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Friday Facts #339 - Beacon HR + Redesign process

Read this post on our website. The beacon is one of the last entities left to convert to HR. As always, before 'just re-rendering' we take the chance to re-think the concept and modernize it. This post will try to go a bit deeper in the process of redesigning such an entity.

The old beacon



At the beginning of the project, the style of the game was less or more clear: nothing looks brand new. Everything looks dirty and DIY. The machines need to be full of details, if possible trying to explain its mechanics. The colors are provided by the raw materials. The bounding box is everything. And some other rules that I don't even remember now. The main handicap at that time was that we didn't have the experience of how the average player is composing the factories. So we produce a nice looking model but once it is placed in the factory, it doesn't look that nice due to the lack of context.

The process for the new beacon


The beacon is a very advanced late game entity. Usually placed very close to each other in long rows, horizontal or vertical. Its function is to provide extra power to other entities in its surroundings through the air. One of the main objectives for the redesign is not only a better coverage of the most common needs of the entity (shape recognition, working good in its context, and total integration in the world of the game) but also its expressivity. It would be really good to understand the use of the machine just by looking at it.
In this early sketch the main concepts are already defined. It needs to be a tower in order to transmit the effect. But the tower has to be transparent, otherwise it will occlude the other entities behind, creating a problem of readability. It has to look modern. That's why the conical shape with rounded windows. It reminds of a soviet space capsule. The blinking lights inside will help not only to look more technological, but also will help for visibility. Due to its normal usage in long rows, the plan was to create an extra tileset of cables connecting the beacons to each other. So the composition would look much more interesting and organic with the player moving under this network of beacons. The idea is cool and it works on paper, but once we get to work, we realise that it's needed to fill a square of 3x3 tiles. Once in the 3D viewport, this concept changes too much to not think of different solutions. Connecting the entities with cables. It looks like the beacons are interacting with each other creating a more powerful net of beacons, and this is sending the wrong message.

Save the good stuff and solve the problems in a new version


The main problem was the need of stuffing the tower in a squared area. This rule of the collision box forces every entity to be some sort of a blocky box on top of the ground, always, and for this entity we really needed the tower.
To solve this issue a new concept appears: Let's create a hole in the ground that covers the collision box area, and build the tower inside. It looks higher than what it really is, and the occlusion with the tiles behind is in the acceptable limits. [table] [tr] [th]
[/th] [th]
[/th] [/tr][/table] The beacon looks modern, colorful, tall, high tech, and integrated in the world of Factorio. It even solves the collision box issue and is easy to recognize from afar. But it has something wrong: it doesn't work fine in an array, and the center of the entity is too complicated. It creates a chaos of pixels that is hard to see, especially when overlapping with another beacon vertically.

A better beacon


To solve the ultimate complication for the array situation, a few changes are relevant to do. Cleaning up the center of the entity in a way that works as a background with himself when overlapping in vertical (or any other tall entity, like a pole).
In the so common array situation, it's going to be really nice seeing the beacon with some variations. This will make it look more natural, and pleasant to the eye. We would like to use this sort of variations for every entity, but the amount of work and VRAM needed would be just insane.
This is still a work in progress. Right now Im working on the animation of the beams. Im trying to make it much more subtle, because the way it is here it calls too much attention and saturates the screen very easily. [table] [tr] [th]
[/th] [th]
[/th] [/tr] [/table] The layer of the beams and the light will be separated and tintable in a single spritesheet. Probably the yellow rounded light also. It will be available for any modder to make a modified beacon just by changing the RGB values. There are many things I didn't say about this process of redesign, but I had to keep them out because this post is already very long. I hope it was interesting to you.In future releases, very soon, youll be able to play with it.


[ 2020-03-20 13:06:57 CET ] [ Original post ]

Factorio
Wube Software LTD. Developer
Wube Software LTD. Publisher
2020-08-14 Release
Game News Posts: 506
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (164072 reviews)
The Game includes VR Support
Public Linux Depots:
  • Factorio Linux64 [306.86 M]
  • Factorio Linux32 [300.1 M]
Available DLCs:
  • Factorio: Space Age
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.

Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.

Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.

What people say about Factorio


  • No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
  • I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
  • Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube

MINIMAL SETUP
  • OS: Linux (tarball installation)
  • Processor: Dual core 3Ghz+Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.3 core. DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260. Radeon HD 4850 or Intel HD Graphics 5500
  • Storage: 3 GB available space
RECOMMENDED SETUP
  • OS: Linux (tarball installation)
  • Processor: Quad core 3GHz+Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: OpenGL 4.3 core. DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti. Radeon R7 360
  • Storage: 3 GB available space
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