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DevBlog #50 | Foundry Fridays: Release Date & Feature Highlights

Hello everyone!
Today I am writing about our recently announced release date and two upcoming video event series.

[h2]Release Date: May 2nd 2024[/h2]
Foundry will launch into Early Access on Steam on the 2nd of May, 2024. If you haven’t seen the release date announcement trailer yet, take a look here:

[previewyoutube][/previewyoutube]
Our team is very excited to finally be able to bring the game to a wider audience on Steam. We have worked for close to six years on this project and we believe that the game is now ready for an Early Access release.

During Early Access we are focusing on adding more content, increased polish and new features. For this we will maintain a public roadmap and idea board. The community and their feedback has always been a central pillar of this project and we will continue to value it highly to make the game into the best version of FOUNDRY possible.

[h2]Feature Highlights & Dev Streams[/h2]
Starting next week we will release a Feature Highlight video every week until our launch. In each video we will cover a certain topic about the game and share additional information about it. Those videos are intended to provide a clearer picture of FOUNDRY, especially to people who haven’t followed our development closely.

On top of this we will also hold a weekly live stream where we will broadly talk about the previously released Feature Highlight’s topic and provide even more insights and details. If you have any questions you want to ask us, this is your opportunity!

Exact stream dates and times will follow on a later Steam news post.

See you soon,
mrmcd

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https://store.steampowered.com/app/983870/FOUNDRY/

FOUNDRY will be available for Early Access on May 2nd!



The time has come. The moment you have been waiting is finally here. We are happy to announce that FOUNDRY is going to be available for Early Access on May 2nd 2024!

Starting from humble beginnings of manually mining and processing resources, crafting machinery, and developing technologies, you will be able to advance to automating the entire production line to your precise plans.

https://store.steampowered.com/app/983870/FOUNDRY/

Watch the announcement trailer that was created with the help of our wonderful community members as most of the factories you will see in the video were created by them!

[previewyoutube][/previewyoutube]

From this day on we will share more and more details about the growing and evolving world of FOUNDRY:


[h2]F.A.Q.[/h2]

What is Foundry?
FOUNDRY is a first-person factory building simulation set in an endless procedurally generated voxel world. Mine resources, craft machinery and automate your research to progress through the game. Face logistic challenges by planning and building a conveyor belt and pipe network. Manage a complex power system and expand your constantly growing production lines!

When will FOUNDRY be available?
We will be available for early access on May 2nd, 2024!

What platforms will FOUNDRY be on?
At the moment we are planning to have FOUNDRY only on Steam, but we will keep you posted!

Why Early Access?
With Early Access the community will help us to create a better game since player feedback is crucial for complex simulation games. We will listen to your feedback and you may influence the development. Additionally your early support helps us to make the most of the potential we see in FOUNDRY.

What is the official game website, where can I read more about the game? Here!

What languages will the game support?
The game will provide the UI translations for the following languages: English, French, German, Spanish (both Spain and LATAM), Polish, Russian and Simplified Chinese and Japanese.

How often will Development Diaries get released, and where can I read them?
We aim to release Dev Diaries on a biweekly basis, and you will be able to read them on our forum, official website, and on our Steam page.

How can I be notified about the news?
Sign up for the newsletter to be posted about the latest news and get a unique gift on Steam when the game is officially out — Exclusive Mining Drill skin!

What if I bought the game on itch before?
Players who bought the game on itch.io will get a Steam key when the “Early Access” version of the game is released. We will tell you more details later as we will get closer to the next stage.

I have a question I want to ask a developer, where can I do that?
We have a Discord server and our Official Forum. Make sure to follow both of them not to miss a thing!

Do you have a roadmap?
We have some ideas in mind, but we need to be 100% sure they will be added before making any announcements. We are planning to make the roadmap available closer to EA launch.

Does the game have online or co-op gameplay?
It does! The multiplayer mode is mostly designed towards 2-4 players on the same server, but you can always go extra as there is no hard limit

What will happen to the itch.io version of the game?
If you bought the game previously on itch.io, you can still access it, however this version is no longer updated and there is no way to buy it on itch.io now.

https://store.steampowered.com/app/983870/FOUNDRY/

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Early Access Release Date announcement is coming soon!

Hello everyone!

We have an announcement to make. Turn on the notifications on YouTube to find out when FOUNDRY will be available for Early Access and watch the trailer that was made with the help of our itch.io community!

The trailer will be available tomorrow at 17:00 CET.
[previewyoutube][/previewyoutube]

We will share all the details tomorrow!

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DevBlog #49 | Foundry Fridays: Construction Industry


Hello everyone!

Welcome to another FOUNDRY Friday episode, today we are taking an in-depth look into the recently previewed “Construction Industry” feature.

[h2]Feature Summary[/h2]
Very large structures and buildings are now built through construction sites. You set down a base object, which starts the construction site. Then you configure the building to your needs through a visual editor. The configuration affects the properties of the building, for example a bigger Blast Furnace has a higher throughput than a smaller one, but is a lot more expensive to build. Before construction can begin, construction material needs to be shipped to the construction site. This happens through flying transport ships. Finally your construction site gets built by construction ships and drones.



[h2]Motivation[/h2]
Although everything in FOUNDRY is built instantly by hand, to me it always felt a bit off when you build a massive building in an instant out of your pocket. The construction industry feature is an attempt to make large structures feel more impactful. It gives your factory a less light-weight feeling when large structures are built over time with specialized construction ships & dron, while other parts of the factory are manufacturing the required construction material and transport ships move it from warehouses to construction sites.

Another reason was to improve user experience, the previous way of building our large structures (also known as modular buildings) was a bit cumbersome and not easy to understand. This rework makes the process of planning those structures a lot easier while adding additional depth to the game. Through the visual building editor it is a lot easier to get an understanding of how the buildings will look, which parts you can modify and how to set it up.

Potential concerns which we are mindful of: FOUNDRY is a sandbox game and the ability to build and modify things quickly is very valued by a lot of players, therefore we are not going to make construction sites take ages to build. So far we are looking into build times between 5 and 15 minutes, although you might need to build multiple construction ship ports to achieve such build speeds. Buildings can be edited through this system, so you do not need to tear them down in case you want to modify them. And most importantly: When you tear down a building, you are never going to lose items. However, tearing down items will return rubble, which can be recycled into construction material. Also we are not going to convert dozens of machines into this system, the vast majority of objects built will remain as you are used to, this is mostly aimed at a handful, almost monumental parts of your factory.

My personal favorite about this feature is that some systems we have added, like the transport ships, tie seamlessly into other future gameplay elements, therefore making it a less isolated feature. I cannot reveal too much yet, but large modular buildings are not going to be the only thing you will be building in FOUNDRY. On a further note: The construction industry seems like the perfect way to integrate a blueprint system at some point in the future. But I want to be clear that we are not yet working on such a feature.



[h2]Construction Buildings and Items[/h2]
[h3]Construction Material[/h3]
The core item of this system is “Construction Material”. It is produced in Assemblers and is made of all major items: Xenoferrite, Steel, Machinery Parts, Polymer Boards, Glass, Concrete and Electronic Components. Construction material has a very low stack size and therefore is incredibly unsuited to be transported by hand. That brings us to the place where Construction Material is stored, the Construction Material Warehouse.


[h3]Construction Material Warehouse[/h3]
The warehouse's purpose is simple, it is able to hold massive amounts of construction material (in the range of tens of thousands) and it allows for it to be picked up there by transport ships. As a side feature Warehouses are also able to hold Construction Rubble (which you are getting from tearing down or modifying buildings) and it automatically recycles it for you back into Construction Material.


[h3]Transport Ship Ports[/h3]
Transport Ship Ports hold four transport ships, which are automatically searching for transportation tasks and fulfill them. No need for advanced configurations, if you have a Warehouse providing Construction Material, and a construction site requiring it, a transport ship will automatically take off and move the required items. As a side note: Those are not to be confused with our previously previewed cargo ships, which are intended as long distance transport option for specifically configured bulk cargo shipping.


[h3]Construction Ship Ports[/h3]
Moving construction material to a construction site isn’t enough, they aren’t going to build themselves. For that you need a construction ship, which is housed in a Construction Ship Port. As soon as there is any construction material available at any construction site, the construction ship will automatically take off and start assembly. Again, no configuration required, everything is automated.


[h3]Construction Sites[/h3]
It starts with the manually placed base object, and once configured and under construction, they cover the extents of the building, filled up with metal scaffolding. If torn down, the base object is left to be manually demolished as any regular machine.


[h2]Visual Editor[/h2]
Once a base has been placed, you can use a new handheld item, the Construction Planner to enter the visual editor. Once opened you’ll see a 3D and text based overview of the building. It provides all necessary information plus an easy and straightforward way to edit the building to your liking.



This concludes today's blog post and I hope I was able to provide a better understanding of this feature and I am looking forward to your feedback. It is a big feature and it surely will get a few changes here and there to further refine it. I’m never getting tired of mentioning how your feedback has been a tremendous benefit to the development progress and if you want to get in touch, both me and the FOUNDRY team are very active in our Discord.

Until next time,
-mrmcd


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DevBlog #48 | Foundry Fridays: Making Art in FOUNDRY



Hello again! My name is Jason, the art director of Foundry. In this week’s ‘Foundry Fridays’ dev diary, I’m going to talk about how we create art in Foundry by walking you through the creative process!

[h2]Developing An Art Style [/h2]
Before building anything, it’s important to first establish an art style. Having a distinct art style is crucial for several reasons when developing a video game.

Visual Cohesion: A consistent art style helps create a cohesive and immersive world within the game. It ensures that all elements, from characters to environments to UI elements, harmonise with each other, enhancing the player's experience.

Early in development, we create what's called a Style Guide to help artists as they create content for the game. It illustrates key visual characteristics that establish a consistent visual language for the game.

Here are a couple examples of what you see in a typical style guide...


From an earlier post...

“Our art style can be described as ‘soft, vibrant and cleanly illustrated’. The weathered, chipped edges of metals on factory machines are ‘clean’ rather than ‘dirty’ with grunge and high frequency noise. Biomes provide a soft and welcoming backdrop that contrasts nicely with the heavy, bulky, industrial look of the factory machines. The ‘clean’ and ‘illustrated’ look is what unifies everything together to create a cohesive and consistent art style across the game.“

Brand Identity: A unique art style can differentiate a game from others in the market, making it recognizable and memorable to players. This helps in building a strong brand identity for the game and potentially leading to a loyal fan base.

You should be able to simply look at screenshots and instantly recognise that it’s Foundry. That’s our goal!


Setting the Tone and Atmosphere: The art style sets the tone and atmosphere of the game. Whether it's a whimsical and cartoonish style or a gritty and realistic style for a dark and intense game, the art conveys the intended mood and emotions to the players.

In Foundry, even though we’re building vast sprawling factories with heavy machinery, we wanted the tone and atmosphere to give off chill vibes. We want our players to feel they can spend endless hours, immersed in the world they’re building, feeling relaxed and comfortable rather than overly stressed and unsettled.


Technical Considerations: Different art styles may require different technical approaches and resources. For example, a cel-shaded art style might require specific rendering techniques, while a pixel art style might require careful attention to detail in sprite creation. Choosing the right art style early in development can help streamline the technical aspects of production.

The world of Foundry is an infinite, fully procedural voxel terrain system. Therefore all of the art needs to be created to specifically support this system. In our previous blog post about creating biomes, I gave an overview of the approach we took to create natural looking environments in a procedurally generated world.

Players have the freedom to build massive factories with thousands of objects. It’s important for us to build content with rendering performance in mind.

Artistic Expression and Creativity: Artistic freedom allows developers to express their creativity and vision. An art style that aligns with the creative direction of the game enables developers to bring their ideas to life in visually compelling ways.

Foundry’s creative direction is all about being the ultimate factory sandbox. By leaning into the infinite simulated voxel world generation aspect of the game, it made sense to go for a stylised look. And because it’s a factory builder, we designed our buildings and machines to have an exaggerated heavy, chunky and industrial aesthetic.

Audience Appeal: The chosen art style should resonate with the target audience of the game. Whether it's appealing to children, nostalgic for older gamers, or cutting-edge for enthusiasts, the art style plays a significant role in attracting and retaining players.

Overall, a well-defined and consistent art style not only enhances the visual appeal of a video game but also contributes to its success by conveying its unique identity, setting the tone, and engaging players on a deeper level.

[h2]Prototyping[/h2]
Before putting any work into making something look good, a gameplay feature or system has to be fun. A simple cube might be used at this stage to reach this goal. All design iterations take place at “we’ve-gone-plaid” warp speeds in the game engine during this stage of development.

Once a game feature is functioning as intended, we have a pretty good idea of roughly what size the object(s) need to be as well as the scope of work that will be needed to fully complete the feature with regards to 3D art, animation, UI, audio and VFX.

[h2]Gathering Reference[/h2]
Reference is an important early step in the ideation stage. It informs conversations that help define a direction to go in that satisfies both gameplay and visual design.


At this stage, the range of possibilities is purposefully wide so that through discussions, that range can quickly narrow to focus on a core set of visual design characteristics.

[h2]Concept Art[/h2]
When necessary, concept sketches are drawn to take those core visual characteristics inspired by the reference we’ve gathered and further ideate on a refined design that both supports gameplay and fits within our art style. In some cases, we’ll simply paint over a proxy model to get the information we need for when it comes to adding detail later on.


Depending on what we’re building and the complexity of the object, it may be possible in some cases to go straight into modelling the object and quickly iterate on a design in the 3D phase inside the game engine. This approach can only be done once there’s a deep understanding of the game’s art style. It’s more about doing what’s right on a case by case basis rather than sticking to a rigid process that might possibly waste development time.

[h2]Proxy Modelling[/h2]
At this stage, things really start taking shape, literally :) The faster we can get an idea for the visual design into the game, the better. It may look all good and pretty on paper, but unless it’s tested and functions to support gameplay, then it will remain as just that, a pretty drawing.

Proxy modelling is all about fast iteration using simple models (mostly primitive cubes, cylinders and spheres) that represent the basic shape of the concept design with proper scale. By keeping the model simple, we can quickly manipulate it, then test it in game with an iteration loop that’s only minutes versus hours.


[h2]The “High to Low Workflow”[/h2]
Once we’re happy with the proxy model in game for both gameplay function and visual design, we can move forward to the next phase of detailed modelling.

Typically, we use a “high to low workflow” which refers to a method used in creating both detailed and optimised versions of 3D models, particularly for use in real-time applications like video games.

[h3]High-Poly Modeling:[/h3] We begin by creating a high-polygon model with intricate details and high-resolution geometry. This version of the model includes all the fine details, surface imperfections, and intricate features required to make the object visually appealing. High-poly modelling often involves techniques such as sculpting, subdivision modelling, or boolean operations to achieve complex shapes and forms.


[h3]Retopology:[/h3] Once the high-poly model is complete, the next step is to create a lower-polygon version of the model with optimised topology. This process is known as retopology. Retopologizing involves manually or automatically creating a new topology (edge flow) for the model while preserving its overall shape and silhouette. The goal is to reduce the polygon count while maintaining as much detail as possible.


[h3]UV Unwrapping:[/h3] After retopology, the model needs to be UV unwrapped to prepare it for texturing. UV unwrapping involves flattening the model's surface into 2D space and creating a UV map, which defines how textures will be applied to the model. Proper UV unwrapping ensures that textures will be applied smoothly and without distortion.


[h3]Baking Maps:[/h3] With both the high-poly and low-poly models prepared, the next step is to transfer the details from the high-poly model to the low-poly model. This is typically done using a process called map baking. One of these maps called a “normal map” captures surface detail and shading information from the high-poly model and then transfers that information to the low-poly model.

Additional ambient occlusion, curvature and thickness texture maps are also baked out for additional surface detail information from the high poly model. This allows the low-poly model to appear detailed and visually complex without requiring as many polygons.

Here are a few examples of baked maps...


Texturing: Once the normal and other maps are baked onto the low-poly model, textures can be applied to the model's surface. Texturing involves painting the model to add colour, surface detail, and visual interest.


[h2]Game Setup[/h2]
Now we’re in the home stretch!

At this stage we bring the models and textures into the game engine and start hooking everything up. Materials are made, applied to the model and tuned in the context of the game with our fully dynamic time of day cycle. VFX, audio and animations are also set up to get the object fully functional.


The whole process takes collaboration and teamwork from developers of all disciplines to fully realise content in Foundry. It’s a ton of hard work, but so rewarding when it all comes together!

[h2]Till Next Time![/h2]
I hope you enjoyed this Foundry Friday. As always, if you have any questions, please hit us up on Discord.

Thanks for reading!