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DevBlog #64 | Foundry Fridays: Survey Time

Hello everyone!

In today's FOUNDRY Friday I continue to talk about potential future features and afterwards conclude with a community survey. The survey can be completed in less than two minutes and all textbox questions are optional. We are actively working on a bunch of exciting features and content, but we believe it’s important for us to ‘gut check’ that we are prioritizing things correctly.

While the survey asks a few different questions, the main focus is a feature list we want you to order by priority. What you care about most goes on the top and what you care about least goes to the bottom. We understand that many of you will want all of those features, and we might very well add all of them, but for this survey it is important for us to understand what you believe is most urgently needed.

The features to order are purposefully vague as this isn’t the time to go into details, however during the following blog post I will be providing content to each of those features to help you make the decision on which rank you’ll be ordering each. Additionally if you want to share I would love to read your thoughts in the comments about how certain features should be implemented.

For better context it’s advised to read through the feature descriptions below first, but if you want to skip ahead you can find the link here.

[h3]Trains[/h3]
Trains offer a very effective, immersive and visually appealing way of moving goods around your factory over large distances. I think they don’t need much explanation, there are quite a few (factory) games with trains and we would implement them in a roughly similar way. We have already experimented with trains and we might show some of those experiments in the near future.

[h3]Blueprints[/h3]
Factory games are about scaling and blueprints help a lot. We want to add blueprints, but we are not yet sure if it should be a relatively simple copy and paste mechanic or something more integrated with unique mechanics like blueprinted objects being built by the construction industry.

[h3]Pressure Mechanic[/h3]
I want to start with the important part right away: Any sort of pressure mechanic would always be optional and could be turned off completely. A pressure mechanic could be implemented in many different ways. I personally believe that moving enemies don’t fit our first-person voxel based gameplay and that pressure should come from other sources. It could be environmental pressure (pollution, weather, …), something related to our space station (attackers?) or maybe something entirely different.

[h3]Exploration Mechanics[/h3]
FOUNDRY offers a procedurally generated world, yet as of now there isn’t much to discover except new resource nodes. I’d be very curious to hear from you if you would like to have some mechanics themed around exploring the world. An example could be the hunt for rare items that provide various bonuses or unlocks, however I believe players shouldn’t be forced to if they want to focus on the factory. If you have suggestions, let us know in the comments!

[h3]More meaningful goal / endgame[/h3]
It’s something I have covered in multiple previous FOUNDRY Fridays, most recently here, therefore I’ll keep this one short: Does the game need a better purpose for producing goods, instead of just to progress through the tech tree?

[h3]More unique features[/h3]
Do you think FOUNDRY needs more unique features that cannot be found in comparable games? An example would be our construction industry and modular buildings.

[h3]Better Performance[/h3]
We are constantly working on improving the performance so that larger factories are possible. The reason this is part of the list is that we see how urgent you believe this topic is.

[h3]Better Usability[/h3]
With usability we mean how comfortable certain features are, that could be the user interface or how easy it is to drag belts and pipes. As with the performance point above, we are working on this no matter what, but we’d like to see where you put it on the priority list.

[h3]More content[/h3]
We intend to make the game much longer compared to what it is now, but we want to offer it as part of the orderable list so that you can specify how important it is as of now.

[h2]That’s all of the features we want you to sort by priority, here’s the link to the survey: LINK[/h2]

Thank you very much for participating, me and the team are looking forward to the results.

See you next time,
-mrmcd


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DevBlog #63 | Foundry Fridays: More Optimization!



Hello everyone!

This FOUNDRY Friday is going to be a little shorter than usual because our fully remote team is traveling to meet up in person. For some it is the first time they will meet the team in person!

Amongst many other things we’ve been working on, we’ve also been continuing to work on optimizations. Optimizations are such an important part of a game like ours because the entire fun of the game centers around building giant never ending factories. They also help the game run on lower power systems, and on higher quality settings. Most factories in Foundry are CPU bound which means that the GPU is idle and available to help.

One of the optimizations we’ve just finished up is to recreate the unity particle systems on the GPU. This frees up the CPU to handle more of the factory simulation. In this video you can see the CPU version of one of the Foundry smoke effects on the left, and on the right you can see the GPU version. The GPU version costs no CPU to simulate and it also now supports occlusion culling so if it’s completely obscured by terrain or a wall, it costs no CPU or GPU at all:

[previewyoutube][/previewyoutube]

This plus some other physics/effect/batching optimizations that we’ve been working on makes it so that on average, in dense areas of your factory, you will see on average somewhere between a 50% to 150% increase in your FPS. Here’s a before and after video of a factory designed by Zytukin where the framerate in one of the problematic areas is almost double what it used to be.

Before:
[previewyoutube][/previewyoutube]

After:
[previewyoutube][/previewyoutube]

This was just a brief overview into one of the optimizations we’re doing. There’s still a lot more to come which we will cover in a future Foundry Friday.

Until next time,
Thanks for listening!


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DevBlog #62 | Foundry Fridays: Belts n' Lasers

Greeting Founders,

I heard every good factory game needs a laser update, so I’m excited to share some early laser related developments within the world of Foundry.

Now Witness the Firepower of This Fully Armed and Operational Space Station

[previewyoutube]https://youtu.be/zXcci0UtY5Y[/previewyoutube]
[h2]Orbital Laser[/h2]

The orbital laser is a late(-ish) game Space Station upgrade that gives you access to a terraforming laser. It makes short work of large chunks of terrain, but has the limitation that it’s fired down to the planet from the sky and indiscriminately destroys everything it touches. Removing pesky mountains has never been easier- just don’t fire it too close to anything you love! This early version hasn’t had all the kinks ironed out yet, so we would love to hear your thoughts as we polish it up.


[h2]Orbital Uplink Tool[/h2]
Expanding on the utility of the Space Station has always been the plan, adding additional upgrades and functionality to reward your factory progress. We have begun work on adding a mobile “Orbital Uplink Tool”. A craftable item that will allow you to remotely command the Space Station, including targeting the new Orbital Laser. The hand tool in the video is just a placeholder as we decide on the design for the holdable.


[h2]The Future of Terraforming[/h2]
One of the most obvious USP’s for the game right now is the procedural, modifiable voxel terrain. We are actively thinking of ways we can make better use of it, especially in the early game, to help folks see how cool Foundry is. If you have any thoughts on what we could do in regards to this, we are listening.

[previewyoutube][/previewyoutube]

[h2]One more thing…[/h2]
This one has been on our TODO list for a long, long, long, long, long time. Introducing the brand new multi-directional-belt-drag mode!

[previewyoutube]https://youtu.be/ZgMxchpsZLk[/previewyoutube]
Placing belts is one of the most common tasks in the game, and previously it involved swapping between multiple items and modes. So, in addition to the precise placement mode you are already familiar with, we (and by we I mean MrMcDuck) have added a powerful, and simple, click drag mode. It works in multiple directions, handles numerous turns in a single drag, and even automatic vertical belt placement.

[previewyoutube]https://youtu.be/milJtS8YjsE[/previewyoutube]
I know everyone has been (very patiently) waiting for the next content update, and is itching to get their hands on new content asap. Please rest assured that despite our belts and lasers initiative here, that we are working hard on a substantial content update with tons of surprises.

Cheers,
-MarkL

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DevBlog #61 | Foundry Fridays: Art Timelapse

Hello everyone!

Today we have something new for you: A timelapse video of our Art Director Jason creating one of the modular buildings, the Long Range Scanner. You can see him modeling the whole building from start to finish in a heavily sped up format of just nine minutes.

[previewyoutube][/previewyoutube]

Let us know if you enjoy seeing how games are made behind the scenes and if you'd like to see more content like that.

Speaking of behind the scenes, we've spent the past week on improving usability for conveyor belt dragging and I think you'll like the result. It's a little to early to share, but I still wanted to mention it.

That's all for today. See you next time,
-mrmcd

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DevBlog #60 | Foundry Fridays: Update 2 Overview

Hello everyone!

Last week we launched our first update and we’re happy to see you enjoying the new features. Some of you have already uploaded mods to Steam workshop and our team is very excited to see that. We also want to thank everyone who sent us feedback, always appreciated.

With the first update done, I want to use this FOUNDRY Friday to look at the future and discuss what we’re planning for the second update and the road towards it.

[h3]Key Priorities[/h3]
Our key priorities for the upcoming future are more and new gameplay content, usability improvements and performance improvements. Let us go over them a bit more in detail below.

Gameplay Content
This is obviously the big one everyone is waiting for. Of course we want to make the game longer and deeper, but we even more so want to focus on making the game more unique. I wrote an entire blog post about a proposal for that and the feedback we received was invaluable and allowed us to further refine our plan.

To quickly recap the problem in short: I feel like FOUNDRY is too generic. While we added a bit of a story with Carl and C3-BB and a space station as a goal on the horizon, the game mostly revolves around making your way through the science tree. That is not a bad thing, but it lacks meaning and motivation.

The one sentence pitch to solve it: In FOUNDRY you build a galactic factory that is all about robots, produce, utilize and sell them.

FOUNDRY has a pretty unique feature in selling robots, but it comes very late in the game and I want to bring that right from the start. The other thing that became obvious from your feedback was that you care even more about using the robots you make instead of just selling them. The honest truth from a game design perspective is that it is a lot easier to sell a lot of different robots instead of using them in your factory, but we will try to come up with as many use cases as possible for using robots as part of your factory.

There is a lot to say about our further refined plans on this topic, but I will save that for upcoming FOUNDRY Fridays.

Usability Improvements
We want to make playing the game more enjoyable by reducing friction while building your factories. Especially improving belt and pipe placement as that is what we’re receiving the most requests for. We understand that while we tried to make the building part of the game as comfortable as possible, we have a lot of additional work ahead of us to fully get there. If there are other usability issues you find critical, now is the time to let us know!

Performance Improvements
Foundry runs pretty well if you are focussed on finishing the research tree in an average sized factory. But of course factory games are made to go far beyond that and for exactly that we want to further optimize FPS so that you can build the mega factories of your dreams.
Those of you who enjoy making use of massive amounts of decor blocks might have experienced that those might not necessarily cost a huge amount of FPS, but they take a while to fully fade in again after you have been further away and that is the second part of performance improvements we want to look at.


That is all for today and I’ll be sharing more details as our work on the game progresses.

See you on the next one,
-mrmcd



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