Hello, Another week has elapsed, which brings us another week deeper into the declining weather of autumn.
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.
Blog thoughts Klonan As the time goes on, the nature of our weekly FFF post has changed. At the very beginning (FFF-1) it was to let people know that "we're still alive and working on the game", and over time we've grown into covering a range of different topics: Communicating our progress and roadmap of the next releases. Showing new features and gathering community feedback on them. Diving into the technical side of game development and particular challenges we face. 'Meta-posts' about the company and the changes outside of the game. Community spotlights and interesting Factorio related news. It is always an interesting challenge each week to determine what topics we might be able to cover in the FFF. During the weeks of rapid development the FFF can feel like a triumphant reveal of what we have been working on, and we excitedly await the community response. Other times, such as when most of the team is on bugfixing, we can take the oppourtunity to explore other points of discussion, such as the marketing post last week. The graph of the FFF readership over the last year is quite informative to look into: We had a good run back in January and February, we had week after week of really interesting posts and a build-up of excitement for the 0.17 release. Now after the release, the readership has stabilized at around 40-45,000 views a week (note, that the graph does not include people reading the blog post through Steam). The FFF is close to its 300th post now, with no signs of stopping soon, and the continued audience of dedicated readers each week help to keep us on track and focused on our quest towards 1.0. As we get closer to completion of the game, the general nature of the blog post will no doubt change even further. The good times of showing a new feature each week might be over, but I hope we will be able to provide interesting insights into the game and our development processes. I would also like to thank all the players/readers who share their thoughts with us each week, it is really great to have so much support and care for our project.
Good evening everyone, it is almost 1 year since the end of our Indiegogo campaign. The beginning of the campaing was kind of gloomy and hopeless, after one week we were ready to resign the whole project and we both even had a programming job in reserve. But eventually things turned around and thanks to many awesome people supporting us, we managed to finish the campaign sucessfully and continue working on Factorio fulltime. That is the "well known history" and you can read more about it in the older blog posts. What is less known is what happened after the campaign. The end of the campaign made us actually over confident at the time. We felt that all is going to be easy peasy since then. We were wrong once again. We had to go through some rough times, often balancing close to the zero on our bank account with the game being not more than "an interesting proof of concept". The original estimate was that the game would be finished by the summer of 2013, simply because the summer seemed like far enough in the future back then in February. Now we believe that if we try hard enough, the game could be "finished" by summer 2015 (because that DOES look like far enough in the future :)), but better not to make any estimates ... So these days it is a bit of balancing time for us, comparing to where we were a year ago. The "now" is definitely winning (except for the compilation times). The efforts to stabilize the 0.9 release have continued this week as well. We want the 0.9.2 to be a "stable release candidate", that means it should have all the major reported bugs fixed and the campaings and scenario pack must be working. This is not ready at the moment, therefore we will wait with the 0.9.2 release till sometimes in the next week. Also recently we have spent quite some time on administrative tasks - namely working out the taxes and also going through the application process for accepting credit cards on our website (let's keep the fingers crossed that paymill will give us a green light in the end). Albert has been busy (as usual) and productive (as usual as well). We decided to spend some time repairing our graphical debts and redo the most common entities that were done before our artistic direction has been established. First in the row was the assembling machine. You can say goodbye to "tint abuse" that was used to produce two extra levels from a single assembling machine animation. Now there are three separate animations with different movement mechanisms in the top part. The preview of animations is shown below. The problem is that the less "old style" (and non-fitting) objects there are in the game, the more visible they are compared to the rest. This makes the inserters and transport belts next candidates for re-skinning ... If you like the new assembling machines (and even if you don't), then tell us about it on our forum.
Hello old time Factorio players and steam newcomers as well!
Hello, another friday and another Facts. It has been 3 years already without a single friday facts missing. I didn't expect that!
Statistics GUI Klonan, Oxyd The statistics GUI (electric network stats, production stats, etc.) is one of the GUIs that has been in the game for a very long time, and has had its functionality fleshed out reasonably over the years. It was not long ago when Twinsen added hovering and highlighting to the graphs. Given that, and the relatively short timeframe for 1.0 release, the update of the statistics GUI has really just been a style update, no new features or heavy logic rewriting. Oxyd has most of the work done, so we are happy to show some real in-game screenshots of how it looks: A notable change with the electric stats is that the Satisfaction/Production/Accumulator charge are next to each other in a single row, as opposed to each in a separate row. The label for the exact amount has also been moved to inside of the progress bar, which itself is much thicker. The production stats are pretty much the same functionality wise. One new button you might spot is the search button. However there are some problems with the search feature. As you can see, production and consumption frames have a different search box independent from each other. The main problem is when pressing CTRL+F to perform a regular search: How do we know which frame to open? Of course this could lead to different solutions like the use of a cycle for the focus of the search, in which the second time you press CTRL+F the other frame gets the focus. Or both of the search boxes open at the same time but only one gets the focus. Or only one frame gets the focus and the other one works only by pressing the button. But let's face it, these "solutions" are not solid at all and create inconsistency in the main design. To solve this issue we decided that the simplest way to go is the use of just one search box on the header of the panel. This new location works as a general feature for the entire panel. One single search gives you 2 results, one on each frame. This solution is used in the new character window -to come soon- making it consistent with the whole design of the GUI. You can also see we took this opportunity to integrate the Kill statistics in with the rest, instead of being its own window with its own hotkey. The Statistics GUIs will need a few tweaks and polishings here and there before it is ready for release, but unless something unexpected happens you can expect it coming out in a release soon.
Hello, Welcome to our facts for the week. Sign posts or bulletin boards are a common sight in videos games, probably not far behind the ubiquitous wooden crate or explosive barrel. They are a nice clean understandable way to communicate with the player, and it was something we wanted to see in Factorio for a long time...
Hello, we had a party last night in the office to celebrate the work we have done over the last 6 months on 0.17 stablisation. It was nice to have most of the team together to share some beers and pizza.
Hello, we just released 0.17.73, with 0.17.74 coming very soon. This is just some bug fixes and further pathfinding improvements, and we hope to be able to mark the release as Stable next week.