Feedback/Suggestions Deep Dive
[h2]Introduction[/h2]
After over a dozen hours, I'm happy to say that I have read through every single feedback and suggestion post. First of all, I want to say thank you to every single person who took the time to make a post and contribute to those discussions. Instead of replying to each post individually I decided to write up this synopsis to give everyone an understanding of the general feedback and what we got planned.
[h2]Overview[/h2]
Feedback overall is quite positive but there is lots of room for improvement! My feedback document has over 150 points through it covering just about every aspect of the game; however, some points were brought up much more often than others. I will be focusing on these but know that I have taken in every point of feedback made thus far.
[h2]Planned Changes[/h2]
[h3]User Interface (UI)[/h3]
Factory automation games are always heavy on the UI and getting any UI just right is a huge challenge. This will undoubtedly be an ongoing task as we work through Early Access. Here are some more impactful changes we're looking at making:
[h3]Inventory[/h3]
Inventory and item storage in general have some significant changes coming in the next few major patches.
[h3]Interactions[/h3]
There are countless quality of life changes to make to improve moment to moment interactions. Here are some examples:
[h3]Map and Zooming[/h3]
Huge changes are coming to how the map and zooming works. Here is a list of some of the changes we'll be making:
[h3]Inputs[/h3]
As with everything else, here are a few noteworthy changes we're planning to make to the controls.
[h2]Closing Thoughts[/h2]
This is not an exhaustive list as these are just some of the changes we have planned. Keep in mind that we're in Early Access and are a very small team so it may take some time to make some of these changes - but they are coming! We are excited to make these changes and to keep improving AutoForge with the community. Thank you again everyone for all of the feedback and suggestions!
After over a dozen hours, I'm happy to say that I have read through every single feedback and suggestion post. First of all, I want to say thank you to every single person who took the time to make a post and contribute to those discussions. Instead of replying to each post individually I decided to write up this synopsis to give everyone an understanding of the general feedback and what we got planned.
[h2]Overview[/h2]
Feedback overall is quite positive but there is lots of room for improvement! My feedback document has over 150 points through it covering just about every aspect of the game; however, some points were brought up much more often than others. I will be focusing on these but know that I have taken in every point of feedback made thus far.
[h2]Planned Changes[/h2]
[h3]User Interface (UI)[/h3]
Factory automation games are always heavy on the UI and getting any UI just right is a huge challenge. This will undoubtedly be an ongoing task as we work through Early Access. Here are some more impactful changes we're looking at making:
- Left mouse button on a toolbar slot with an item in it will change your grabbed item to that toolbar item
- Numbers! Input and output numbers will be added everywhere such as input item rate for assemblers, forge fuel burn rate, and so on.
- Tooltips for all the things - we know some things are not obvious at a glance such as "Collection Range" and tooltips will be added for them
- The research tech tree will be receiving major changes in the future
[h3]Inventory[/h3]
Inventory and item storage in general have some significant changes coming in the next few major patches.
- Larger default inventory size
- A few very important items will be treated more as a currency
- The ability to turn off auto-stacking
- New Mainframe upgrades that will grant an inventory trash and the ability to stack to/collect from nearby chests
- Item stack sizes rebalanced - some will increase and others will decrease
- More item container options
[h3]Interactions[/h3]
There are countless quality of life changes to make to improve moment to moment interactions. Here are some examples:
- Foliage will automatically be destroyed when placing another block or transport tube/pipe on it
- Targeted structures will flash white to help show what and when you target something
- Dropped items (not by the player) will be picked up a little faster
[h3]Map and Zooming[/h3]
Huge changes are coming to how the map and zooming works. Here is a list of some of the changes we'll be making:
- There will be more levels of zooming including something between the two most zoomed levels
- Zooming out will no longer switch to map mode
- Max zoom level will be reduced slightly
- Map markers are being added for the player, resource deposits, and many other things
[h3]Inputs[/h3]
As with everything else, here are a few noteworthy changes we're planning to make to the controls.
- All existing inputs will be made bindable
- Escape while in map mode will exit map mode
- Secondary input options
- Jump time will be increased slightly to allow jumping up onto 8 blocks
[h2]Closing Thoughts[/h2]
This is not an exhaustive list as these are just some of the changes we have planned. Keep in mind that we're in Early Access and are a very small team so it may take some time to make some of these changes - but they are coming! We are excited to make these changes and to keep improving AutoForge with the community. Thank you again everyone for all of the feedback and suggestions!