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Friday Facts #245 - Campaign concept

Posted by V453000 & Abregado on 2018-06-01

Being brought in to create content on a very mature project has been an interesting experience to say the least. One of the first things I did was analyse the features of the game and which kind of player the game currently supports. The obvious thing is that Factorio Freeplay strongly attracts and engages players who enjoy an open-ended sandbox type of game. Achievement statistics show that only about 11% of players on Steam have ever launched a rocket, which currently means 'won the game'. What about the other player types? Well for those that are new to the game, or unsure if they are interested, we will have the New Player Experience. This is a free, combined tutorial and demonstrator mission which we discussed in FFF-241. But what about those that prefer a guided experience? This is the sort of player who wants to play the game, and experience all of what it has to offer, but wants to be taken on a journey. For these players we have the campaign. Why do we need a new campaign at all? We find that the current campaign: Does not include all the Freeplay content as it currently ends after Advanced Circuits. Severely limits player investment by forcing a new factory to be built each mission. Does not convey the feeling of loneliness that the Freeplay does. Is showing its age visually, as it was made before high-res textures and the terrain rework. To solve these issues we have set about designing new Campaign elements to act consistently to provide the player with a guided experience all the way from Science pack 1 to Space science packs. The first step to achieving this is to have the map border expand each time the player completes a section of the main 'quest line'. This means that the player never loses any of their progress, and as long as these transitions are presented in a smooth way, the jarring effect of the old level restarts will be removed. Having a continuously expanding map presents many other challenges, but we are confident that it will be worthwhile. This style of level will fit with the style of Factorio much better. Such a map should also end up being as huge as a regular Freeplay environment so as to better place importance on exploration. Exploration in Freeplay is generally player motivated, such as when you are almost out of iron and need to find that next big patch. In a guided experience, letting the player know that there is something out there can give them impetus to dive into the unknown. This brings us to technologies. Now that we have removed level transitions, we have also shot ourselves in the foot. How else will we deliver the technology tree in chunks? Simply making the entire tree available from the start of the game will cause all sorts of balance issues. In our NPE discussion we stated that new recipes should only be given to the player via research. In the campaign, unresearched technologies will only be given by moving to given locations on the map. These would include some non-generated terrain and pre-placed factory structures to help to player see where they are. These could also help to show concepts and workable designs, one thing that the current campaign does do well.

Friday Facts #244 - Localised plurals & Modernisation progress

Posted by Klonan, kovarex, Posila on 2018-05-25

New Python developer (Klonan) Mobile users may see that the website is significantly easier to read today, that is all thanks to our new Python developer Sanqui. Apart from making our website more mobile friendly, we have a lot of tasks on the backlog that he will start working on soon. His first major task is to speed up and optimize the matching server, with which he is already making some progress. A bigger rewrite for the long term is underway, but in the last week he has reduced a lot of the slowness and timeouts people were seeing during peak times. He will be taking over our database management and web administration from HanziQ, as well as spending time cleaning up our codebase, maintaining our web services, and developing features for the mod portal.

Friday Facts #243 - New GUI tileset

Posted by kovarex & Albert on 2018-05-18

The new GUI tileset (Albert) The process of the GUI re-design is moving slowly but steadily. By making new mockups, re-thinking old mechanics, and with the proper feedback from a different range of people, the parts are falling into place. I'm starting to feel very confident with the actual general contrast and font sizes. Also the conversion from high resolution to normal resolution is working just fine. These subjects are very important to move forward with. Below you can see a demo of the current state of the new GUI. Not all the widgets are shown yet, but this document is helping us a lot in order to define the future elements. Seeing the big picture makes it much easier to tweak them altogether with a better coherence and consistency, not to mention for testing any kind of font, specifically non-latin characters sets, a subject that I personally have not paid too much attention to yet. This document is being used also to create the general tileset and see how it behaves in the engine. This is a work in progress, and we are tweaking details constantly. Many things will change during the process. Overall here you can see a sneak peek of the Factorio GUI to come. I want to also mention that we are actually taking care of the 8% of the population who has some sort of color vision problems. This subject is still very new for us, but we are without a doubt researching solutions to different conditions.

Friday Facts #242 - Offensive programming

Posted by kovarex on 2018-05-11

Hello, this post is going to be more technical than usual, yet it might still be interesting to know the background of the process for some people.

Friday Facts #241 - New player experience

Posted by V453000, Abregado, Twinsen on 2018-05-04

New player experience (V453000 & Abregado) In the last several weeks/months we have been working on deciding the fate of the campaign and the demo/tutorial missions. Hi, I'm Ben (Abregado). My experience as an educator using Factorio in the classroom means I have thoroughly examined new players (young and old), and have played the first 30 minutes of Factorio for as many hours as some players spend on a single megabase. The systems in Factorio are deep and interconnected, so creating an onboarding experience for a single concept poses many exciting challenges. We find that the Freeplay portion of the game is already enjoyable to its target audience, but those who prefer a more guided experience only get a short campaign which doesn’t even utilize all of the features we’ve added to the game. On top of that brand new players need to dig through a tutorial which takes about 30-45 minutes to get to automation, which is what the game is about. We want to keep the demo so that anybody who wants to try the game can do it for free, and get a proper representative introduction to what Factorio is. For Factorio, the demo should serve a dual purpose of a tutorial and a teaser, both of which we feel could be improved... Currently we find the demo has the following problems: The impact of the first level isn’t very visually representative of what Factorio is. Gives the impression of being a Minecraft clone in the first tutorial mission by having to mine manually and do hand crafting. Key concepts like Assembling machines and electricity are not presented for the first two levels. Player actions are so heavily constrained that the player learns just how to solve the tutorial rather than learning the concepts we are trying to demonstrate. Each of the levels is disconnected from the previous. Which item recipes are available, that there are suddenly built structures and the location is completely different. Grindy tasks like obtaining X resources in 2nd tutorial mission don’t have any clear purpose. The player does it because they are being told to, not to achieve some other goal that would make sense in the progression. A lot of information is not important and just floods the player with noise, for example many of the messages. The places where the player gets information are scattered - Objective window in the top left, the player character talking to themselves in the console chat and the yellow "TAB bubbles". The three different information channels competing for attention. In this case also two of them telling you the same self-explanatory information (where is the current objective shown, if you didn’t get it), while the chat informs you that your character is alive. A typical objective without purpose. (I guess the game will tell me what is it for soon?) Doesn’t this message resemble another game? What we would like to achieve with the new design: Create an immediately gripping environment that better sets up the Factorio feel. Showing and teaching core concepts like Assembling machines and electricity in the first level using as little complexity as possible. Providing goals through the technology tree, working with laboratories and the technology GUI as soon as possible. Standardize the way players obtain new items. Every recipe has to be obtained through a technology - that way the player triggers recipe progression and gets them as a reward. Starting a new level should start the player at a similar progression state where the previous mission left off. Teaching by experimentation instead of jumping through arbitrary tasks. Letting the player coming up with their own solution of a puzzle. Unify the channels the player gets information from (mostly GUI improvements). After finishing the demo, the player should be ready to continue by playing the main campaign, or jump straight to the Freeplay. If you had to pick one entity that represents the game to you the most, which one would it be?

Friday Facts #240 - Factorio-data & Fast pipe replace

Posted by Klonan on 2018-04-27

Hello. It has been a quiet week in the office, we are slowly arranging everything needed for the office moving, which (if all goes to plan) will happen 7-11th of May.

Friday Facts #239 - PAX East report

Posted by Klonan & Twinsen on 2018-04-20

AMD Ryzen crashes (Klonan) The long fight with the elusive Ryzen bug (more and more) seems to finally have some resolution. A few weeks ago I sent an email to AMD, filling them in on the details of the crash, and asked them if they could help us solve this. Very quickly I was put in touch with a member of their CPU engineering team, and they got to work with their investigation. After a few days, and after providing them all the information we have (log files, source code, crash dumps etc.), the cause of the issue was identified. Some other developers in the industry also had this problem and worked with AMD to fix it, so it's unlikely that the CPU bug was fixed only because of us, but we are honoured to have contributed to this. Unfortunately we do not have any technical or deep insight into where exactly the problem lay, or what the fix was, as it was somewhere between the motherboard BIOS and the Ryzen chipset drivers. So if you are running Factorio on a Ryzen system, we advise you to update your BIOS using the files and procedures found on your motherboard manufacturer's website, and update your chipset drivers to the latest version.

Friday Facts #238 - The GUI update (Part II)

Posted by glex & kovarex on 2018-04-13

The GUI update (Part II) - Technology tree Today we will speak a bit about the work in progress of the Technology tree, and the main GUI style/philosophy evolution. The visual style is evolving and becoming more mature. The aim is to be as functional as possible, and also be pleasant to interact with, always having in mind the limitations of making it work in our engine. This is why we bet for a neutral and sober look that helps to focus on the relevant elements, without the distraction of possible decorative elements. This is not easy to decide, because the tradition of video-games is very rich in decorative GUI elements, and I'm sure that many of you would prefer having screws and rust in the corners of the metal panels and cables hanging everywhere in the GUI. Me too. Sometimes. I believe that once the GUI is completely functional, there will be some minimal decoration and this kind of fantasy, but this will be another chapter if it ever happens. We are paying a lot of attention to the readability in general, according to the AAA standards of the WCAG. So the contrast with the panels and the font is increased quite a lot compared to previous mock-ups by simply using a contrast checker. Also the font size is increased by 2pt so it is more comfortable to read. Anyway, the user will have control of the font size in the options menu. Bear in mind that the next mock-ups are a work in progress, and we still developing our standards, so some colours and solutions can vary through further iterations.

Friday Facts #237 - Rich & interactive text

Posted by kovarex on 2018-04-06

Hello, since 0.16 is stable we can assign more of our effort into the work on 0.17. One of those features planned for that release is the Rich & interactive text. Having more text formatting options was one of the things we wanted for quite some time, and it is finally starting to become reality in the 0.17 branch. The initial motivation was to have more possibilities in the tutorial related texts, but it proved to be useful having it available globally in the game. The current format for any text markup we use is [<type>=<value>], but it might change somehow before 0.17 hits the public. This feature is being developed by wheybags, and it is progressing forward quite steadily.

Price change

Posted by Factorio Team on 2018-03-30

Dear all, Version 0.16 has become stable, and this means that there is one last step for us to reach the 0.17 which will probably become 1.0 version. Then Factorio will finally step out of the Early Access zone. This will take some months but the roadmap is clear for us. We feel that now is a good time to adjust the price of the game. The price of the game has been growing steadily together with the game becoming bigger, more stable and polished. After careful consideration, we have decided to set the new price of the game to 30 USD (or your regional equivalent). This change will become effective as of the 16th of April 2018. This is the final Factorio price update, unless something unforeseen happens, so it will also be the price for the game for 1.0 release. As you probably know we have a strict no sale policy. The game will not go on sale on Steam or any other platform. This basically means that purchasing before the 16th of April 2018 is the only way to buy the game cheaper than the increased release price.