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Devlog 004 - Map & Space Platforms
Back in July 2022 when I started prototyping shapez 2, this is how it looked:
As you might notice immediately - I actually started with a hexagonal grid. This originated from a survey on the shapez 1 discord, and was basically my starting idea to distinguish shapez 2 from shapez 1:
It quickly evolved, and starting from the beginning I already wanted all machines to be open:
However, once I actually started to implement basic belt placement, I ran into the first issues already.
Placing straight belts on a hexagonal grid is possible, but only in 3 directions. This leads to weird looking sharp-turn belts. Disabling sharp turns didn't make it any better though, since then connecting machines got really annoying, and you still can't have straight belts in all directions:
Additionally, symmetry and tilable designs are possible, but work very differently in a hexagonal grid:
Which is, after long consideration, I decided to drop the hexagonal grid, in favour of allowing to build multidimensional factories (which we will cover in another devlog!).
I definitely wanted to have an infinite, procedurally generated map for shapez 2. However, to make it look more interesting than in shapez 1, initially I wanted to introduce a concept of "Biomes". Biomes could be areas that contain exclusively red color patches for example. This would also incentivize the new mass transport features. Here is a first overview how it looked with those different biomes:
The result was not pleasing, but because I wanted to keep shapez 2 abstract, I couldn't just introduce styles like "Forest " or "Water" which would have made it more interesting. Thus we came up with the "Islands" concept (they are still called like this internally), which evolved around the idea of, while still having infinite space, having to build the playable area yourself:
The idea was that you could craft islands by using shapes:
Basically better islands would cost more and/or better shapes, and they could also have shape and color resources. After a few iterations, we simplified the crafting dialog:
However, while playtesting, we found that the crafting mechanic wasn't really interesting. The main issue was that the organic factor was entirely missing, thus every playthrough would be the same. And I didn't want to introduce randomness into the crafting, since that would not fit the concept of shapez. To fix this, we decided the resources should instead spawn procedurally on the map again, and to mine them there will be special miner "islands":
Here is an early screenshot of the map, although the resource distribution is temporary and will change!
I hope you can already see at which scale you'll be able to build within shapez 2!
Another feature of the islands was allowing to build modular - the idea was that in the lategame, you no longer have to build individual islands but instead you have an island that contains only cutters or stackers and you can rearrange them - building on a much, much larger scale. The idea was basically that these modules are like a building from shapez 1, but instead it was built and designed by yourself! (If you want to find out more about building modular, Giantwaffle showed it during his exclusive stream of the alpha) This is a first draft how I wanted it to work:
During the transition, we also introduced an art style change, which is a topic for another devlog! However, because we changed to an "Abstract Space" style, the islands now became space station platforms:
I wanted to have different layouts of islands which allow for interesting combinations, while not being too simple. Inspired by the idea of "Pentominos", every island consists out of chunks which are up to 16x16 tiles large.
(Image source) The layouts for the islands are not determined yet, but we will try to make sure that every layout has a use and it doesn't get too much of a puzzle (i.e. there should be some puzzle aspect - but it could also get very frustrating if the layouts don't fit together nicely).
Additionally to the mass transport (trains - covered in another devlog) we of course also need local transport between islands. To make the islands actually meaningful, it was clear that we can not just allow transport on all sides of the island. Otherwise, there would be no actual difference to an infinite map. Thus, we came up with the idea of "notches", only allowing to transport shapes at certain locations of an island:
The concept is very simple: There is a building (we call it "belt port" internally) that allows you to catapult shapes over a certain range. Because the distance between two islands is higher than the maximum range of the belt port, transport is not possible. But because the "notch" has 4 tiles that are closer to the other island, these are the places where you can exchange shapes between islands. A notch allows for 4 of these buildings per layer - so once having unlocked 3 layers, that means effective 12 belts throughput (throughput of the belt ports is identical to the belts):
Notches are displaced, so that if both islands have a notch at this location, you actually get twice the throughput:
As you can see, they are also bi-directional (which is actually something we are considering to change - let us know what you think!)
We spent a long time thinking about the costs of the islands. Since we removed the crafting mechanic, at this point the islands were entirely free to place. The first idea was to make them still cost a certain shape. However, then we figured it makes a lot more sense to instead keep them free, because it would fit the concept of shapez best - buildings are free as well, after all. This incentivices playing around with the islands, rearranging them, deleting them without having any penalty attached to it. To still reward building optimized factories, we then introduced a "limit" to the maximum chunks you can place, which can be increased via research. Every island consists of multiple chunks (as shown above), so larger islands are more "expensive". But because it is just a limit and not a cost, you can just play around find out what works best for you!
As you can see, the cost if the island (4 chunks) is shown when placing it, as well as the current usage and the limit. Of course, the limit can be increased via research, and we actually want to make it an infinite research so your factory can grow forever!
Writing this devlog has actually been incredibly difficult, because there are so many more topics I could dive into, but even writing this together already took quite a while! (Which is why I had to delay it by one day). However, I wanted to already give you an insight on what topics you can expect from further devlogs: - Fluids & Fluid packaging - Multidimensional factories - Crystals - Trains - Research Tree - New blueprint system & currency - Art style change - ... and so much more! If this was an interesting read to you, please let me know in the comments so I know the devlogs are appreciated! And if you want to stay informed about the upcoming devlogs, giveaways and more, please follow the Shapez 2 store page:
PS: In order to get updates, be sure to wishlist AND follow Shapez 2, since just wishlisting doesn't give you any notifications on new events & updates! https://store.steampowered.com/app/2162800/shapez_2/ Have a nice remaining weekend! Tobias
[ 2023-04-29 15:55:17 CET ] [ Original post ]
Hey guys!
In this devlog I wanted to share some insights how the map in shapez 2 works, which is mainly based around the concept of building space stations platforms.
Here's a quick screenshot of how the islands look like, although it is already outdated:
However, to understand why the concept ended up the way it is, we need to look at how shapez 2 evolved:
IMPORTANT NOTICE: This devlog includes a lot of old screenshots, alpha footage and placeholders. The final game will look very different!
How it started
Back in July 2022 when I started prototyping shapez 2, this is how it looked:
As you might notice immediately - I actually started with a hexagonal grid. This originated from a survey on the shapez 1 discord, and was basically my starting idea to distinguish shapez 2 from shapez 1:
It quickly evolved, and starting from the beginning I already wanted all machines to be open:
However, once I actually started to implement basic belt placement, I ran into the first issues already.
Placing straight belts on a hexagonal grid is possible, but only in 3 directions. This leads to weird looking sharp-turn belts. Disabling sharp turns didn't make it any better though, since then connecting machines got really annoying, and you still can't have straight belts in all directions:
Additionally, symmetry and tilable designs are possible, but work very differently in a hexagonal grid:
Which is, after long consideration, I decided to drop the hexagonal grid, in favour of allowing to build multidimensional factories (which we will cover in another devlog!).
Infinite map?
I definitely wanted to have an infinite, procedurally generated map for shapez 2. However, to make it look more interesting than in shapez 1, initially I wanted to introduce a concept of "Biomes". Biomes could be areas that contain exclusively red color patches for example. This would also incentivize the new mass transport features. Here is a first overview how it looked with those different biomes:
The result was not pleasing, but because I wanted to keep shapez 2 abstract, I couldn't just introduce styles like "Forest " or "Water" which would have made it more interesting. Thus we came up with the "Islands" concept (they are still called like this internally), which evolved around the idea of, while still having infinite space, having to build the playable area yourself:
The idea was that you could craft islands by using shapes:
Basically better islands would cost more and/or better shapes, and they could also have shape and color resources. After a few iterations, we simplified the crafting dialog:
However, while playtesting, we found that the crafting mechanic wasn't really interesting. The main issue was that the organic factor was entirely missing, thus every playthrough would be the same. And I didn't want to introduce randomness into the crafting, since that would not fit the concept of shapez. To fix this, we decided the resources should instead spawn procedurally on the map again, and to mine them there will be special miner "islands":
Here is an early screenshot of the map, although the resource distribution is temporary and will change!
I hope you can already see at which scale you'll be able to build within shapez 2!
Modular Designs
Another feature of the islands was allowing to build modular - the idea was that in the lategame, you no longer have to build individual islands but instead you have an island that contains only cutters or stackers and you can rearrange them - building on a much, much larger scale. The idea was basically that these modules are like a building from shapez 1, but instead it was built and designed by yourself! (If you want to find out more about building modular, Giantwaffle showed it during his exclusive stream of the alpha) This is a first draft how I wanted it to work:
Art Style Change
During the transition, we also introduced an art style change, which is a topic for another devlog! However, because we changed to an "Abstract Space" style, the islands now became space station platforms:
Island Layouts
I wanted to have different layouts of islands which allow for interesting combinations, while not being too simple. Inspired by the idea of "Pentominos", every island consists out of chunks which are up to 16x16 tiles large.
(Image source) The layouts for the islands are not determined yet, but we will try to make sure that every layout has a use and it doesn't get too much of a puzzle (i.e. there should be some puzzle aspect - but it could also get very frustrating if the layouts don't fit together nicely).
Inter-Island Transport
Additionally to the mass transport (trains - covered in another devlog) we of course also need local transport between islands. To make the islands actually meaningful, it was clear that we can not just allow transport on all sides of the island. Otherwise, there would be no actual difference to an infinite map. Thus, we came up with the idea of "notches", only allowing to transport shapes at certain locations of an island:
The concept is very simple: There is a building (we call it "belt port" internally) that allows you to catapult shapes over a certain range. Because the distance between two islands is higher than the maximum range of the belt port, transport is not possible. But because the "notch" has 4 tiles that are closer to the other island, these are the places where you can exchange shapes between islands. A notch allows for 4 of these buildings per layer - so once having unlocked 3 layers, that means effective 12 belts throughput (throughput of the belt ports is identical to the belts):
Notches are displaced, so that if both islands have a notch at this location, you actually get twice the throughput:
As you can see, they are also bi-directional (which is actually something we are considering to change - let us know what you think!)
Island costs
We spent a long time thinking about the costs of the islands. Since we removed the crafting mechanic, at this point the islands were entirely free to place. The first idea was to make them still cost a certain shape. However, then we figured it makes a lot more sense to instead keep them free, because it would fit the concept of shapez best - buildings are free as well, after all. This incentivices playing around with the islands, rearranging them, deleting them without having any penalty attached to it. To still reward building optimized factories, we then introduced a "limit" to the maximum chunks you can place, which can be increased via research. Every island consists of multiple chunks (as shown above), so larger islands are more "expensive". But because it is just a limit and not a cost, you can just play around find out what works best for you!
As you can see, the cost if the island (4 chunks) is shown when placing it, as well as the current usage and the limit. Of course, the limit can be increased via research, and we actually want to make it an infinite research so your factory can grow forever!
Further topics
Writing this devlog has actually been incredibly difficult, because there are so many more topics I could dive into, but even writing this together already took quite a while! (Which is why I had to delay it by one day). However, I wanted to already give you an insight on what topics you can expect from further devlogs: - Fluids & Fluid packaging - Multidimensional factories - Crystals - Trains - Research Tree - New blueprint system & currency - Art style change - ... and so much more! If this was an interesting read to you, please let me know in the comments so I know the devlogs are appreciated! And if you want to stay informed about the upcoming devlogs, giveaways and more, please follow the Shapez 2 store page:
Follow to get updates
PS: In order to get updates, be sure to wishlist AND follow Shapez 2, since just wishlisting doesn't give you any notifications on new events & updates! https://store.steampowered.com/app/2162800/shapez_2/ Have a nice remaining weekend! Tobias
[ 2023-04-29 15:55:17 CET ] [ Original post ]
shapez 2
tobspr Games
Developer
tobspr Games
Publisher
Coming soon
Release
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shapez 2 is supposed to be the long-awaited sequel to the original shapez - an automation, management & factory-building game currently available on Steam - built for audiences both new and old.
Our aim with shapez 2 would be to create a worthy successor to our original title - one which has a much higher production value, more content, better replayability and, crucially, looks more visually pleasing - this means that we’d like to include many more features for you… And we’ve outlined some of our ideas below!
Though we're still working on the prototype, we've got a solid vision of how the game could look - one that we'd love to share with you and get your feedback on. We would also like to point out that funding for shapez 2 isn’t yet fully secured - so whilst we’ll do our best to see this project through to completion, the outline below is our vision for our ideal game, rather than a set of specific promises.
Gameplay Overview
The goal of shapez 2 is to build, automate, and scale your factory in order to process increasing numbers, types, and colours of shapes! You’d be building machines, placing conveyor belts, and designing vast networks in order to transport your goods. Whilst to begin with you’d be focused on extracting pure shapes from the ground, you would soon discover a vast array of colours - unlocking an even vaster number of combinations... And, well, then the fun begins.All sounding a bit familiar? Don’t worry, we plan to shake things up a bit this time… As you’ll see below.
2D + 3D
shapez 2 will, by default, have a 3D view. However - we know how crucial being able to build efficiently is, so you will be able to seamlessly toggle between 2D and 3D!Layers
Complementing our new 3D view, shapez 2 will also feature multiple layers! Whilst in shapez there was only one additional layer (the wires layer), shapez 2 will provide players with up to 3 layers to switch between. You'll be able to place buildings, conveyor belts, and wires on each of them! (And, don't worry if you like to keep things simple - the additional layers are completely optional!)View into the machines
Whilst shapez only had ‘closed' buildings (which could sometimes make it difficult to see what was going on!), in shapez 2, all buildings are ‘open' - allowing you to see exactly how your shapes are being processed! This is a big one for us - and we're hoping it'll make it easier for new players to get into the game. It'll be a much more visual process!New engine, better performance, better accuracy
We're writing shapez 2 completely from scratch in an entirely new engine! This'll allow us to maximise performance (using all available cores & GPU power), leading to vastly improved performance, even with our new 3D visuals. (It's actually insane to us how many different buildings shapez could handle, considering it's basically a website!)Islands
shapez had a very uniform map (which severely limited exploration) - and that's something that we wanted to change this time. In shapez 2 space will no longer be unlimited - instead you need to craft islands to expand your base!This feature works well with our next one… Mass Transport!
Mass Transport
With the addition of new biomes, you'll be needing new infrastructure to transport your resources over long distances! In shapez 2, there will be a mass transport feature unlockable through the research tree. (More on that later!)Whilst these may not look exactly like trains, they'll behave in a very similar way!
Pipes & Fluids
Another new addition for shapez 2 - pipes! Not only will there be a number of new fluids, but colors will be fluids rather than being transported on a belt. (Not to worry, though - you'll still be able to package them on belts with a new building that we're introducing!)Research Tree
On the topic of replayability, we're introducing a new research tree - featuring a number of branches designed to make progress less linear! Whilst there will still be a main branch (i.e. cutters, rotators, pipes, stackers), there will be additional sub-branches, allowing you to focus on each of the available buildings and unlock upgrades for them (for example, the 180-degrees rotator is an available upgrade after unlocking the default rotator. You don't have to unlock it, but if it looks useful to you, go for it!)Blueprint Library
This was a feature that was actually planned for shapez, but sadly never made it into the original game. We'll fix this in shapez 2 by adding a complete blueprint library, as well as the ability to load/share blueprints easily!... and more:
- Modding support
- New shape mechanics
- Multiple game modes
- Customizable game creation
- All-new soundtrack
MINIMAL SETUP
- Processor: 3Ghz+ dual coreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: DirectX 10.1 capable GPU wit 1024 MB VRAM
- Storage: 2000 MB available space
- Processor: 3Ghz+ quad coreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: DirectX 11 capable GPU with 2048 MB VRAM
- Storage: 2000 MB available space
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