Hi everyone! I've made a lot of progress this past month moving everything over to Godot. While doing so, I managed to make some improvements to the core engine behind uFactory's simulation, and I want to describe some of those upgrades in this post:
Content Architecture + Mods!
One of the most-requested features for uFactory, the new Godot version is built with modding in mind from the ground up. Most machines, all commodity types, and all factory scenarios (levels) are now defined in external JSON files. uFactory's core content will just be an open-source "core" mod. That means if you want to tweak the game's balance, you can do so! If you want to add your own machines and processes and levels, you can do so!
In addition, I've built separate editors for each of these types (machine, commodities, scenarios), which makes both modding and core development way easier! I've also created a number of placeholder graphics for machines and commodities that allows me to rapidly prototype factory processes, and will make it easier for you to create mods with no art skills needed! I'm hoping to release the editor tools open-source as well once the Godot demo drops. Right now, the editor tools are Windows-only, but editing the JSON directly can be done on any platform.



Once the Godot version becomes the main version of the game (i.e. not a Steam Beta), I'll open up Workshop support, and offer the editor tools as a separate download through Steam (probably as a free DLC, but I haven't figured out the details yet).
Visual Overhaul
An overarching theme of this rebuild is simplicity. Remove the unnecessary cruft and keep things simple and easy to read at-a-glance. While most of the machines you're used to will retain their general form, some other parts of the game have been given a significant facelift. For example, check out the new factory structure and conveyor belts!

It should now be much easier to see exactly what will happen with stuff on your conveyors before it gets there.
User Interface
As I said, an overarching theme of this rebuild is simplicity. The UI is no exception to this rule:

And the in-game menus are designed to have extra data if you want it, but to also show you at-a-glance what is happening in your factory. Those red bars mean you're losing money!

This new style is very bright, though, isn't it? Good thing Godot has a robust Theme system! For those who prefer a darker approach, uFactory will have a comprehensive Dark Mode toggle from the first beta:
What's Next?
So, you may be asking "when do we get to try this out?" And the answer is
before the end of the year! I don't have an exact release date yet (it'll probably be a drop-when-it's-done kind of thing), but I do expect to have a beta demo with three levels released before the end of December 2023!
[ 2023-12-01 17:57:02 CET ] [ Original post ]