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Devlog 005 - Research & Progression, Blueprints

Hey everyone! First of all, I want to apologize for the late devlog. A lot of stuff is happening right now, and it's hard to find time in between!

News


We are slowly growing the team - last week we welcomed Lorenzo who will help with the Development, so there are now 5 people working full time on shapez 2!

New Soundtrack


Shapez 2 will ship with 40 minutes of soundtrack from Petter Sumelius, the composer who also made the amazing shapez 1 soundtrack! Additionally, there will be a supporter edition that will add additional 40 minutes of soundtrack to the game, composed by Petter as well!

Wishlist shapez 2


Be sure to wishlist & follow shapez 2, so you get a notification on any significant updates! https://store.steampowered.com/app/2162800/shapez_2/ And if you want to try out the current alpha, be sure to join the shapez 2 discord!

Devlog - Research, Progression & Blueprints


Please note: A lot of content shown here is subject to change. While we are already satisfied with the new research system, we can not guarantee it will end up exactly like this in the final game.

Recap - shapez 1


In shapez 1 you had a linear level system, where you had to deliver one certain shape to complete the level and unlock the next technology. Additionally there were 4 different upgrades where you could increase the speed of buildings.
While efficient, this system leads to some issues. First of all, having a purely linear structure means that even if the next level contains a building / technology you don't need or want, you still have to unlock it to progress. Additionally, it means that the replayability is not really good, because every playthrough looks exactly the same, without a lot of meaningful choices. Which is why for shapez 2, wanted to rework the system.

What we tried - and didn't work


Our first approach making a big research tree. There was a "main" goal section in the middle, but otherwise it was just all research nodes in one single tree:
(The image is quite large, you can click to enlarge it) However, during playtesting, it showed that this was way too confusing. It was almost impossible to figure out which upgrades to go for next, which ones were more important or even required, and which not. Thus, we decided that we needed to go for a hybrid approach instead.

New approach - Categorizing upgrades


To make the upgrades easier to understand, we started separating them into 3 different categories:

Milestones


Milestones are upgrades that unlock new technologies which allow you to produce new types of shapes. These upgrades are required for the progression within the game and can not be skipped, for example painting shapes. Milestones are supposed to be large goals you work towards for a while, while also pursuing other goals in the meantime since they can take a while to complete. Basically we went over all upgrades and asked the question "Will the game experience be bad if the player doesn't unlock this?". For the current alpha, we already ended with 14 milestones, although we plan to add a lot more content, even for the early access release.

QoL Upgrades


Quality-of-life upgrades are upgrades like the storage, counter-clockwise rotator, decorations, labels and so on. These are upgrades that you can go for if desired, and they can make a lot of sense for your factory, but they are not required to progress in the game. Thus, you have a lot more choice if and when during your playthrough you want to unlock them.

"Flat" Upgrades


Flat upgrades are upgrades like Belt Speed, Platform Limit, HUB Size which just have different tiers (i.e. Belt Speed 1, Belt Speed 2, ...). Those upgrades are supposed to be infinite, but we haven't figured this out exactly yet.

Organizing the upgrades


To connect the upgrades together in the research UI, we started with a linear progression at the top. We put the milestones in a linear order, which is very similar to the levels system in shapez 1.
Then we started categorizing the QoL and Flat upgrades into different categories like Transport, Processing, Fluids and so on. Each category got their own little tech-tree, in which you can unlock the QoL upgrades, as well as an area at the bottom for the flat upgrades to better separate them:
The QoL and Flat upgrades can depend on previous upgrades, as well as milestones. For example, if a QoL upgrade requires red circles, it will most likely depend on the "Painting" milestone. This is also shown so you have an idea which shapes you can already produce, and which ones need new technologies first.
You can also pin all upgrades to your screen to track them:
With this change, you now have a lot more control when to unlock optional upgrades, while still having a guideline through the game progression! While we really like the new system, we'd love to hear your feedback and thoughts on it though!

Random Goals - Replayability


While the new system makes the replayability a little better, it's still not great. Thus, we are planning to add a "seed" to the research tree. All shapes you have to produce are then randomly generated, instead of predefined. There is a standard seed (0) which is the default research tree, but you can enter another seed to get an entirely different set of shapes. This means that whenever you want to start a new playthrough of shapez 2, you don't end up having to produce the same shape again and again, but instead every time it's a new one! Additionally, this also allows us to have a much better difficulty setting than just increasing the amount of required shapes for every goal: Basically, we will develop an algorithm that allows to create a shape requirement, given a set of currently available technologies and desired difficulty. The more difficult, the more steps (like cut, rotate, ...) and resources need to be chained to produce the shape. If you then play on "easy" difficulty, you will get shapes that require far less steps than on "insane". Of course, in the beginning of the game both modes will still require simple shapes (since you can't produce more complex ones) but especially in the end of the game it will be a huge difference! We hope that this makes the game a lot more replayable and I'd love to hear your thoughts on it!

Blueprints


A big, if not the biggest complaint in shapez 1 was that blueprints unlocked a little late. Basically the issue with blueprints is, the earlier they are unlocked, the simpler the blueprint shape needs to be (because you can't produce more complex ones at that point). For shapez 2, we wanted to change this, so we came up with the idea of blueprint points: You unlock blueprints very early, and in order to gain the blueprint points (BP), you need to deliver a certain shape which is then converted into points:
Once you unlock new milestones, you also unlock new shapes you can deliver to more efficiently generate the blueprint points:
Basically if you deliver the left shape, you get 1 blueprint point, whereas you get 100 if you deliver the right shape. Copying structures or islands then cost blueprint points, and exponentially more the larger the blueprint or island is:
This allows us to make blueprints available a lot earlier, but still having interesting blueprint shapes later in the game! Let us know what you think about this as well! PS: There will also be a blueprint library - you can already share and load blueprint strings in the current alpha, but we want to make it easy to also create collections of blueprints, store them, share them and so on! But more on that in another devlog!

Wishlist & Follow Shapez 2


https://store.steampowered.com/app/2162800/shapez_2/ Have a nice remaining weekend, and I hope you enjoyed reading the devlog! ~Tobias


[ 2023-05-07 17:24:24 CET ] [ Original post ]

shapez 2
tobspr Games Developer
tobspr Games Publisher
Coming soon Release
GameBillet: 19.99 €
Game News Posts: 46
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (7837 reviews)
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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
RECOMMENDED SETUP
  • 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
GAMEBILLET

[ 6089 ]

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