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Friday Facts #17

Posted by Tomas on 2014-01-17

Hello there, the 17th of January brings you the 17th edition of the Friday Facts. Recently, even without our active participation the game has been doing quite well. There are plenty of new videos on the youtube and the forum has also been buzzing with activity. One of our fans put it as follows: "Factorio is going places". Well, we certainly hope he is right :). Anyway let's get down to business. The past week has been spent mostly by work on the new functionality for the 0.9. The blueprints and the oil industry. Both of these are quite large tasks so to finish them completely does take a lot of time. Though the core functionality for both is finished and we are now sort of tweaking the details. I have experimented a bit with some new simple pipe vs. assembler setups and it was quite refreshing and fun. We are really curious how this turns out. The oil industry will result in quite a few new recipes and while we are at it we might go and rebalance the recipes overall a bit. There are things we know for sure should be fixed (for instance the green science pack being too cheap and close to the red one) and there are things we want to experiment with a little bit (like introducing a more complex intermediate products - small engine, navigation system, etc.). We haven't mentioned our new trailer for a while. The thing is that we struggled for long to find someone who would be able to compose the music for the video. We even mentioned that in one of the past Friday Facts. After that post we actually got contacted by a player who bought the game and was following its development news. His name is Daniel James Taylor and he is an awesome (now we know that :)) composer from the United Kingdom. Check out his website if you are interested in more details / his music samples. We agreed on the cooperation and he went and composed a great piece of music fitting our new trailer very well. We are now discussing with Daniel further cooperation regarding the sound effects and ambient music for the game. With the music finished, the biggest bulk of the work for the trailer has been done. The last step is to integrate the new graphics (terrain, doo-dads, etc.) into the trailer and polish it to perfection :) This will most probably happen after the 0.9, but we are getting there. Since the "job advertisement" worked so well last time for the music, we have another one :). It is very apparent to anyone opening the game that the items, gui icons, technology pictures, etc. are a mess. So we are looking for a graphic designer to help us out here. Albert's todo list is long enough already and this job is a lot of work. We would prefer someone from the Czech Republic or the vicinity (for easier communication), but the music experience has proved that a quality cooperation can be done based solely on electronic communication as well. Let's see, maybe we will get lucky twice :) Albert has been "in the oil industry state" for a while. We found out that the current pipes are not fitting the art direction very well. Therefore we decided to take a step back and redo the pipes before anything else. The pipes are the base for the other machines so it certainly needs to be done. It does slow the things now a bit, but as the wise man once said: "If you want to run fast, you need to tie your laces well. Or go barefoot." So below is a composition preview of the new pipes and storage tanks that will be used for holding large amounts of fluids. If you feel you have something to say there is a post for that on our forum.

Friday Facts #108 - Unexpected features

Posted by kovarex on 2015-10-16

Hello, let's start with small random facts: Tomas is on vacation this week, he is having a break from the system. Our boiler is broken again, so it is pretty cold in the office and everyone is wearing long sleeves or jackets here. We are slowly switching to visual studio 2015, so we might use even more of the C++11 features soon.

Friday Facts #70 - The smooth FPS

Posted by Kovarex on 2015-01-23

Hello These weeks are quite quiet. We (Me and Kuba) are fighting the never ending wall of bugs, and Albert with Pavel (The graphics department) are doing the preparations of the 0.12 endgame graphics.

Friday Facts #321 - Countdown

Posted by kovarex, Klonan on 2019-11-15

1.0 date kovarex Hello, we feel that the Factorio development is taking way too long. The approach "It is done when it is done" was serving us well to deliver a high quality product, but if we continued this way, we would be doing it basically forever. A lot of us don't have any problem working on Factorio for some more time, but the main problem is, that we would like to introduce new features and content instead of just polishing parts that are already present in the game. We also considered, that the game is quite polished now, and if we just pushed the button to release 1.0, it wouldn't be a catastrophe. From our perspective, a lot of things wouldn't be finished, but from the perspective of a new player, the things we are working on now are mainly nitpicks. With this in mind, we decided to just specify a 1.0 release date publicly, so we have to stick with it. We will just focus on the most important aspects as we approach the date, and we just do whatever we have time to do. Once the 1.0 happens, we can have some rest and after that, we can finally focus on the content and features again. The date is 25th September 2020. Future edit: The new date is August 14th, 2020 (FFF-349). Version 1.0 does not mean that development on the game will end, or that Factorio is 100% finished. When we have a better idea of what we will be working on after the 1.0 release, we will let you know.

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 #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 #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 #140 - Soon

Posted by kovarex on 2016-05-27

Hello, the struggle to finish the latest features and fixes so 0.13 can be in time, or just reasonable delayed, goes on. There is always last missing icon or tweak that was hiding around the corner. It is still not certain whether we can really deliver next week, but we will certainly try to.

Friday Facts #32 - The New Trailer

Posted by Tomas on 2014-05-02

Hello everyone, so it is kind of obvious what the main topic of today's post will be. After months of waiting, the new trailer went public on Thursday (on time - YAY). Michal and Albert were working till like 5 a.m. to finish all the super final details, record the trailer and post it on youtube. Still we were unsure about the final result. The quality of the video is unsatisfactory compared to the original (Youtube recompresses the video) and we keep seeing more and more tiny little errors in the trailer - things like bad timing of honking when the train leaves the sorter, too close zooming now and there, one of the biters being rendered "inside the worm", clash sound on the bridge played a bit too early. So we monitored the reactions rather anxiously. And we were overwhelmed. Positively. The trailer video got over 10k views the same day with couple of hundreds likes and many, many positive and encouraging comments. On top of that the trailer was posted on Reddit in r/Games and it got quite a bit of traction there as well. We received lots of great emails, tweets and the sales spiked significantly. And the cherry-pick is that today we got emails from guys at Gamasutra and PC Gamer UK who were interested in getting a copy of the game for potential articles / previews on these sites. So looks like the new trailer is doing its job:) Big thank you to all of you who contributed to this (by giving advice on trailer concept, spreading the word, liking, tweeting, etc.). Maybe a little bit in the shadows of the new trailer comes the new Factorio logo (you can see it in the trailer as well as on the website). Quite a while ago we made a post which introduced our new logo prototype. This post was followed by a fruitful discussion on the forums. We took the major points from those discussions and put them into the new logo. That means we (and by "we" I mean Albert:)) fixed the shape a bit, added a more fitting texture and finally got a better ending wheel. We are really happy about the result. The old logo is gone long live the new one:) (we will update the wiki and forums soon ...). By the end of the next week we will finish with some more "marketing / PR karma" steps. Things like: Direct debit card payments. Don't have a Paypal account? No worries, you will be able to buy the game with a single "swipe" of your card. Up to date screenshots with latest graphics (it is a pain to see new articles about Factorio popping up with half a year old screenshots). New css template for the forums (including the new logo). Further web polish - adding links to couple of good youtube preview videos about Factorio, maybe adding some logo resources for people to use when previewing the game, etc. This will finally bring us to the state when we will be positive about trying to reach to the wider audience. Oh yeah and apart from refreshing the youtube trailer page and scraping internet for feedback on the trailer we did some "regular work" as well. Namely for the multiplayer. The basics of synchronization layer, connection management and data transfers are in place. They haven't yet been tested together though - we are too afraid the whole thing will just explode - so for now we are writing tests for these like crazy. The next in line are lobby (to actually get players together and start / join the game) and changing the core game to properly deal with multiple players. After this we will hopefully start with some very early tests here over LAN. We will keep you up to date;) I guess you all noticed, but there is a new steam engine graphics in the trailer. Albert said that we can't release the trailer with the old one so we listened. And it was imho a good decision. Checkout some gif animations from early vs. final version below: And as always, go to our forums for the Friday Facts "afterparty" comments.

Friday Facts #56 - A lot of new stuff

Posted by kovarex on 2014-10-17

Hello, we have only 2 weeks left before the 0.11.0 release date. It is scheduled to 31. october. All the things in progress are starting approach the finish line, but as always before the release, it will be tight.There are quite a lot of things we want to deliver and multiplayer (mainly for lan and low ping games until 0.12 don't forget!) is one of those, not even mentioning the backlog of bugfixes we need to go through before the release.