Sound design update Ian One advantage of switching to home working during the COVID-19 crisis is the ability to listen to the game using speakers rather than headphones, and this has proved useful in balancing the relative levels of the game. Val has also been getting to grips with Lua, and this has led him to working on attenuations, which have been proving problematic. For instance, we noticed that sounds such as the radar were getting cut off when you walked away from them, rather than fading out cleanly. I investigated and discovered we had a maximum environment sound limit of 15, by raising this to 50 we have eliminated many of these problems. But then the downside is that there are now more sounds playing and therefore more clutter to mix and balance. Pink squares indicate which sounds are active. Left: limit of 15 nearby sounds; Right: limit of 50 nearby sounds. Rseding has been working through the list of sound design programming tasks, for instance we finally have the sound for the artillery turret rotation integrated into the game (which was featured in FFF-252 quite a while ago). Real in-game footage of the new artillery sounds In other news, we have an updated concept for the transport belts. We listened to feedback from the community that they were still a bit too present and annoying. The idea of the new sounds is that they will drift into the distance a bit more and become unnoticed (until you try to fall asleep). More fun sounds include water splashes, electric and laser beams, more powerful weapons such as the gun turret and vehicle machine gun. And our old robot sounds have come back as additions. If all goes to plan, we will merge the sound changes into master very soon, and once we've done all our pre-release checks, release it to the 0.18 experimental. After that, I plan to spend time on UI sounds, and also balancing the overall levels to get them more in line with other games, which is trickier than normal given the lack of audio middleware. However we have also made some changes to the default sound settings that move us in the right direction.
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.