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Friday Facts #36 - Better late than sorry

Posted by Tomas on 2014-05-31

Hello, so today is Saturday (more specifically half past six on Saturday morning). The point of Friday Facts is that they are written on Friday. So what went wrong? Yesterday we were working all day long to make the promised release happen. We gave up on social life on Friday evenings long time ago:/ There were new and new things coming up. At one point we were ready to "push the release button" but then we found out that the game performance can drop significantly due to some strange Allegro sound issues. As a result the game was not playable at all. That was already late in the evening and we started to fall asleep over our keyboards.

Friday Facts #35 - Lighthouse keeper

Posted by kovarex on 2014-05-23

Hello, you can sit tight, because the batch of insiders from the world of Factorio development are here.

Paysafecard and Presentation

Posted by Tomas on 2014-05-20

Hello guys, just a quick one today. A lot of the people have asked for more payment options, especially the popular Paysafecard. We listened to them. Starting today the Paysafecard is a supported payment method. So if you own one, you can use it to buy the game before the price goes up on 1st of June. Based on the recent influx of new players we have also updated the game presentation on the webpage. There is now way more information. The main menu has been updated. Game and Support tabs contain links to many more pages. You can read about the game features, there is a troubleshooting page, page for the press guys, etc. There will be more to come in the future (information on modding, system requirements, some general information about the "history" of Factorio creation, ...). If you have any comments let us know at at our forums.

Friday Facts #34 - Sales, Support, Stress and Steam

Posted by Tomas on 2014-05-16

Hello, So the last week has been very intense.

Friday Facts #33 - Announcements

Posted by Tomas on 2014-05-09

Hi guys, the week since releasing the trailer has been a ride. We have got great feedback about the video, lots the requests to make a youtube coverage or blog preview of Factorio and the general awareness of the game is rising. The hedgehog (our mascot) is extremely happy about all this (or maybe its the spring).

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 #31 - Factorio is going places

Posted by kovarex on 2014-04-25

Hello, as mentioned in the last update the word about Factorio started to spread much faster than we were used to. We are happy about that and we would like to thank to all the people who helped to spread the word. We have been contacted by several youtubers, and told all of them to wait for the release of their videos until the 1st of May so there is a good chance that we didn't even reach the peak so far. The reason why we want to wait for the 1st may is because it is the release date of our new trailer, we were ready to send Albert home to see his wife already, but his perfectionism didn't let him as he decided to remake the last entity for the trailer, the steam generator. It is already remodelled now, waiting to be retextured, so we are almost finished. Most of the work now is still related to the multiplayer. I keep fixing one desynchronisation bug a day, so I'm near to being able to replay the demo campaign. We are discussing the details of networking almost daily and it seems like our second model of network synchronisation is going to be more consistent than the first one. I hope that the Factorio dev proverb (The third version is usually good) will not apply to this. In the meantime, I started to do a little research of the problem with the growing video memory requirements. It is going to be more relevant in the future if we want to add different enemies or machines, so anyone who knows about game programming could give us a hint. Destroying and building stuff is always more fun with effects. We are always eager to learn what you think at our forums.

Busy weekend

Posted by Tomas on 2014-04-21

Hi all, this weekend has been very busy. For our sales counter. On Saturday, quill18 made a nice youtube preview of Factorio. The video has been seen by a few thousands of people. The reaction to video was very positive and shortly after it was released, the sales counter went crazy. In the evening the game has already made more money for the day than for the whole month a year ago. There was a glitch in the evening, when we breached an outgoing limit on the number of emails the web site can send out. The result was that people could buy the game, but wouldn't get an activation email. Not the best timing, especially considering that I was out of the house. Anyway, we have resolved the problem in a timely manner and sent the codes to people who didn't get them automatically (sorry for troubles again if you were one of them). The rest of the extended weekend was rather smooth. Today we even went past the magical (for us) threshold of 10k sales. I still remember the time when we were starting with Factorio and plannig that if we can make 10k sales within a year it will be a success. It took much longer, but the prospects are bright. The feedback we got, from the people seeing the latest version of the game (the video was done with 0.9.8) for the first time was very positive. Allright, that is enough for the small happy rant about Factorio getting some traction. If you have something to say please do so on our forums.

Friday Facts #30 - Full time on MP

Posted by Tomas on 2014-04-18

Hello, after a long long time the 0.9.8 was marked stable this week. There were no big ovations or cheering, just a quite "stable sticker exchange":) The bugs forum is not empty though, as someone would expect. Quite a few small issues remain, but for the sake of moving on we decided to put them to our backlog and mark the release as stable. However if some game crashing or very serious bugs are discovered in 0.9.8, we will make a hotfix. Oh, and the good thing is that we managed to break the streak (for now) of ever increasing number of bugfix releases (the 0.9 had 8 bugfix releases - the same as 0.8). The whole "programming department" has been fully commited to the work on multiplayer for a while now. The task divison for now is following: Michal - fully deterministic simulation. This is an absolute must, because all multiplayer peers will calculate the simulation themselves and only the player input (we call it input actions) will be exchanged over the network. Nice effect of having deterministic simulation will be having functional replays again (hmmm not really again because there have always been some bugs in them even when they were "working":)). Kuba - lower level network layer. This includes the connection management, packets management (we will be using UDP for all the communication) and eventually things like NAT punching to allow connections for peers behind NAT (few people have public IP address). Tomas - synchronization layer. This logic will take care of keeping the simulation state same for all the players in the game. This includes queing up the input actions, sending them out in batches (tick closures to other peers), requesting missing tick closures, etc. These things are absolute minimum necessary for our multiplayer implementation. However there is more to be done after this, things like: starting the game (the lobby), mechanism for a player joining already existing game, hiding the latency for the player (most of the time the actions for different players will not collide so we can act as if common actions - like moving the player around - were confirmed immediately) and more (see our battleplan whiteboard in one of the previous friday facts). There is a lot of work ahead, but the good news is that we have finally fully dived into it. We will keep you updated about the progress:) Albert has finished with most of the map trailer tweaks. Today we also did a first test with exporting the trailer using the new screenshot mechanism. We did this on Michal's computer which is way more powerful than mine (it does take a while to export 3600 screenshots). However there was this funky bug that parts of the terrain in the screenshots had strange, kind of inverted, colors. We have spent like half a day looking into this issue. Finally it turned out to be a problem in our custom optimized version of d3d drawing routine (this was happening on windows only). Spending hours in frustration hunting bugs (that are not even visible to the player in the end) happens more often than you would think, so game programming is not just about sitting back, playing video games and calling it "research" (but that is part of the job too:)) Anyway to give you an idea of what was going on you can see a visualization of the problem below. For better effect (and for us to easier analyze the problem) the corrupted regions of the image (here all of the terrain) are drawn with reddish overlay. Any idea for the picture title? Want to cheer us up for the multiplayer work? Or feel like laughing at us for taking so long with the trailer? Go to our forums.

Friday Facts #29 - So many ideas

Posted by kovarex on 2014-04-11

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.