggestions on our forums, it gives me so many ideas of what could be done. It is depressing to know, that all of these ideas, even when considering just the good ones, are just not possible to be made. Fight mechanics, alien pets, water-heating/cooling circuits, other planets, supplying orbit, satellites, ending of the game, different vehicles, airplanes, late-game rts controls of building and combat robot minions, equipment (as in armor) based blueprints for combat robots, enemy/neutral/allied survivors, after-landing phase where you have to take care of the people, caves and underground mining, armored trains, 20 different additions to circuit network, nuclear energy that is not just boiler that runs on uranium, 10 different enemies with different types of behaviours and attacks, different types of enemy bases, forests on fire, working eco-system, other downsides of pollution, snow areas with snow particles on machines, rare random Fallout-like encounters, different energy sources, advanced train controls, disasters, flowing rivers, more complex mechanics of armor equipment, ... I could continue like this for a long time. We have already Ideas & suggestions section on our forums, but it might be nice to have something more organised, so people could add their ideas and vote/discuss what they think should have priority, or maybe there is a way how to do it directly on the forum, ideas? I was also thinking, that we might do some kind of technical development blog posts like this one about Starcraft 1 as we are certainly facing some interesting challenges or hard decisions from time to time, would anyone be interested in that? The following picture is the new version of basic electric pole. The main reason for the change was to make it less obstruct the view of the tiles behind and to avoid having the cable and the pole fall loosely when the cable has vertical direction. We are always eager to learn what you think at our forums.
Hello everyone, this is the third Factorio weekly update. It is scary how fast the week went by. The summer is definitely gone and it has been raining hard for the past two days here in Prague. We spent the weekend by playtesting the 0.7.1. The bugfixes were mostly finished and we were after the balancing. This resulted in two freeplay games in which we both (me and kovarex) managed to build and defend the Rocket Defense in a little bit more than 11 hours. We both used different strategies. Kovarex went after the logistic robots and the beacons, while I tried to keep my factory relatively small and was really focused on researching the rocket defense asap. With the balancing changes we made, the game seems to be well playable again. No more crazy medium biter attacks after 10 minutes. In my game I saw a first medium biter after cca 4 hours and the first big biter after about 9 hours of playing. That seems allright for the regular settings. After the weekend we focused on getting the 0.7.1 out. In the end we managed to do that on Tuesday night, after a full day of work on fixing small issues coming mostly from the Lua API refactoring. The 0.7.1 was received rather well. It still has some bugs though. Especially regarding the enemy expansion. There was this funny save where you stand in the middle of your factory and in like 20 seconds out of the blue sky there appears an enemy spawner and two worms right next to you:) So yeah, there will be 0.7.2. We will put in only bug fixes and will try hard to make this one the stable release for 0.7. After the hectic release we spent the next day trying to relax a bit and put plans together for the next iteration. More or less the plan is now clear. There are three priorities: New terrain - Originally we wanted to spend some time on the players' animation. But then a friend of ours came for a visit. He never saw the game before and his first remark was that the terrain is sh*t:) And he is sort of right. On top of that the terrain is omnipresent. We really want to polish the game as much as possible before the Greenlight campaign so we decided to take a shot at the new terrain and some doodads if there is time left. New main campaign - We consider the demo campaign more or less finished. It still needs some UI love but the content is there. However the main campaign (New Hope) is seriously lacking and it hasn't really changed since the Indiegogo. So one of the goals for the next iteration will be to extend this campaign to 5+ meaningful levels. Having multiple levels will also allow us to better explain some concepts (like trains, logistic robots or signals) to the player. New trailer - We cannot start a Greenlight campaign with the current trailer. It is painfully out of date. We have been discussing a lot of ideas and studying existing successful indie game trailers to come up with something entertaining and competitive. The details are not finished yet, but the main theme would be presenting a factory without "scene cuts". All the transitions between the consecutive scenes would be fluent and performed by elements in the factory. For instance - the camera follows the train which takes it to the next part of the factory. Albert has been onto the terrain for couple of days now. We were playing with an idea to use Wang tiles but in the end decided to go with different size variations of tiles for the same terrain. This should break the grid-like feel of the current terrain. Albert developed his own, simple yet clever technique for creating tile variations rather fast. Basically he creates the tileable edge of a single tile and then just changes the inside for every variation. Keeping everything as 3D models allows him to do all sorts of tricks (like changing the height gradient really fast). Some preliminary results look promising. Here is an example of dry dirt terrain with random machines on top of it: As before the link to the post is in the separate topic on the forum. So you can post your comments there