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[PC] [MAC] Factorio

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[PC] [MAC] Factorio

Unread postby icycalm » 03 Dec 2017 23:10

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Unread postby icycalm » 04 Dec 2017 15:16

Friday Facts #219 - Cliffs
https://www.factorio.com/blog/post/fff-219

Twinsen, Albert wrote:Several months ago TOGoS (Dan) half-jokingly mentioned that what Factorio really needed was mountains and cliffs. This was also suggested many many many times. Albert immediately got very excited and they started having some discussions about how to make it happen.

Fast forward a few months, and Ernestas had made some cliff graphics that looked really nice when layered onto pretty much any type of terrain. Fast forward a few more months and add a few months of programming and polishing, and cliffs are almost done, so we will be showing them to you today.


fff-219-cliffs-02.png
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Unread postby icycalm » 15 Dec 2017 16:48

From Discord:

icycalm
Do you think Factorio would be good PVP?

Robomoo
I don't think so, really
The combat in the game is very limited

icycalm
I am just thinking it would be more fun having the pressure both from enemy attacks, and from the race to finish first
So that you will REALLY need to optimize your shit to win

Robomoo
It would be cool to play it like that
I've been thinking about how it could be made to work
It would probably need to be modded quite heavily
At the moment, for instance, you can make grenades very cheaply and you need 2 of them to destroy most buildings
So you would be able to completely ruin the enemy's base very quickly

icycalm
Sounds like an easy mod

Robomoo
I mean, that's one of several issues
The game is not really built with combat in mind

icycalm
What are the others?
I get that it's not built for combat, but neither is They Are Billions, and yet the pressure from the zombies is the only reason I am playing the game
Ctiy building for no reason is boring
The pressure gives you a reason
These games are not PA, but they don't have to be as long as the city building is cool and the pressure is adequate

Robomoo
The main thing is I think it would be too easy to kill players

icycalm
Again, you just buff their HP, or lower the weapons' effectiveness(edited)
Piss easy modding

Robomoo
Maybe it could be made to work
We'd need to experiment with it
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Unread postby Robomoo » 16 Dec 2017 14:30

Cool stuff from the game's website:

https://www.factorio.com/content

Possible future content
There are plenty of ideas on our forums. Following list is just a couple of them we would love to see in the game sometimes (or maybe in the Factorio data disk).

Space platforms

Build and launch space platforms that can travel to asteroids or other planets. The platform would be a factory within a limited amount of space.Use the platforms to mine rare resources from the asteroids, supply goods to trade stations or land on new planets. But beware the space is full of threats!

Alien interaction

If you are nice to them, they are nice to you. Keep the pollution low and you can learn about the planet inhabitants.Maybe even trade or cooperate with them. Or just take advantage of them. Catch them, study them in research facilities so you can come up with better ways to "deal with them".

RTS elements

In the late game you have this monstrous factory full of machines, trains and flying robots. But you are still a guy running around on your own. Wouldn't it be cool if you could get into your command center and just give orders to your building / combat drones?

Moving underground

So you have tamed the surface of the planet. But how about going below the ground?

Food industry

Now you are alone, but there might be colonists coming here. Better prepare to grow some food for them. Or maybe feed the biters trapped in your research facilities? Also how about using bio-fuels for your factory?


Other issues I can see with PvP:

-You can zoom out very far, which makes it too easy to see other players coming.

-Guns use auto-targeting, so two players with the same level of armour and enough ammo to kill each other, who can see one another from well outside of shooting range, will be completely equal.

-Rockets I think have infinite range, so there's nothing to stop you just spamming them in the general direction of the enemy base once they're unlocked.

-Base destruction in general is far too powerful, and there's nothing in the game that can block grenades and rockets. Having your intricate circuit network you spent an hour on levelled in two seconds should only be something that happens in endgame. It would be bad enough just having someone with no items run through your base picking stuff up.
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Unread postby icycalm » 09 Mar 2018 22:17

I sent the devs a message because of this:

https://www.factorio.com/jobs

Wube Software wrote:If your profile doesn't match any of the open positions, but you still believe you would be a great addition to our team, please contact us anyway.


This is what I sent them:

I wrote:Job application (designer)

Hello dear Factorio people! I am trying to reach Mr. Kovarex. Could you please forward this message to him?

I want to start this off by saying that I believe your game is a masterpiece, and that in my 1962-2017 GOTY Awards I have declared it GOTY for 2012: http://culture.vg/reviews/awards/game-of-the-year.html

Having said that, I also have to say that I believe you are making a big mistake by continuing to work on the game after all these years. Six years is a LONG time to work on a game, even for a small team. So yes, your game is complex, but Sid Meir's Civilization was even more complex when it was released in 1991, and MicroProse didn't spend anywhere near as long on it as you guys are spending. In short, I am against this modern model of "infinite development", and I believe you are wasting your team's talents by chaining them to a game that's been basically done for years, and forcing them to spend their lives making tiny adjustments to it that only the most hardcore players will ever notice. What you should be doing instead, is wrapping up the game asap (and when I say asap I mean yesterday...) and working on a sequel, or a brand-new game altogether. Will your hardcore players get upset if they hear that you are ceasing work on updates? Some of them, probably. But when they hear of a sequel or a brand-new game from you, they won't care. No one can go from Civ1 to Civ4 via endless tiny updates; at some point, you have to draw a line and start from scratch. That's how games and companies grow, and it would be a shame if your company and the IP you have created failed to grow out of a misguided sense of perfectionism.

And here's where I would like to come into the picture. I am extremely interested in helping you make that sequel or brand-new game, and have a very clear vision of which direction you should head in. Your game is basically an idiosyncratic city-builder, which is essentially a blown-up version of the base-building part of an RTS. So for the sequel, or for the brand-new game (if you don't want to use the Factorio name), you should make an actual RTS. That is the only logical way forward for the Factorio concept, because the game is already missing a strong PVP component. The lack of adequately complex PVP mechanics is your game's no. 1 problem, and it is a problem that cannot be solved by incremental updates. (The number 2 problem is the lack of a good campaign, but we can solve that too in a sequel easily with some ideas I have thought up on that matter).

At this point I need to tell you that the best RTS of all time is Planetary Annihilation, and direct you to my in-depth review of the game: http://culture.vg/reviews/videogame-art ... ation.html

That's only Part I of my review, and there will be two more parts in the future (in a book I am writing called Videogame Art -- Factorio will also be featured), but you don't need to have read the other two parts to understand my thesis. Planetary Annihilation is the future of real-time strategy, and any game that wants to dethrone it will have to copy all its main features (i.e. spherical planets and strategic zoom all the way out to solar system level).

So what I propose is your own version of this concept, but with the base-building part complexified to the level of Factorio.

I have a lot more to say on the subject (and will indeed say some of it in my upcoming in-depth review of Factorio), but I will spare you the details until I hear that you are interested in pursuing a project of this kind. I am not interested in being hired by you guys to help with tiny updates on Factorio: I am interested in helping you make something even bigger and cooler. If and when you decide on doing that, I would be honored if you would consider me to be part of the team that makes it happen. Until then...

Best regards,


Alex Kierkegaard
http://culture.vg/
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Unread postby icycalm » 15 Mar 2018 17:48

He replied at great length. Maybe I will post it some day. The gist of it however is that he is taking things too slowly for my liking, and we basically should not expect any exciting news from his studio for several years, and even then it might be a Baldur's Gate type game (his favorite game of all time) rather than the super-complex RTS that I would want to see from them given their background.

I think I will try emailing ideas to a bunch of studios. I'll treat it the same way I treat pick-up: as a numbers game, and see what happens. Merely alerting all these studio heads to my GOTY feature will be worth the effort. He read everything I linked him.
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Unread postby icycalm » 29 Mar 2018 15:26

Factorio version 0.16 - Now stable
http://steamcommunity.com/games/427520/ ... 6945534169

Game has got a bunch of high res art, among other things, and by the time 1.0 is ready the plan is to have everything at high res.
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Unread postby icycalm » 30 Mar 2018 15:43

Friday Facts #236 - Building a rollup
https://www.factorio.com/blog/post/fff-236

V435000 wrote:As you are probably already aware, some of our team members are going to attend PAX East in Boston next week.

We figured we need some representative prints for our booth, but what to put there? We could have just made a big mega high resolution render of the player character or some other entity, but that would not tell the viewer much about what the game is about. So we thought it would be much better to "just" take a giant screenshot of a working factory, print it, and done! Now of course it's much more complicated than that...


The "rollup": https://eu3.factorio.com/assets/img/blo ... p-trio.jpg

The forum would not let me attach it, but I plan to make an Insomnia gallery and feature it in there, so I'll be manually uploading it together with all the other artwork.

V435000 wrote:Imagine a friend of yours is trying to introduce you to this game, shows this screenshot to you and says: "Hey, this is the game I have been repeatedly telling you about lately..." What would be your response?
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Unread postby Mike T. » 07 Sep 2018 15:44

Work is progressing on the high-res versions of the enemies, among other tasks: https://www.factorio.com/blog/post/fff-259
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Unread postby icycalm » 14 Sep 2018 14:15

More autistic updates from Factorio instead of wrapping it up and moving to a sequel like I told their director via email that they should.

New fluid system
https://steamcommunity.com/games/427520 ... 4019609833

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I wrote:I swear to God I love Factorio but I am not reading all of that. Can you just tell me in two sentences what's wrong and must be changed?
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Unread postby Mike T. » 29 Sep 2018 09:59

They've added/will add (not sure if it's already in) a robot sidekick named Compilatron.

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Friday Facts #262 - Hello my name is: Compilatron
https://www.factorio.com/blog/post/fff-262

I wonder if that means that with say a six-player game you'll have six robot sidekicks running around.
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