Page 1 of 4

Friday Facts #73 - Minds versus bytes.

Posted: Fri Feb 13, 2015 7:32 pm
by kovarex
Mainly about the plans for the endgame goal: https://www.factorio.com/blog/post/fff-73

Re: Friday Facts #72 Minds versus bytes.

Posted: Fri Feb 13, 2015 7:37 pm
by JohnTS
Hnnnnnnnnnnggggggggg

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 7:38 pm
by MeinAccount
Great graphics! :D Take the time you need, rushing for an update is never good!

Btw: You misspelled the title ;)

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 7:56 pm
by Pridesfall
That picture. Wow. Good job.

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 7:58 pm
by Drury
So you build a spaceship and embark on an epic quest to feed your pet biters with frozen people.

That's beautiful.

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 8:24 pm
by Luaan
Looks great :)

I wouldn't go with the Space Run thingy, though. At best, you'll make a mini-game which is completely different from the rest of the game. So you play your game for hours, and for the grand finale, you get to play... a different game.

The basic idea is really nice, but if you want to make a game out of the space trip, make it in the spirit of Factorio. Look at how many people dislike the "mini-game" of fighting biters - and that still isn't too far from the central gameplay. Surely the great community here can find a great thing that will work well with the game as a whole, and that will give it the finale feel :)

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 8:33 pm
by hoho
I understood the "space run" section to mean you have a limited "island" floating in space (aka your ship) on where you can build all sorts of defenses and factories. That island then goes to gather the colonists while random waves of enemies are coming at you.

Essentially, it'd be relatively similar to the on-ground gameplay with different enemies, (possibly) limited "land" area and different sort of resource gathering

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 8:42 pm
by Drury
Yeah I hope the Space Run thing is just for illustration that you have this platform that you build stuff on. Realtime micromanagement done the way Space Run does it is not something I'd want to do in Factorio. The game honestly seems more like something you'd play on a tablet, it doesn't have Factorio written anywhere on it.

If you Factorio-fy it enough, the very rough concept (platform with player-built stuff on it soaring through space gathering stuff around it) might work though. It just needs to be much, much more slow-paced than Space Run so you have time to optimize the stuff you build and basically manage to have a self-sustaining factory up there.

Maybe the resources are like these asteroids floating in space. When you see one, you erect this huge space harpoon type of thing at the side of your ship and fire it at the asteroid when gets close. The harpoon then pulls it up to the hull of the ship, locking it in place and the ship's grid. From then on, the asteroid becomes a natural expansion of your ship - you go out and build miners on it like you would on a regular resource field, with belts and stuff. Instead of science, the resources you mine are primarily used for huge turrets against nasty aliens and pirates and ninjas and shiz that are in space instead of biters and attack you every now and then. Maybe you could use harpoons to pull enemy spaceships towards your ship and assimilate them similarly to asteroids, perhaps with the crew of the ship going out to kill you the instant their ship locks up to yours. They could have chests with good loot inside of them for compensation, plus free building space.

You get the idea.

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 8:45 pm
by Cordylus
The coolest picture I've ever seen in the FF... :P

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 8:48 pm
by kovarex
Drury wrote:Yeah I hope the Space Run thing is just for illustration that you have this platform that you build stuff on. Realtime micromanagement done the way Space Run does it is not something I'd want to do in Factorio. The game honestly seems more like something you'd play on a tablet, it doesn't have Factorio written anywhere on it.

If you Factorio-fy it enough, the very rough concept (platform with player-built stuff on it soaring through space gathering stuff around it) might work though. It just needs to be much, much more slow-paced than Space Run so you have time to optimize the stuff you build and basically manage to have a self-sustaining factory up there.

Maybe the resources are like these asteroids floating in space. When you see one, you erect this huge space harpoon type of thing at the side of your ship and fire it at the asteroid when gets close. The harpoon then pulls it up to the hull of the ship, locking it in place and the ship's grid. From then on, the asteroid becomes a natural expansion of your ship - you go out and build miners on it like you would on a regular resource field, with belts and stuff. Instead of science, the resources you mine are primarily used for huge turrets against nasty aliens and pirates and ninjas and shiz that are in space instead of biters and attack you every now and then. Maybe you could use harpoons to pull enemy spaceships towards your ship and assimilate them similarly to asteroids, perhaps with the crew of the ship going out to kill you the instant their ship locks up to yours. They could have chests with good loot inside of them for compensation, plus free building space.

You get the idea.
Ofcourse, we are going to factorio-fy it, the plan is, that the player will have no way to interact with the ship once it arrives, so you just have to plan everything and then you can just watch if it fails or not.

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 8:48 pm
by kovarex
kovarex wrote:
Drury wrote:Yeah I hope the Space Run thing is just for illustration that you have this platform that you build stuff on. Realtime micromanagement done the way Space Run does it is not something I'd want to do in Factorio. The game honestly seems more like something you'd play on a tablet, it doesn't have Factorio written anywhere on it.

If you Factorio-fy it enough, the very rough concept (platform with player-built stuff on it soaring through space gathering stuff around it) might work though. It just needs to be much, much more slow-paced than Space Run so you have time to optimize the stuff you build and basically manage to have a self-sustaining factory up there.

Maybe the resources are like these asteroids floating in space. When you see one, you erect this huge space harpoon type of thing at the side of your ship and fire it at the asteroid when gets close. The harpoon then pulls it up to the hull of the ship, locking it in place and the ship's grid. From then on, the asteroid becomes a natural expansion of your ship - you go out and build miners on it like you would on a regular resource field, with belts and stuff. Instead of science, the resources you mine are primarily used for huge turrets against nasty aliens and pirates and ninjas and shiz that are in space instead of biters and attack you every now and then. Maybe you could use harpoons to pull enemy spaceships towards your ship and assimilate them similarly to asteroids, perhaps with the crew of the ship going out to kill you the instant their ship locks up to yours. They could have chests with good loot inside of them for compensation, plus free building space.

You get the idea.
Ofcourse, we are going to factorio-fy it, the plan is, that the player will have no way to interact with the ship once you launch it, so you just have to plan everything and then you can just watch if it fails or not.

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 8:51 pm
by Drury
Oh so it's very much like SpaceChem then. First you build your reactors and then you click go and watch them blow up.

Interesting.

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 9:32 pm
by MF-
Building automated ships factorio-style that blow up if I mess up?
Maybe I'll start playing again :)

Pity it's not compatible with my so far preferred backstory explanation

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 9:38 pm
by nours77
It s nice to heard, factorio will on stable way soon...
i don t understand a things for the end game story, you will make and send a space ship to rescue the mother ship with people sleeping. you will go ? Then what ? they come in the planet ? You stay in space and go away, look for another world ? or just a poor end with no answers ?
my idea, you build a rocket to rescue the mother ship (to make it land, what you can do in space with no supply ?), then you must build a land place for the mother ship, when it come you have to fix it, and reload it (liquids, supply (food maybe but with people who sleep, no need in story)), with an alien rush time (final of the fireworks), you have to make a powerfull protect for your landing place, and after the time you need to fix and load the ship (several points), you go in another world in end, in that way there is a lot of thing to add, sorry... but it will cool for multi (lots of things to do in the same time)... and it s close the story, come back to the begining, you will be a héros when people will wake up... a day...

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 11:03 pm
by Schorty
I have to agree with most of the people here. The picture is just pure awesomeness! Also the way you are planning to go is greatly appreciated!

Keep it up, guys! :D

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 11:13 pm
by BrinCaspian
But what will I do with my millions of stockpiled parts! :o

Re: Friday Facts #73 Minds versus bytes.

Posted: Fri Feb 13, 2015 11:47 pm
by topforce
Rocket overall looks cool but the engine placement seems off. There can be one large engine bellow center of mass or 3 similar sized rocket engines. Even if the smaller ones are meant to be for flight control I would expect them to be opposite of each other or more of them.

Re: Friday Facts #73 Minds versus bytes.

Posted: Sat Feb 14, 2015 12:09 am
by torham
topforce wrote:Rocket overall looks cool but the engine placement seems off. There can be one large engine bellow center of mass or 3 similar sized rocket engines. Even if the smaller ones are meant to be for flight control I would expect them to be opposite of each other or more of them.
Comon, this isn't KSP. The ship looks nice and cool ( or rather hot) ;)


On topic: I like the idea of spaceship trials by asteroids, solar flares, space termites black holes and god knows what else... So the game will end if you manage to recover at least 1 colonist from the mothership? Or will we have to than develop a habitat area with food production and living spaces?

Re: Friday Facts #73 Minds versus bytes.

Posted: Sat Feb 14, 2015 12:17 am
by Marconos
Love the pic. I like what Korvex said, fire and wait and see what happens. What I hope is that building the space station take quite awhile and consumes tons of resources. Then you have to build the ship after that. I just want to make sure each map takes quite a while to play.

Re: Friday Facts #73 Minds versus bytes.

Posted: Sat Feb 14, 2015 12:44 am
by AssaultRaven
I'm just writing stream-of-consciousness here, but let me know what you think:

It occurs to me that metal-rich asteroids would completely swamp the planet itself in terms of available metals. Once a space platform is established, asteroid harvesting ships could provide an extremely high-volume supply of ores, thus allowing for factories and goals that require extremely large amounts of processing and material without having to impose the tedium of building hundreds of mining bases. Since they're would start out in space, this could also save the trouble of moving platform extensions to orbit: once you can build them in orbit, part 2 really begins. Now you can expand the working surface at will and intake hundreds of kgs of ore per second.

To really kick things into the next gear, this could also be the part where the game shifts to 3d factories, by letting you build multiple platform levels and mechanisms for moving goods between levels.