Hi all, what a week. Let's see what has happened. The Launch Week The game launch at Steam has obviously been a highlight of the week (well not just the week=)). However quite a few other "launches" have happened as well. As for the game, together with Steam launch we have launched the game at Humble Store. Based on how this goes we might add a few other popular retail sites (i.e. GOG, Green Man Gaming). Prior to the appearance of the Game on Steam, we came up with the 0.12.24 (imho a magical release number) which fixed a couple of last minute bugs. This is the version available at Steam. Outside of the digital world, there have been quite some news as well. Kovarex's son Robin has been born on Monday early in the morning. As Kovarex reported, the whole process went quite smoothly and fast. The family is back at home from hospital already. And finally, a baby girl called Ema has been born to our artist Vaclav. This has happened some time ago already, however there were quite a few complications and only this week Vaclav has returned to the office. All is fine by now as well with his family. We were thinking of posting some pictures of the babies, but as kovarex rightly noted "All babies look the same". So there is not much point=) Gameplay Trailer You have probably noticed the homepage layout has been changed. This is due to the release of our new Gameplay trailer. The Factorio Trailer is focused on giving an impression of the game. Without giving too much explanations of what is going on. Basically it goes for the WOW EFFECT. With the Gameplay Trailer our goal was to introduce the real aspects of the game to new players in a short video (well still keeping a bit of a wow effect=)). Show how the game actually looks, how player progresses in the game, how some common UI work, etc. Albert, Robert and others have poured many, many hours to the video. From the comments on Youtube it seems that it was more than worth it. Thank you Yesterday was pretty intense. Fixing last minute issues at our website, tweaking the Steam page, finishing the Factorio guide (see below), putting everything together, etc. Finally at 8 p.m. we have semi-automatically launched the game. Huge relief has replaced the frantic preparations. Everybody, except for Albert who went for vacation, was in the office. There was a bit of champaign and positive atmosphere. This got even stronger after a while when positive reviews started to pour in, Steam in-game counter kept going up and discussion at Steam page kicked off. Months of preparation culminated during that evening. After the launch we just relaxed and basically watched what was happening. And it was great to see the communnity engage so actively in promoting the game. So it feels more than appropriate to use this section for a big THANK YOU to you guys for all the support. It is difficult to capture everything, but I will try to list the imho most important stuff (I am a methodical type after all=)). So thank you, especially for: Awesome reviews. At this moment there are 630 reviews with rating of 99%. There is literally 2 "not recommended" reviews. That is mind blowing. Makes it a challenge to stay "with our feet on the ground"=) Support at reddit. The new Factorio Gameplay Trailer link has stayed at the top of r/Games for nearly full day. Heck, it seems that we have received as much exposure as highly anticipated Superhot. Spreading the word to your friends, youtubers, etc. Helping out new users at Steam discussions, Reddit, our forums etc. Factorio guide In one of the previous releases of FFF, we have mentioned a new third party documentation project called Factorio Strategy Guide. There has been some more development regarding this one. The result is that we (Wube Software) have bought the guide from the original author (Xterminator). We have turned the original .pdf document into a free online guide. Albert has spent his last "finishing" hours, before going for a well-deserved vacation, polishing this online document. This is linked from the Steam page as well. The guide should be considered to be very much a work in progress. There are many things that we plan to improve - phrasing, screenshots, general consistency. However we feel it could be of a good value for new players in the current state. That is why we pushed to have it ready for Steam release. There is a chance of integrating this one with Wiki in the future for instance. However at the moment this feels like the most comprehensive introductory resource into the game there is (apart from messing with the game yourself). Lua API documentation There has been one more update in the documentation. This time aimed at the modders community. The Lua API documentation at the wiki has always been a bit messy, not properly updated and often confusing. Couple of weeks ago, Oxyd and Rseding have finished a resolute mini project of making the Lua API documentation autogenerate from the source code. So basically the function bindings in the code are annotated with special-formatted comments (imagine something like java Doxygen) and based on this a comprehensive reference is then generated. You can checkout the result at the Lua API doc page. We will link this website from some appropriate place soon. Another great advantage of this approach is that we can keep clear separation of documentation for different versions. The only drawback is that the feedback for the documentation is now more cumbersome. If you find something that could be improved, sending us an email is probably the best option at the moment. We might make a new topic for this in the modding subforum if necessary. Funny Stats Last couple of days and hours before the Steam release there has been an escalation of sales at our webpage. That was to be expected - people were taking advantage of cheaper price before Steam launch. It was also expected for sales to drop after the release. Still it is rather funny to watch the hourly sales stats from yesterday. Life goes on So this is it. A hectic week is over. The game is launched and it seems to be doing really well. Let's see how it goes=) I have a feeling that our support department (Scott=)) has some rought times ahead. Anyway, Monday seems like a good opportunity to "get back down to Earth" and continue in the 0.13 development, which has suffered a bit in the past two weeks. As usual you can post your comment at our forums.
This week's Friday Facts is brought to you by Robert aka Twinsen aka that Romanian dude aka the Combinator guy. I'll be talking about the improvements that have been done so far in 0.13 to the circuit network.
Warning this Friday facts is about the Introduction scenario, not about anything that will be in Freeplay Factorio. You may want to read previous FFFs (FFF-257, FFF-284) about the Introduction. TLDR: the Stable candidate of the Introduction scenario is now in Experimental please play it and send me your screenshots. Feedback especially on the “freeform endgame” would be greatly appreciated. We have also released a Experimental version of the Demo, be sure to send this link to your friends ASAP. SPOILER WARNING: If you have not yet played the Introduction Scenario, go play it before you read this.
While working on the GUI, we reached the infamous blueprint library, and we started talking about how to improve it. This lead to discussions about how we can improve the entire system of blueprints. The problem was not simple at all, and these discussions have been going on for a few days.
Factorio Nomenclature Abregado Today I want to discuss some common problems that we see in video games. Inconsistent Terminology When I asked out loud "So what is an Intermediate Product anyway?", I got a similar reaction as when someone mentions The Berlin Interpretation at a rougelike convention. So what is an Intermediate Product? Well it is a product that is used only as an ingredient for something else. No, that's not right because Science Packs are not used in any recipe. So what then, Intermediate products are just things that you can use Productivity Modules on? Perhaps they are simply items that can be found in the Intermediate Crafting menu. Then are they not Intermediate Recipes? To give another example, answer these questions: Name the action a player performs when they add an entity to the world? Name the action a player performs when they remove an entity from the world? Name the action a player performs when they add a ghost entity to the world? Name the action a robot performs when they add an entity to the world? Name the action a robot performs when they remove an entity from the world? Here are a few situations where the game displays your possible answers: A player builds. A player mines entities. Robots repair and build entities, but wait… the player places buildings and builds ghosts? But here Robots are constructing machines. Here the robots are deconstructing items! This leads into a discussion about what is an item and what are entities, and that discussion leads us into the next point... Internal nomenclature leaking out During game development it is very common to use internal names to refer to mechanics, items, or characters. It does not feel like such a big deal, and many early access games simply ignore the problem completely. I'm not going to point any fingers, but if you look you will find some examples. Oh wait, here is some from your favourite early access game! Internally, things that exist on a surface in the game are called entities. All these items are capsules internally, but only 5 of them are actually labelled as capsules. Really, these should be categorised by how players use them, and indeed there is an attempt to do so. Remotes are items used to trigger an effect, Grenades are things you throw... but why is the Poison Capsule not called a gas grenade? There are more inconsistencies but to keep this article reasonably not-short, I will let you find the others yourself (and to save something for a future FFF about Tooltips). Why change? You might be thinking that this is not a big problem. Some others might be thinking that the problem is too pervasive to bother changing. There are a few reasons why it is important, the first, and most important of which is our quality mindset; everyone on the team here wants the game to be as great as possible. Next we should see this increase the quality of the translations. A translation is only as good as its source, and having a consistent usage of words can go a long way to helping the translators do better work. The effect of this can be increased by providing a dictionary of important words to the translators so they can be sure to always use the same term in all places. Since we are also working on a guided experience (Campaign), this would also help us give much clearer instructions to the player. An example of confusion here would be if one quest said "Place a chest" and another said "Place the item in the chest". The player needs to read the entire quest caption (probably twice), and can never build up a mental map of our language. This leads to the player spending more mental energy (cognitive load) while playing the game. Changing this to "Build a chest" and being consistent, allows the player to create mental shortcuts, meaning the quest tasks require less effort to understand. Finally, consistency in terminology will help new players, and I don't just mean sub-1 hour playtime players. Factorio is a 'Big Game' and players are encountering new items, entities, concepts, and text for a long time. How many hours did you play before you discovered this helpful trick, or this one? How to change? We could make the vocabulary consistent with what the current player base uses. This option sounds pretty good until I started asking people questions similar to those I asked you at the beginning of the article. Here are another two as a refresher: Where do biters come from? I come in 7 colors, what am I? The only wrong answer is if you said there was only a single right answer. Prepare your rotten tomatoes, Ben is about to say something unpopular. The influx of players that are to be expected from 1.0 give us an interesting option. We could theoretically change the vocabulary of the game to be more consistent, reasonable, and generally more helpful to players. Then, as new players join the community, this new language will slowly replace the old. This would help ease communication between all players; veterans and new addicts alike. Consistency will also help polish the experience to the level that players expect from the game. Who should change it? Before Rseding jumps in with some awesome news, I would ask you to have your say in this Google form. It will be fun to see what you come up with, and I will publish the results in a few weeks.
New sound design Val: Do you remember the smell of the fresh air near the seashore? Can you describe, a forest that rumbles its trees after a summer rain? All that you hear and see goes right into your mind. All of our senses are connected with each other in our memories. When we feel at least one of them, our imagination brings the others. Sometimes, and even often, we can't see the object, but we can hear it! You can't see the wind, but you feel it and hear it! The bird is singing. You can't see it hiding in a bush, but you hear a beautiful song and can define the direction it comes from. The forest, the sea, the desert... Night and day. Clanking of a loading cannon and snoring of unseen monsters. That is what we are planning to do. To put the unseen colors of sound and add some feeling of life to the planet of Factorio. Even the emptiness has it's own voice... Albert: As you probably know, we are in a stage of polishing all the possible aspects of the game. Last week we were cooperating with Val, our new sound designer, and we spent the entire week defining new concepts for environmental sounds and sound effects. Also we were working on the sound of the biter nests and the artillery cannon. This is definitely a huge subject full of details that can really improve the play experience of Factorio. Here I can show you a work in progress of the artillery cannon: We have to tweak some behaviour of the entity in order to make it act more mechanical, but overall, the possibilities that sound design can bring to the game are really interesting. Compare the simple shooting of the cannon in the actual version with this proof of concept with all those details in rotation and loading. Of course this level of detail complicates the work a little bit, but I'm convinced it's worth it.
Hello, as we learned countless time before: Visual feedback is the king! Especially when the GUI is as complex as the Train GUI.
Hello, This week we will talk about some technology and research related changes coming in 2.0 and the Space Age expansion.
Hello, today we are going to talk about some flying robot behavior improvements. Some of the problems we fixed were reported countless times, so I hope that some people will appreciate it :).
Hello, In the last FFF-386 we covered the natural landscape of Vulcanus which mostly showed the visuals, but as you are probably aware we always put gameplay first. Now it's time to find out what kind of greater good you can do to the planet...