Posts by Klonan

Friday Facts #294 - Blog thoughts & Lua documentation improvements

Posted by Klonan, Bilka on 2019-05-10

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.

Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Posted by albert, Dom, kovarex, Klonan on 2019-05-03

More remnants Dom, albert As for the conclusion of the topic opened in the FFF-288 we finally decided to go for a balanced solution in which the player can recognize what entity was destroyed and also walk through them. The solution of going up in the Z-axis is really attractive for designing the destroyed models, but it gives a lot of headaches to the game designers due its need of a bounding box. We are planning also a generic set of remnants for the modders who don’t feel like making the destroyed version of their own machines. Here an example of how a factory can look after a biter attack: These remnants are still a work in progress, many of them are not yet finished and we are planning more iterations with this subject. By now you'll find a sneak peek in today's release (0.17.36).

Friday Facts #292 - Inching closer to stable

Posted by Klonan, Twinsen on 2019-04-25

Inching closer to stable Klonan The last 2 weeks have been less productive than we would like on the bug fixing front. The Easter festivities along with a wave of illness have dampened our efforts. We have still managed to push out 2 more experimental releases, and fixed a few desyncs. We encountered one specific desync in the mass MP stress test last weekend, caused by a characters inventory size changing (such as researching the toolbelt technology) while the player is respawning. The graph of crashes paints a similar story to how the office atmosphere feels. It is natural though, most of the major crashes affecting most players are resolved, so all that remains are the more difficult issues that only affect a handful of players. This means that each bug fix is less effective at reducing the overall crash count. This last weekend, we had over 500 total crashes reported, which is a slight improvement over the prior weekend's ~650. One thing that makes our progress hard to evaluate is that we don't know how many people are actually playing experimental. Most people play through Steam, and so far we have found no way of determining how many people are opted-in to the 0.17 experimental through Steam. It could be that the game is more stable, or it could be that less people are playing. There are still over 250 open bug reports on our forum, so it seems it will be a few more weeks until the first stable 0.17. Some people have been asking when we will release the new GUI and GFX updates that we promised before 0.17 release. The plan is that after the first 0.17 stable version, some of the team will be moved from fixing bugs to working on features. At the point where we have a meaningful amount of new content ready (A few GUIs, some new GFX, etc.), we will release it as a new experimental 0.17 version. We plan to give some explanation and notice about these 'mini-content releases' in a FFF before they are each released.

Friday Facts #289 - Character GUI

Posted by Albert, Aleš, twinsen, kovarex, Klonan on 2019-04-05

Hello, we are still focusing most of our resources towards fixing as many bugs as possible so we have stable release in reasonable time. In the meantime, the preparation for the continuation of the work on the GUI rewrite is still happening:

Friday Facts #287 - Just bugs again

Posted by Klonan, kovarex, Sanqui on 2019-03-22

Hello, This week has been non-eventful. We are fixing bugs. There is not much to say, and I have updated the graph to reflect the status of the ongoing Dev vs. Bug war: The massive spike is the specific crash we talked about in the last FFF.

Friday Facts #286 - Pollution cleanup

Posted by Klonan on 2019-03-15

A week in the office This week is another week of typical bug fixing, so I thought we would make a one-time change of style and do a day-by-day account of what exactly that means for us.

Friday Facts #285 - Bugs, Bugs, Bugs.

Posted by Klonan on 2019-03-08

Hello, This past weekend we beat our previous record of most simultaneous players with a peak player count on Steam of 22,457 players, and no doubt another couple thousand playing the non-Steam version.

Friday Facts #278 - The new quickbar

Posted by Twinsen, Klonan on 2019-01-18

It's finally here (Twinsen) The proposal was first mentioned more than 1 and a half years ago, in FFF-191. Since then, we kept mentioning it in our blog posts and players kept asking about it. After a lot of back and forth within the team on whether we should implement it or not, and how it should work, we finally have it almost finished for 0.17.

Friday Facts #277 - GUI progress update

Posted by kovarex, Klonan on 2019-01-11

GUI progress update (kovarex) This is a continuation of the last status report from FFF-269. As it might not be a surprise, the biggest bottleneck of the 0.17 release is the GUI. I like to believe, that we have learned a lot from the pitfalls of the collaborative creative process of GUI. This is the typical way we were redesigning the GUI: Two to three people started discussing what could be cool to change in the particular GUI. Some people randomly joined and left the ongoing discussion. Arguments to discard certain ideas have to be repeated over and over. Then the discussion is ended because of something. A week later people start talking again, most of them forgot most of the stuff, or were discussing it with different people, so they assume some details of the changes to be understood by everyone, while they aren't. They come to an agreement how it should be done. They have a random discussion about it a week later and figure out, they had completely different ideas about how it should be done, they just didn't articulate them precisely. Both are kind of angry to have to reopen and re-negotiate the subject again. Someone starts to implement the GUI, but half-way through it is uncovered, that there was another layer of misunderstanding when specifying how should the work be done, and we need to go to step 1 again and repeat. Since many GUIs are thought and worked on in parallel, these situations overlapped and amplified the problems of mixing things up in our heads about what we agreed on in which GUI. Luckily, we eventually figured out, that it can't be done like this, and since there is a lot of work in the GUI, we need to make a process. It goes like this: First, there is some general discussion about the GUI, all team members can share their ideas. kovarex + Twinsen sit alone in the office, and discuss for some time (can be hours), all the pros and cons of how things should be done, and make some agreement. Twinsen writes a detailed UX document about the GUI containing the structure, and more importantly the behaviour, in a detailed manner. Twinsen + kovarex discuss the UX document and propose changes until they agree on the final version. Albert + Aleš take the UX document and create a UI mockup based on it. kovarex + Twinsen + Albert agree on the UI mockup or propose changes. Someone is assigned to implement the GUI based on the UX document and UI mockup kovarex reviews that the implementation is correct and points out some inconsistencies that he can see. Part of this step is making sure, that we share as many GUI styles and code as possible across different GUIs. kovarex + Albert have a final look on the implementation and fix final details until they both agree that the screen is fully finished. Having the UX documents/UI mockups always available proved to be a huge time saver. Not only it helps us to solve the communication problems, we also don't have to remember and re-articulate decisions from some time ago as we can just open the document and see what we agreed on and instantly continue where we left off. A good part of this strict pipeline is that we now have better knowledge of the state of the work progress. These are the GUI screens that we hope to deliver for 0.17: .header_cell { text-align:center; font-weight: bold; } .finished { text-align:center; font-weight: bold; } .not_finished { text-align:center; font-weight: bold; } .finished_gui_table { border-spacing: 10px; } .finished_gui_table td { border: 1px; border-style:solid; padding: 5px; } General UX UX draft UX review UI mockup UI review Implementation draft Implementation review Final review Load map Save map Graphics settings Control settings Sound settings Interface settings Other settings Map generator Technology GUI Technology tooltip Recipe/item/entity tooltip Action bar Shortcut bar Train GUI Manage/Install mods Main screen chat Recipe explorer Character screen Menu structure New game Help overlay Chat icon selector Blueprint library You can see, that there is still a lot of to do, but the work tends to accelerate as more and more of the GUI layouts/tilesets/standards are being finalized and reused. The conclusion is that 0.17 experimental in January is possible, but it might be February as well :).

Friday Facts #276 - Belt item spacing & Script rendering

Posted by Klonan, Bilka on 2019-01-04

Hello, the office is slowly ramping back up after the Christmas and New year festivities.