Game Design, Programming and running a one-man games business…

Production Line 1.15 released. Feeling really good about it

I admit that I didn’t expect so many thousands of people to pre-order Production Line. The target I set for ‘I should be on early access when this many people are playing’ has already been hit, and I don’t have the video done yet, or the steam info ready for early access. I’ve been caught a bit by surprise.

This latest build changes the way engines are built, changes (again!) the financial modelling, adjusts a lot of numbers, puts in proper achievement art and text, adds a simple bit of tutorial stuff fixes a whole bunch of small issues, and adds some new research tech too. I feel really good about this build, its definitely the most balanced, fun and playable so far by a long way. If you are already playing the game you should get an update popup, but either way, just re-download the installer and you’ll get the new version. You can trigger an order email re-send from here.

The near term will see me getting new car model types into the game (coming soon, my artist dude rob is already working on them) and some proper music (are you sick of that loop yet? :D), and then the immediate order of business after that is to get the correct steam and GoG integration done so that I can get into Early Access on both platforms. (I know GoG call it something else). The longer term will see me thinking about marketing, competitors, a better tutorial, mod support, multiple language support, more achievements, and an expansion of the tech tree in all sorts of directions. I’d also like to get steam workshop support in there, obviously trading card support, and a bunch of character and polish.

I haven’t really done much to promote the game other than my weekly youtube videos which are fun to do and fairly popular (by my paltry standards). I’ve spent a few hundred dollars on reddit and facebook to boost the game a bit, but nothing serious. I’ve partly relied on it having a bit of a bargain price (that is likely to go to $13 next week, and probably $15 for early access), but that wont be my strategy forever. I’m considering getting a booth for EGX in the UK in September (when I assume the game will still be in Early Access) to help get the word out a bit more. I haven’t made much of a push to contact youtubers, but once I hit early access I will start to do that a bit too.

Anyway, the most important thing by far is that I’m really enjoying working on it, its gets better every week, and so far the community have been really helpful and understanding when I break stuff or mess things up :D. If you haven’t already grabbed the game, its still $12 for a few more days:


Complete 1.15 changelist:

[version 1.15]
1) [Bug] Fixed crash bug when upgrading power plants.
2) [Bug] Fixed memory leak caused by the save game dialog. (Big one :D).
3) [Feature] Engine system redesign. Flywheel no longer used, engine is now a powertrain, new research, new slots for new engine production line.
4) [Feature] Stop-start engine is a new researchable upgrade. This is the first upgrade applying to a component you can manufacture.
5) [Bug] Fixed issues where changing the requirements for a supply stockpile would cause overlaps and confusion.
6) [Bug] Fixed routing for production line slots so resource requirements changes frees up the right room for newly required components.
7) [Performance] Vastly sped up drawing and creation of the car stock dialog when number of cars in stock is very high.
8) [Feature] Load game dialog now auto-sizes where possible and will not load invalid save games.
9) [Feature] Changes to economic model. Design screen now automatically matches market value unless you override. feature price tab removed.
10) [Feature] Basic tutorial pop-up windows added.
11) [Bug] Some achievements that did not display progress now do.
12) [Feature] 2 new researchable factory upgrades increase the refunds from demolishing equipment.
13) [GUI] Refunds now have a green rising value to distinguish them from expenditure.
14) [GUI] Supply stockpiles now also show their delivery point as a colored tile like normal stockpiles in resource-placing mode.
15) [Balance] Major re-pricing of upgrades and the market-values of features. Most upgrades to slots doubled in prices. Many features are now less valuable.
16) [Graphics] Some production slots now have work-pits next to the conveyor belt.
17) [GUI] Achievements now have final graphics and better text.

Production Line video blog #21 thinking about engines.

I talk a little about it in this video, but will blog about it properly soon. basically I want a separate system for putting together engines, but do not want to overcomplicate matters, or for that matter…under complicate them. Interested to know peoples thoughts on this. Also I remain excited about new car body designs, they can’t come soon enough :D. I should blog about promoting and marketing PL at some point too…its definitely something I have not done much work on yet.

New Production Line car design interface

When I initially designed the Production Line ‘car design’ system it sounded like it made so much sense. Cars were a list of ‘features’ such as ‘electric windows’ etc, and whenever a car came to be sold, we would see if we had sold a car with that list of features before or not, and if not, we popped up a dialog box asking the player what to call this design and how much to charge with it, along with information on the market value (fair price) for that combination of features. This seemed perfectly reasonable.

The problem is that a) there are about 999,999,999 permutations of features and b)actual cars arent really sold that way anyway.

If you buy a car, you decide to buy (for example) a Vauxhall Astra, and then you decide which options you want, effectively from a price-list of add-ons. Usually car companies bundle a set of features together as certain ‘models’ such as ‘deluxe’ or ‘GT’ or whatever, but essentially there is a base body design and a price list of features to go on top. In order to reduce the amount of pointless GUI and busywork in Production Line I decided to switch to a similar model for patch 1.13.

Now we have a new button in the GUI, which launches the ‘design browser’ in the game which shows you all of the actual properly different body types of cars you currently produce. (for now its hacked showing designs from an earlier version, so they all have the same body type, but for new games you will only have one here for now). That window lets you select which car design you want to view or edit.

That then brings up this new window, which will also pop-up when you produce a car for the first time, or when you ship a car with a feature that was not previously available in this design. (That should happen only when you have researched a new upgrade and then shipped an upgraded car).

This is where the GUI gets a bit confusing. Essentially any design is just a shopping list of features with the base feature being ‘basic car’. For each feature you can see the market value of that feature (the consensus in the market place for the fair value for one of those), the price you are currently charging, and the markup over the market value in both percentage and dollar terms (with buttons to adjust this).

You can price cars at a premium to earn higher profits, or a discount to shift them quicker. This is where the confusion will come..

This does not represent a hard profit or loss for that car.

because there are so many fixed costs, its very very hard to work out how much each feature really costs you to add, so you have to separately keep an eye on what that feature is costing you. The premium/discounts here are only a guide as to how competitive you are with your rivals, who may be more or less efficient than you. My big dilemma here is how confusing is this? and is there a better way to explain/present it? Obviously there will eventually be a tutorial.

I also think that probably what I need here is some option to copy a single premium/discount to all features, so you are not adjusting each one manually. I’m not sure of the best way to present that from a GUI POV. In terms of ‘why would you ever not want to do that?’ consider this: You rush ahead in the early stages of the game to research cruise control before anybody else. As a result, you have the ONLY cars with cruise control. You can therefore charge a whacking great premium for that feature, way above the premium you would charge for other car features.

Does that make sense? Is this an improvement on the old model? Feedback most welcome. This is hopefully going into the 1.13 patch coming this week. maybe even Wednesday! (more likely Thursday).

BTW don’t forget the price goes to $12 from Sunday. If you know you are going to get it anyway, order it below :D

New Production Line Blog Video

I missed two weekends of doing these due to GDC but worry ye not, I am back working on the game with a vengeance:

I currently have a minor routing issue with the new sped-up code, but I’m getting closer to squashing it. The next big change to the game will be design pricing, and after than its likely to be some new components, machines and slots. New cars hopefully next month.