Name | Factory Magnate | ||
Developer | Rising Tail | ||
Publisher | Rising Tail | ||
Tags | |||
Release | 2022 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Need more reviews to generate a review score | ||
Steam store |
Greetings, Magnates!
So yeah, that's 5 months worth of development right there. I also recently finally gave the Steam page a long needed overhaul with new screenshots and a more fitting description of what the game will be about. If you don't follow me on twitter, you should go check out the updated Steam page because there will surely be something new for you to look at. With that out the way, I want to address the big question: When will the demo be ready? Honestly I still don't know. I believe the demo is mostly feature complete, there are no huge programming tasks left except a tutorial. However, there is still plenty to do: play testing, build testing (on different screen resolutions and densities), bug fixing, balancing, laying out a plan for progression, defining objectives and research, sound and music, proper error handling. I will say that I HOPE to make the Steam fest in October, but I can't make any promises yet. I'll keep you updated. I also want to add that any news of a demo will hit the Discord first, way before anyone else finds out. In fact I will be asking Discord members to help polish up the demo before it's released to the public. So if you're interested in that, you should join. Until next time! (And I hope it won't be another 5 months) Fey at Rising Tail |
Greetings, Magnates!
Until next time! Fey at Rising Tail |
Greetings, Magnates!
[h3]UI round #153297[/h3] Or so it seems.. who's counting anyway? As development progresses and I come up with new things I need to convey to the player, the UI inevitably also must change. This version is super clean and doesn't get much in your way. I quite like it, but of course nothing is final at this point.. Here's a fresh screenshot of the new UI. Click to enlarge: [h3]Changelog[/h3]
I should probably also mention that there is a discord now: Until next time! Fey at Rising Tail |
Greetings, Magnates! Until next time! Fey at Rising Tail |
Greetings, Magnates! Btw, I deliberately keep bugfixes out of the changelog. As I am still the only one playing the game it doesn't make sense to mention fixes - but I can assure you that a lot of bugs are fixed all the time. Until next time! Fey at Rising Tail |
Greetings, Magnates! Items: [h3]Cargo drones[/h3] These drones are automated vehicles, not the flying kind of drones. What started as an experiment turned out to be a very worthwhile addition to the game. In fact, cargo drones are replacing cargo ships and will be the method of transportation of goods from your warehouses to the customers. This is still a concept I need to define and refine further, but the idea is that the products you produce ends up in warehouses. Connecting drone tracks and ports to a warehouse will enable customers to send a drone to retrieve the goods they purchased. As for how that purchase is made in the first place, well, that's one of the things I have to devise. [h3]UI[/h3] Yesterday I started working on the new UI. Long time readers/followers might recall that the UI has been through many iterations already. But as scope and content changed, so will the UI. It goes hand in hand. I'll probably have something to show you in the next devlog. Until next time! Fey at Rising Tail |
Greetings, Magnates!
I know noone wants to read walls of text (which I'm very good at writing!), so going forward I will try to keep it short and to the point and only dig deeper into details when I really feel it's needed. Random screenshot from my test map, because I know you guys like pictures. So, for now I'll let you dig through this changelog:
Rewrote most of the engine to accommodate for all the new things I want to do; Until next time! Fey at Rising Tail |
Greetings, Magnates!
Hopefully it's obvious that I'm looking to add more depth to the game. I know it's difficult to provide any feedback on that, considering you haven't had the chance to play yet.. but if you do have something to say, I will greatly appreciate it. I did manage to get a little actual work done though Many new decorational tiles Additions to the modding system, allowing modders to make light emitters [h3]Full change list[/h3]
Until next time! Fey at Rising Tail |
Greetings, Magnates! That last point is mainly for myself. I need to work more on the energy aspect of the game. So there's a subject for a future devlog.. [h3]Lots of small details[/h3] Contextual mouse pointers, tooltips, double-click mass-selecting.. you know, why don't I just show you with a couple of gifs? You can read all the changes in the changelog at the bottom of this post. [h3]New build category: decorational tiles[/h3] I played around with this idea the other night and decided to give it a go. I tweeted a gif, asking what people thought of the idea of decorating factory sites. I was unsure. The people were not! The feedback I got was very convincing and thus it's going to stay in the game and I will definitely be adding lots of various tiles to make your factories pretty. The two tiles in this demo below are just to test things, there will be much more! I know I plug my twitter a lot, but this is a fine example of how you can influence the development of the game simply by interacting with me on twitter. So if you're interested in any of that stuff, make sure to follow me. [h3]Full change list[/h3]
Until next time! Fey at Rising Tail |
Hello Magnates!
Here's some of the new satellite components being made. So how does manufacturing work? All products will be made from other products. All products has a recipe, so for an ingot the recipe would say "smelt ore in crucible". For rods it would be "put small plates in a cutter". For a circuit it would be "put small plates and wire in an assembler". A recipe can have a maximum of 3 "ingredients". So, whenever something enters a unit, that unit will go "hmm, can I make something from this?". If it can, it will. If it can't (i.e. it's missing one or two ingredients), it will wait until it has all the ingredients. There is no way for you as a player to select what a unit should make, which, as you can imagine, requires some well thought out factory layouts by feeding units exactly the things it needs. Feel free to suggest new product lines in a comment below, on twitter or on reddit. [h3]Revised contract detail view[/h3] In the previous devlog I showed you a screenshot of the contract list view. At that time I was struggling a bit with how to display the actual contract details. I had something in place already, but I wasn't happy with it. After a lot of thought and design revisions, this is what it looks like when you select a contract. A couple of things to note here:
[h3]Quality of Life improvements[/h3] Most recently I've been focusing on little things to improve the factory building experience. Stuff like:
And more to come. I'm going to spend more time on these "little" things (that some times do take a lot of time, nonetheless) before I move on to the next big feature. As a last remark - I'm pretty close to hitting a wishlist milestone, and I'd really like to reach it before the end of this month. So, if you know someone into factory building and tycooning (yes, I just made up that word), I would deeply appreciate if you let them know about this game. And as always, remember you can follow me on twitter @risingtail for almost daily gifs and posts about the game. See ya, and stay safe! Fey at Rising Tail https://store.steampowered.com/app/1475310/Factory_Magnate/ |
Greetings, Magnates! |
[h2]Hello future Magnates![/h2]
Going forward, I will add even more moddability wherever it is doable and makes sense. Until next time, Fey at Rising Tail |