▶
Devlog 008 - 2 months of progression
As previously mentioned, we finally released the Gameplay Reveal Trailer for shapez 2! Thank you to everyone who joined us for the premiere and supported the trailer. In case you missed it, you can find the trailer here: [previewyoutube=0VO_52LJ268;full][/previewyoutube] If that got you as excited as we are, be sure to wishlist the game and follow shapez 2 to stay up to date with the news! https://store.steampowered.com/app/2162800/shapez_2/
The astute among you may have noticed a second logo at the end of the trailer. We are working with Gamera Games who you may know from Dyson Sphere Program to publish the game in Greater China & Japan. They will also handle the Simplified Chinese translations for our announcements and devlogs! Additionally, we have enlisted the help of Game Drive, a games marketing agency. As were moving ever closer to the Early Access release next year, marketing becomes more and more important for the growth of the game, so we need some extra manpower!
Alpha 7.4 of shapez 2 is currently available on our Patreon and has been for a bit. A lot of the changes youll read about below have already been implemented in this build. If youre interested in giving this new build a go, be sure to subscribe to our Patreon to get access, alongside a host of other great benefits! [hr][/hr]
So with all that out of the way, lets dive into the new devlog.
After watching the trailer, a lot of you had questions about the performance of the game. Once you really got going in shapez 1 and made a huge factory, or made a make-everything-machine or two, the simulation could start to lag quite badly. So understandably, when people saw the graphical uplift of shapez 2, people assumed this would make things worse. Well, fret not! Unlike Shapez 1, Shapez 2 is made in Unity with C#. This gives us a lot more tools to optimise the simulation and prevent unnecessary use of your systems resources. One of the changes is that the game now supports multi-threaded processing, so the simulation and the game wont run on just one of your CPUs cores. The biggest change however, is how we handle off-screen simulation. Instead of just fully simulating everything in your factory at all times, were limiting the simulation of the portion of your factory that isnt currently on your screen to just 2 times a second down from the full 60 times a second while still running at full precision. You wont notice a mechanical or visual difference at all. However, itll make sure the simulation runs smoothly regardless of the size of your factory. We stress tested this system on a mega factory of 360.000+ buildings and it works great. In fact, you saw this very factory in the trailer! Our goal here is to allow for about 1 million buildings on a modern PC build for the release of the game.
Do keep in mind that the massively improved graphics will mean you most likely wont be able to sneakily play Shapez 2 on the school computer as you could (and we know you did) with shapez.io. You will require a bit more computing power to run this at a smooth frame rate; without any tweaking of the settings, that is! To counteract the increased resource demand of the game somewhat, there will be a host of graphical options to tinker with, alongside a minimal mode. This mode will reduce the visuals to an absolute minimum and allows Shapez 2 to be played on laptops. This mode has been tested on a Microsoft Surface Pro and runs fine! Exact minimum and recommended system requirements are to be determined and published closer to the release of the game. If you want to give it a try right now though, be sure to download the free alpha version through our Discord server! As the game still has a lot of optimisation to go in its current state, its safe to say that if your PC runs Alpha well, it will be able to run it in the future.
We know youre excited for space trains, and were working hard to make them a reality. Youve seen them in action in the trailer, so youll have a good idea of the vision we have for them. Do keep in mind that the trains are still subject to change.
However, a lot of work still needs to be done to make trains fully operational, but were on track to have the trains depart for Early Access next year. We hope to do a devlog dedicated to trains in the future, once theyre finalised.
In devlog 006, we introduced you to the world of fluids. One of the topics we addressed here was fluid packing and cross-island transport. As theres no way of moving fluids directly between islands, youd need to produce barrels to keep the fluid in, fill the barrels, then move it by your preferred mode of transportation. Once at your destination, youd empty the barrels and pump the fluid back into your pipe system. We feel like the process of producing barrels didnt quite fit. Having to deliver shapes somewhere to produce the barrels made fluids a hassle to use. It didnt add anything interesting to the mechanics, just more tedium. Instead, the Fluid Packer building will take the fluid and freezes it into blocks that can be transported however you wish.
As the side goals are very important for your progression through the game, we want to make them a bit more prominent. Now, side goals are automatically pinned if you produce the shape they require. We will continue working on the early game and research experience and are planning to add a full tutorial.
We added brand new visualisation layers to the overview mode. You watch a neat little demonstration here: [previewyoutube=pJmYjAyCzbg;full][/previewyoutube] The layers now include:
We added a new Island Selection toolbar, allowing for quick and easy access to the different types of islands you can place. Youll also be able to select multiple islands and delete them all at once. Its easy to accidentally delete a lot this way, but dont worry, you can undo everything if you mess up.
Weve been working with the Packer and Unpacker buildings. The Packer building allows you to stack many shapes of the same type and color and pack them into one item. The Unpacker, as you may expect, does the opposite. The main purpose for these packs is to transport the shapes via train. Pack the shapes, insert the packs into a train, remove the packs from the train, then unpack everything again. Its also great for massively increasing the throughput on a belt, as long as you have enough Packers. Details on how this building will work together with trains, will come in the devlog dedicated to trains.
A lot of time has been spent on improving the graphics of the game across the board. Improvements have been made to the materials of the Space Station, all buildings, the playing field as well as global lighting effects. We hope you liked what you saw in the trailer!
One of the main improvements weve been working on is LOD (Level of Detail). For those who dont know, a common technique to increase performance is to lower the LOD of models that are far away from the camera. This technique is especially important to make the game run smoothly when zoomed out, like in Overview mode. We dont want the decrease in LOD to look jarring when you zoom out though, so were trying our best to make this look smooth and as unnoticeable as possible. This is done by having multiple stages of LOD, so the transition from one LOD to the next isnt as big. Were also fading out the shadows now, instead of simply removing them.
[hr][/hr] Now, were finally caught up! Again, apologies for the lack of devlogs lately. Now that the trailer is out and we have some reinforcements, we hope to bring you new devlogs every other week. If youd like to support the game, please wishlist the game here on Steam and follow the Shapez 2 page if youre not already. It really does help us out a lot. https://store.steampowered.com/app/2162800/shapez_2/ We hope you enjoyed this devlog and cant wait to show what else were working on! ~Tobias & the shapez 2 team
Twitter / X YouTube TikTok Discord Reddit Patreon
[ 2023-08-31 14:01:19 CET ] [ Original post ]
Hey everyone! Its been a little while since the last devlog. Weve been very busy with the Gameplay Reveal trailer from two weeks ago, which was then followed up by Gamescom. However, were back now! So lets discuss what weve been working on since devlog 007.
News
As previously mentioned, we finally released the Gameplay Reveal Trailer for shapez 2! Thank you to everyone who joined us for the premiere and supported the trailer. In case you missed it, you can find the trailer here: [previewyoutube=0VO_52LJ268;full][/previewyoutube] If that got you as excited as we are, be sure to wishlist the game and follow shapez 2 to stay up to date with the news! https://store.steampowered.com/app/2162800/shapez_2/
Reinforcements
The astute among you may have noticed a second logo at the end of the trailer. We are working with Gamera Games who you may know from Dyson Sphere Program to publish the game in Greater China & Japan. They will also handle the Simplified Chinese translations for our announcements and devlogs! Additionally, we have enlisted the help of Game Drive, a games marketing agency. As were moving ever closer to the Early Access release next year, marketing becomes more and more important for the growth of the game, so we need some extra manpower!
Alpha 7 Build
Alpha 7.4 of shapez 2 is currently available on our Patreon and has been for a bit. A lot of the changes youll read about below have already been implemented in this build. If youre interested in giving this new build a go, be sure to subscribe to our Patreon to get access, alongside a host of other great benefits! [hr][/hr]
Devlog 008
So with all that out of the way, lets dive into the new devlog.
Rendering & graphical performance
After watching the trailer, a lot of you had questions about the performance of the game. Once you really got going in shapez 1 and made a huge factory, or made a make-everything-machine or two, the simulation could start to lag quite badly. So understandably, when people saw the graphical uplift of shapez 2, people assumed this would make things worse. Well, fret not! Unlike Shapez 1, Shapez 2 is made in Unity with C#. This gives us a lot more tools to optimise the simulation and prevent unnecessary use of your systems resources. One of the changes is that the game now supports multi-threaded processing, so the simulation and the game wont run on just one of your CPUs cores. The biggest change however, is how we handle off-screen simulation. Instead of just fully simulating everything in your factory at all times, were limiting the simulation of the portion of your factory that isnt currently on your screen to just 2 times a second down from the full 60 times a second while still running at full precision. You wont notice a mechanical or visual difference at all. However, itll make sure the simulation runs smoothly regardless of the size of your factory. We stress tested this system on a mega factory of 360.000+ buildings and it works great. In fact, you saw this very factory in the trailer! Our goal here is to allow for about 1 million buildings on a modern PC build for the release of the game.
Do keep in mind that the massively improved graphics will mean you most likely wont be able to sneakily play Shapez 2 on the school computer as you could (and we know you did) with shapez.io. You will require a bit more computing power to run this at a smooth frame rate; without any tweaking of the settings, that is! To counteract the increased resource demand of the game somewhat, there will be a host of graphical options to tinker with, alongside a minimal mode. This mode will reduce the visuals to an absolute minimum and allows Shapez 2 to be played on laptops. This mode has been tested on a Microsoft Surface Pro and runs fine! Exact minimum and recommended system requirements are to be determined and published closer to the release of the game. If you want to give it a try right now though, be sure to download the free alpha version through our Discord server! As the game still has a lot of optimisation to go in its current state, its safe to say that if your PC runs Alpha well, it will be able to run it in the future.
Trains progress
We know youre excited for space trains, and were working hard to make them a reality. Youve seen them in action in the trailer, so youll have a good idea of the vision we have for them. Do keep in mind that the trains are still subject to change.
However, a lot of work still needs to be done to make trains fully operational, but were on track to have the trains depart for Early Access next year. We hope to do a devlog dedicated to trains in the future, once theyre finalised.
Barreling
In devlog 006, we introduced you to the world of fluids. One of the topics we addressed here was fluid packing and cross-island transport. As theres no way of moving fluids directly between islands, youd need to produce barrels to keep the fluid in, fill the barrels, then move it by your preferred mode of transportation. Once at your destination, youd empty the barrels and pump the fluid back into your pipe system. We feel like the process of producing barrels didnt quite fit. Having to deliver shapes somewhere to produce the barrels made fluids a hassle to use. It didnt add anything interesting to the mechanics, just more tedium. Instead, the Fluid Packer building will take the fluid and freezes it into blocks that can be transported however you wish.
Auto pinning side goals
As the side goals are very important for your progression through the game, we want to make them a bit more prominent. Now, side goals are automatically pinned if you produce the shape they require. We will continue working on the early game and research experience and are planning to add a full tutorial.
Visualisation layers in overview mode
We added brand new visualisation layers to the overview mode. You watch a neat little demonstration here: [previewyoutube=pJmYjAyCzbg;full][/previewyoutube] The layers now include:
- Islands grid
- Shape Patches
- Fluid Resources
- Shapes
- Explored Areas & islands
- Tunnels
- Train Items
- Train Lines
- Train Stations
Island selection toolbar
We added a new Island Selection toolbar, allowing for quick and easy access to the different types of islands you can place. Youll also be able to select multiple islands and delete them all at once. Its easy to accidentally delete a lot this way, but dont worry, you can undo everything if you mess up.
Packer Building
Weve been working with the Packer and Unpacker buildings. The Packer building allows you to stack many shapes of the same type and color and pack them into one item. The Unpacker, as you may expect, does the opposite. The main purpose for these packs is to transport the shapes via train. Pack the shapes, insert the packs into a train, remove the packs from the train, then unpack everything again. Its also great for massively increasing the throughput on a belt, as long as you have enough Packers. Details on how this building will work together with trains, will come in the devlog dedicated to trains.
Graphical Improvements
A lot of time has been spent on improving the graphics of the game across the board. Improvements have been made to the materials of the Space Station, all buildings, the playing field as well as global lighting effects. We hope you liked what you saw in the trailer!
One of the main improvements weve been working on is LOD (Level of Detail). For those who dont know, a common technique to increase performance is to lower the LOD of models that are far away from the camera. This technique is especially important to make the game run smoothly when zoomed out, like in Overview mode. We dont want the decrease in LOD to look jarring when you zoom out though, so were trying our best to make this look smooth and as unnoticeable as possible. This is done by having multiple stages of LOD, so the transition from one LOD to the next isnt as big. Were also fading out the shadows now, instead of simply removing them.
[hr][/hr] Now, were finally caught up! Again, apologies for the lack of devlogs lately. Now that the trailer is out and we have some reinforcements, we hope to bring you new devlogs every other week. If youd like to support the game, please wishlist the game here on Steam and follow the Shapez 2 page if youre not already. It really does help us out a lot. https://store.steampowered.com/app/2162800/shapez_2/ We hope you enjoyed this devlog and cant wait to show what else were working on! ~Tobias & the shapez 2 team
Join the community:
Twitter / X YouTube TikTok Discord Reddit Patreon
[ 2023-08-31 14:01:19 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)
Public Linux Depots:
- [0 B]
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
GAMEBILLET
[ 6089 ]
GAMERSGATE
[ 3241 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB