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What's left from the indiegogo campaign?

Posted: Tue Jun 04, 2013 4:31 pm
by ssilk
By reading here I came to the point, that the hole project was initiated over indiegogo ( http://www.indiegogo.com/projects/factorio ). I read that some times before, but now I locked up, what this means.
When I read that through I thought "woooo... many things have been planned..." :)

There is a big list, I will copy it and make some comments, maybe someone can add some more... I think it would be interesting to hear: "Will be realized", "We implement it differently, cause..." and "Won't be realized, cause".


- longer main campaign
-> Can't be released without - I think there is a big todo, but this could be done at last.

- overall tuning and polishing (singleplayer freeplay, map editor, etc.)
-> some things done

- finished graphics (including better GUI :))
-> the first stuff is already in and will be in 0.5

- richer technology tree (e.g. way more modifiers - speed, energy efficiency, health)
-> check, but I mean much more needed

- more game content
-> in 0.4.0 - but I think to less for release and not so balanced

- accumulators to store energy
-> check

- rocket towers
-> huh?

- larger iron furnace
-> ? only iron?

- transport belt recombinators
-> splitter... and underground belts?

- better combat mechanics
-> needed for the dtd

-- batteries to enable special attack effects (slow enemies, ...)
-> Batteries?

-- splash damage attacks
-- armor varieties
-> ok... of course needed for dtd...

-- little robots flying around the character and protecting him
-> like angels... nice name for robots btw. :)

- variety of enemy creatures
-> Hmmmm...

- technical stuff (automatic downloader / updater, speed improvements)
-> should come this update

- Multiplayer
-> will be done in 0.5 as much as I can see

- Railroads
-> Existing, but I mean hard to build and manage

- Blueprints
-> Maybe?

- Alternative energy
-> Solar/Caps already in...

Modifiers
-> The first time I heard that...

Hidden ores
-> Planned, as much I can see, or do I mix this up with some mod?...



Ok, some things can be also seen in the planned features for the next release. Maybe this is a good time to clear up the stuff? But I'll understand, if you don't want to answer that completely. :)

Re: What's left from the indiegogo campaign?

Posted: Tue Jun 04, 2013 5:14 pm
by ficolas
This is an prealpha, so who knows what will come :D

Re: What's left from the indiegogo campaign?

Posted: Tue Jun 04, 2013 8:11 pm
by kovarex
TL;DR
Multiplayer, Fight, Graphics until the summer.
ssilk wrote: - longer main campaign
-> Can't be released without - I think there is a big todo, but this could be done at last.
We think that the campaign shouldn't be extra long, the freeplay should probably be the main deal.
We are quite sure, that the first mission of beta is introducing too much stuff at the same time, and there should be some kind of introduction mission.
For custom challenging games, we introduced the challenge scenario pack.
ssilk wrote: - overall tuning and polishing (singleplayer freeplay, map editor, etc.)
-> some things done
ssilk wrote: - finished graphics (including better GUI :))
-> the first stuff is already in and will be in 0.5
Gui has been rebuilt in 0.5, gui is almost completely styled, styles can be modified by mods and used in mod custom gui.
ssilk wrote: - richer technology tree (e.g. way more modifiers - speed, energy efficiency, health)
-> check, but I mean much more needed
This will come naturally with more content mainly.
ssilk wrote: - more game content
-> in 0.4.0 - but I think to less for release and not so balanced
0.6 will be mostly about multiplayer (hopefully), in 0.7 we hope to get to boost the factory content.
ssilk wrote: - accumulators to store energy
-> check
Basic version ...
ssilk wrote: - rocket towers
-> huh?
This has to be solved alltogether with enemies and fight balancing.
ssilk wrote: - larger iron furnace
-> ? only iron?
One fuel based furnace and electric furnace for sure someday, huge blast furnace could be nice late game item.
ssilk wrote: - transport belt recombinators
-> splitter... and underground belts?
Yes, for now I think this is enough, it would be nice to have some signal integration with transport belts though.
ssilk wrote: - better combat mechanics
-> needed for the dtd
-- batteries to enable special attack effects (slow enemies, ...)
-> Batteries?
-- little robots flying around the character and protecting him
-> like angels... nice name for robots btw. :)
Planned
ssilk wrote: -- splash damage attacks
-- armor varieties
-> ok... of course needed for dtd...
I look forward for the armorss with slots and gadgets
ssilk wrote: - variety of enemy creatures
-> Hmmmm...
Some preparations of this has been done, we don't promise any date, but we didn't forget this.
ssilk wrote: - technical stuff (automatic downloader / updater, speed improvements)
-> should come this update
Yes, should be now in 0.5
ssilk wrote: - Multiplayer
-> will be done in 0.5 as much as I can see
Not really, we postopned the work on this one month, so I will start working on it after this release,
we would love to have some version of multiplayer in 0.6, but I can't promise anything, we are not sure
what kind of obstacles are hidden on the way.
ssilk wrote: - Railroads
-> Existing, but I mean hard to build and manage
Few small upgrades will be in 0.5
  • trains kill creepers (and player)
  • inserters can be upgraded to move cargo between containers faster up to 5 items per one movement
  • Better train pathfinding when more trains are in one system
  • Automatic rotation when building semaphores/stations
  • Visualisation of area covered by semaphore and opposite semaphore
There are more things to be done, but we would like to have the train as handy alternative to high-volume transport in the mid/late game.
ssilk wrote: - Blueprints
-> Maybe?
Planned, but not asigned to any release
ssilk wrote: - Alternative energy
-> Solar/Caps already in...
We would really like to make this more interesting and we have some ideas (apart the obvious nuclear/wind/geothermal plant).
We would like to take a look at it in 0.7, but no promises.
ssilk wrote: Modifiers
-> The first time I heard that...
Some kind of modifiers are already in the game (speed/damage of weapons, speed of laboratories, capacity/speed of logistic robots etc)
There will be probably more modifiers later.
ssilk wrote: Hidden ores
-> Planned, as much I can see, or do I mix this up with some mod?...
This is planned someday, but it has quite low priority now.

Re: What's left from the indiegogo campaign?

Posted: Tue Jun 04, 2013 8:31 pm
by ssilk
Thank you for that insights. :)

Re: What's left from the indiegogo campaign?

Posted: Tue Jun 04, 2013 9:51 pm
by Hi-Torque
I am so annoyed I missed the Indiegogo campaign. I would have bought two of the 100Euro packages just to chat with you guys :) We are always happy when we drive over to Prague.

Thank you guys for sharing your plans for the next few releases.

Re: What's left from the indiegogo campaign?

Posted: Tue Jun 04, 2013 10:10 pm
by kovarex
Hi-Torque wrote:I am so annoyed I missed the Indiegogo campaign. I would have bought two of the 100Euro packages just to chat with you guys :) We are always happy when we drive over to Prague.

Thank you guys for sharing your plans for the next few releases.
Heh, thanks for the enthusiasm, if you are going to hit Prague, we can get a beer :)