Re: Friday Facts #97 - Greenlight preparations
Posted: Tue Aug 04, 2015 5:24 pm
Well, it is secret until the end of the test periodDrury wrote:Forgot to ask - just who is the OpenTTD modder?

www.factorio.com
https://forums.factorio.com/
Well, it is secret until the end of the test periodDrury wrote:Forgot to ask - just who is the OpenTTD modder?
Wow, totally missed that bit. Already way ahead of me.ssilk wrote:http://www.factorio.com/blog/post/fff-93vampiricdust wrote:I think a good investment would be a community coordinator who can work on promoting Factorio by community building events & projects. The influence of community contributions on gameplay is rather great in this game and I think it's an asset that is worth considering how to utilize.
Search for "betka". She's also in the forum.
The Phoenixian wrote:I think he means that the last thing you do in the base campaign is fly away "somewhere quiet". Certainly that can be a segue into freeplay mode, but in context it feels more like a segue into a final set of campaign missions; It feels incomplete.torham wrote:The game is as long as you want it to be. Sure it ends with the satellite launch, but its entirely up to you when you build it. You can spend hundreds of hours developing your infrastructure, if you want. Even so, in average it takes me about 40 hours to actually end the game ( well it used when there was just the rocket defense, I have no idea how long the satellite takes), even if I just focus on the finish. That is more than many, many other games offer when fully finished.genericname1 wrote:You probably should think about expanding the single player campaign before releasing on steam, i'd hate to see complaints that the game was short
[snip]
...And maybe sorting the research screen...
Campaigns tend to be the kind of thing added late in a development cycle. That's because they tend to be more scripted events and thus when a game is still in the phase of having content added its pointless to spend long hours re building the campaign each time because new things were added. I think that more missions will be added, but only once more of the core game and content is completed.genericname1 wrote:The Phoenixian wrote:I think he means that the last thing you do in the base campaign is fly away "somewhere quiet". Certainly that can be a segue into freeplay mode, but in context it feels more like a segue into a final set of campaign missions; It feels incomplete.torham wrote:The game is as long as you want it to be. Sure it ends with the satellite launch, but its entirely up to you when you build it. You can spend hundreds of hours developing your infrastructure, if you want. Even so, in average it takes me about 40 hours to actually end the game ( well it used when there was just the rocket defense, I have no idea how long the satellite takes), even if I just focus on the finish. That is more than many, many other games offer when fully finished.genericname1 wrote:You probably should think about expanding the single player campaign before releasing on steam, i'd hate to see complaints that the game was short
[snip]
...And maybe sorting the research screen...
This was exactly what I was thinking.
I've spend hundreds of hours playing the non-campaign mode, but the campaign mode seems to have a plot behind it, which just stops. If the game is supposed to have an 'end' then there should somewhere be some justification for it.
The easiest way to do this is with a few more missions.
next one should introduce the logistics and construction robots, and a final lets get off this planet (essentially the New Game mode) perhaps with a little starting materials, some basic research already complete and a little guidance. Depending on what form the end game actually takes it may be desirable to add a final final mission to introduce people to that too
I was thinking it would be really cool to allow players to set target priority for different turret types. You might have lasers target large biters first, and only target small biters when there's no large/mediums left; meanwhile, MGs target small biters by preference, medium second, and entirely ignore large biters to save ammo, since they're nearly bulletproof. (Or you might think that my example priorities are stupid--it's up to you.wwdragon wrote:One problem I've noticed is that the consolidated laser turrets are not capable of dealing with the 50-alien waves as well as the many smaller turrets.
They have a lot of overkill and target newer ones slower, allowing the aliens to get many more shots each wave; this allows turrets to be destroyed every time.
So... when are we getting the big ass aliens, so that their waves shrink considerably?