Hey everyone! Before we get into this progress devlog, I, the tobspr team and everyone else involved with Shapez 2 would like to wish everyone a merry Christmas and an amazing 2024. It's been a wild year and were super proud of what we have achieved so far. We can't wait to show parts of it to you with the upcoming demo! We will be taking some time off these holidays, but well be back next year to deliver you the Shapez 2 Demo to everyone in February. More news on this next year! If youd like to stay up to date with all the news and development of Shapez 2, be sure to wishlist and follow the game here on Steam! It helps us out a ton. Click the button below or click here. https://store.steampowered.com/app/2162800/shapez_2/
Giveaway
To celebrate the season, we're giving away a set of Shapez Cookie Cutters! They're brand new and not yet available anywhere else, so this is your chance to be among the first to build your shape production line in your kitchen. Catapults not included.
Participate here!
You'll need to have Shapez 2 wishlisted in order to participate. Once you have, be sure to check out the list of other actions you can do to gain more entries and increase your odds of winning! All actions will support us directly. The winner will be contacted at the beginning of next year.
News
Shapez Mobile Release
Two weeks ago, we released the original Shapez on mobile devices! The game features all the content of the PC version up to level 20. You can play the first 7 levels at no cost at all. The full game is available for $4.99/4.99. Watch the trailer: [previewyoutube=QJAxyd8jifI;full][/previewyoutube] Find the game on your preferred platform:
Alpha 15 release and Demo Early Access
We released Alpha 15 this week, which features all changes mentioned in this progress devlog. Additionally, the Shapez 2 Demo is very nearly finished, barring any bug reports and feedback we get. If youd like to help us test the game and get early access to our latest development on Shapez 2, consider subscribing to our Patreon! [hr][/hr]
Devlog 015
New content
We added sound effects to every building in the game to match their animations! You have to pan your camera quite close to the building to really hear it, but even if its just a faint sound, it adds a lot of life to the machines and makes this space factory game feel a bit more realistic. Looking forward to everyone experiencing the new sounds! What do you mean, theres no sound in space?
Game Design & Balancing
Weve re-reviewed the content on the tutorial and made some changes to make hints more compact, yet efficient. They should be a lot more clear and easier to follow! Buildings will now automatically rotate to fit the direction of the belt or building its being attached to. This will make placing buildings require less actions, but manually rotating may still be required in certain configurations.
Tips are now shown more prominently for a few seconds, so theyre less easy to miss. Of course, you can turn tips off if you dont need them.
The prediction icons are now always shown on unconnected belts & building ends, as well as vortex inputs. This functions both as an indicator of what shape is being made, and a reminder that you still have work to do!
In addition to a previous change that automatically places splitters when connecting belts, this function now also applies to attaching buildings to a belt. Merging in this fashion is still being worked on.
Visuals
We improved the shape visualization and shapes now also have their LODs, the latter of which will both improve performance and make them more readable from a distance. Generally, more LODs have been added to pretty much everything. LODs are neat. We made some changes to Rotators to make them more visually distinct from processing buildings. This comes down to applying the visual language we discussed in Devlog 013. Further changes for the Rotators will come at a later date.
Placement indicators for half destroyers, full cutters and halve swappers have been improved. Their functionality and direction are now more clear and should prevent the unnecessary frustration of placing blueprints the wrong way around.
The Vortex received a number of changes. Have a look!
In general, a lot of small tweaks and improvements were made across the board in preparation for 2024.
Development
Weve made lots of performance improvements and the game should now run a lot more smoothly especially on lower-end systems. You can expect an increase in FPS of up to 200%! We expect Shapez 2 to run stable on hardware as low as Intel UHD Graphics with the right settings. We added a shader quality setting and added shaders for the lower settings. Map generation has been vastly improved in terms of performance, with improved loading times and reducing stutter when moving around the map quickly.
Audio
New music tracks have been added. The vibes are immaculate. We also added more interface sound effects, plus a setting to mute the audio when the game is not focused (you clicked outside the game window).
UI/UX
The game now uses physical keys for keybinding. For the users of QWERTY keyboards, nothing will change. However, users of other keyboard layouts will no longer have to start the game off rebinding all the keys. The game now uses the physical location of the key to determine the default keybindings instead of the letter itself. For example, for AZERTY keyboards the game will now default to ZQSD instead of WASD for camera movement. General improvements to UI and UI readability have been made, including conflict indicators, miner placement indicators, additional tooltips and several easy-access ways to get to various menus. Youll also get a little popup dialogue when finishing the demo.
We added a feedback button to the game that will redirect you to the Shapez 2 Discord server, where you can easily provide us your feedback in the dedicated channel. Belt catapults now show clearly when theyre not properly connected to the Vortex. They also delete belts in between a catapult and the receiver whenever theyre placed on a belt.
The main menu has seen several improvements and its looking amazing, if we say so ourselves! You can find a preview on YouTube below: [previewyoutube=UMimVRKZPDI;full][/previewyoutube] [hr][/hr] Thats it for now. Its a bit of a shorter one as there are no big ticket new additions this time around. Were very happy with the current state of the Shapez 2 demo and are super excited to let you all play Shapez 2 for the first time in February. Stay tuned for news on that soon! If youd like to give us a Christmas present, wed really appreciate it if you could add Shapez 2 to your wishlist. Thats all we want this year! https://store.steampowered.com/app/2162800/shapez_2/ For now, were gonna enjoy our holiday break and well be back with another devlog next year! ~ Tobias & the shapez 2 team
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[ 2023-12-21 15:04:48 CET ] [ Original post ]
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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
- 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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