Factory Town

Factory Town

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Erik Asmussen  [producent] 10 marca 2019 o 12:35
To-Do / Roadmap
I've posted a lot of my planned features on this public Trello board:

https://trello.com/b/Mnbl05kS/feature-requests

I don't want to mislead anyone, so to be clear: Although I hope to add most of these, please don't take any of these as specific promises (especially the 'nice to have' category, which I'm much more on the fence about.) This is just to get you a general sense of what kinds of things I'm planning on.

The board is public, so feel free to vote up issues that matter most to you so I can prioritize them!

Here's a general list of my remaining high-level goals:


Gameplay Features
- Finish Campaign Missions (currently 5 out of 8 are complete)
- Allow above-sea-level water
- Computational Blocks UI overhaul, allow multiple inputs / outputs & nested circuits
- More mechanical motion - water wheels, windmills, rotational drive shafts, zip lines, elevators
- Vertical Conveyors

Decor / Customization
- More town decorative structures & building blocks in general
- Wide variety of worker hair / skin / clothes
- Customize & rename workers & buildings
- Ability to repaint decorative blocks


Quality of Life
- Visual differentiation of worker tasks
- Optimize performance
- Top-down grid overlay view that lets you build at a specific level
- More production / economy visualization tabs
- Better visualization of tech tree
- Ability to issue multiple targeted commands for a single worker

Video / Audio Polish
- More Sound effects
- Day/Night cycle, seasonal effects
- Building activity animations
Ostatnio edytowany przez: Erik Asmussen; 26 stycznia 2021 o 11:00
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Wyświetlanie 46-60 z 224 komentarzy
For me, graphs showing production, consumption, and storage of goods would be very helpful for identifying bottlenecks or overproduction. Factorio does this well.

On the art/theming side of things, a day and night cycle would look really cool. The art style is already very charming, and having all of the building lit by torches and fires and magical effects at night would be downright cozy.

From a gameplay perspective, I appreciate the value of the different colors of coins. From a flavor perspective, though, it feels arbitrary having them. Maybe they could be themed around different parts of the economy, like farmers, laborers, craftspeople, and scholars/mages.
Vieux Chat 19 marca 2019 o 0:02 
After some thoughts, in the long list of things I4d like to see changed, the main one is smaller hot bar icons and more icons on it. Even better : I want to chose how many icons I have on it, and a button to cycle through hotbars.
Thryden 19 marca 2019 o 3:29 
Fences should be placed between squares not on them. I can't think of one other game that has fences/walls actually take up a space.
legend_slayer 19 marca 2019 o 6:28 
Początkowo opublikowane przez Erik Asmussen:
...But if you can think of a good reason why rail stops need item filters, am happy to reconsider!

I agree, Rail Stop filters are superfluous if you use Barns or Silos as drop off points. But what if the user is piping directly into a production building? Of course, perhaps that should be part of the element of planning: not every building should be able to do everything. Use the correct tool for the job!

I think it would be MUCH more useful rail carts themselves had filters. It would make multi-cart single-track setups more viable, and stop carts from picking up a single item from the first stop they hit while the next stop over is completely jammed waiting for pickup.
Spododo 19 marca 2019 o 9:06 
Początkowo opublikowane przez Spododo:
1. Will boats be able to move normal ressources so I can cross the rivers settlers-style?
2. Will we be able to see through structures built on top of scaffoldings (I am building upwards lately)?
3. Are catastrophes or other economical problems like thieves planned (unhappy people/marauders)?
EDIT: Is it intended that the steam station works without fuel? And why can wells be placed in midair but farms cannot? ^^
Wells working in mid air is fine with me. It's not seeing a pipe going to the ground below it that bothers me more.

Początkowo opublikowane przez Spododo:
Początkowo opublikowane przez Spododo:
1. Will boats be able to move normal ressources so I can cross the rivers settlers-style?
2. Will we be able to see through structures built on top of scaffoldings (I am building upwards lately)?
3. Are catastrophes or other economical problems like thieves planned (unhappy people/marauders)?
EDIT: Is it intended that the steam station works without fuel? And why can wells be placed in midair but farms cannot? ^^
retry0326 21 marca 2019 o 21:18 
korean please...!
antz 22 marca 2019 o 3:01 
Początkowo opublikowane przez Erik Asmussen:
I'm also totally open to suggestions here - maybe it'll make more sense once people get a chance to play, but would love to brainstorm with players on what a satisfying & unique victory state would be for the game.

I do have a "Mana Reactor" in the game which produces Omnistones from elemental crystals, all of which are very resource-consuming to make... Maybe you could feed 100 Omnistones into the reactor to trigger some kind of big magical event - which you could do over and over of course.

instead of end game goal, which is kinda strange since town building is an ongoing effort, how about achievement or special building, like once you reach certain level, you can build mega factory or world wonder that need a lot of resources, and maybe have kind of an area of effect, maybe increase production speed
Lorca 24 marca 2019 o 10:06 
I'm keeping an eye on this game since I love games like this where you run factories and such. I was wondering if this game has any dangers like enemies or tornadoes, fire, etc., which can challenge your town building. I like building games where there's a good level of threat. ^^
Ostatnio edytowany przez: Lorca; 24 marca 2019 o 10:08
Erik Asmussen  [producent] 24 marca 2019 o 17:16 
Feature requests noted!

Początkowo opublikowane przez legend_slayer:
I think it would be MUCH more useful rail carts themselves had filters. It would make multi-cart single-track setups more viable, and stop carts from picking up a single item from the first stop they hit while the next stop over is completely jammed waiting for pickup.

You can put a filter on a minecart - click on its inventory slot in top-right when selecting it. You can assign a filter there like you can with barns, silos.
Erik Asmussen  [producent] 24 marca 2019 o 17:18 
Początkowo opublikowane przez Lorca:
I'm keeping an eye on this game since I love games like this where you run factories and such. I was wondering if this game has any dangers like enemies or tornadoes, fire, etc., which can challenge your town building. I like building games where there's a good level of threat. ^^

Right now there isn't any threat of backwards progress, and there probably won't be for some time. I'm considering it as an optional feature in the future, but the core of this game isn't about survival or combat, but about planning, logical problem solving, and constant improvement.

(Mods could also change this, once I add better modding funtionality.)
demonhunter352 24 marca 2019 o 18:26 
Loving the game. Two features I'd like to see.

1: Upgradable barns. More storage per slot (maybe more slots? Hmm... Maybe not...)
2: Control over what a building designates as Output (ie: if I have a kitchen making cooked fish and butter to make fish stew in the same kitchen, I don't want it outputting the butter and cooked fish)
Ostatnio edytowany przez: demonhunter352; 24 marca 2019 o 18:27
Thryden 25 marca 2019 o 4:43 
I've had an idea. I've noticed you have upgrades for a couple of the buildings, but not all of them. I've also noticed when starting a map, you can choose what era to start in (farming, machine, etc).

So what if for each era you reach, you unlock an upgrade for each buildings. I mean, throughout the ages in real life, people have developed better machines and tools for whatever they're doing to help their efficiency. So once you've reached the next age, your workers have developed better machinery to help them be faster.
auchmithie 25 marca 2019 o 5:20 
Upgradable barns would be good, storing the amount of omnistones needed for the last few levels of upgrades gets tedious with low storage capacity.
Erik Asmussen  [producent] 25 marca 2019 o 6:20 
Good points, noted!
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