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Devlog 018 - The road to Early Access

Hello everyone! We have something a little bit different for you today! Our topic for this devlog is the future more specifically, where we are with the development of shapez 2, what still needs to be done and how were looking at the Early Access release. In general, it should give you a better insight of how we work. You could technically call it a roadmap, though all the information wed like to be included is a bit too wordy to be put into a single fancy image. Youll have to do with a 5-page devlog again. Sorry!

Demo reception


To get us started, lets talk about the demo again. Two weeks ago we shared a survey with everyone. Theres a lot of very useful information here that will help us determine the sentiment on the demo now that its over and gives us more to work with when it comes to the eventual release of the game. However, we would like to share the results of one of the questions.
These are the grades you all gave the shapez 2 demo. Of course, these results will be biased. We shared the demo within the Discord and the blog, so the people filling out the survey will be big fans of shapez. Its safe to assume that the grades will be higher than they would be if we were to ask a group of players that have no prior knowledge of shapez. However, even if we were to subtract a point of every grade for a possibly more accurate score, were very happy with the responses. It fills us with confidence that the demo gets such high scores, considering the flaws it had most of which have been fixed by now.

Shapez 2 today & the road ahead


Shapez 2 and the development thereof is looking very promising. With the demo, we were able to show what were capable of, now that were more than just a single person working on a game. We want to deliver the same quality for Early Access, but aspire to go beyond. The biggest challenge we face now is to finalize the newer mechanics. The demo mostly consisted of proven mechanics, things from shapez 1 that we know work well. Shapez 2 and its Early Access will of course have a lot of new mechanics as well, which require more iterations and testing to make sure theyre functional and fun. So, let's start to look ahead. There are three phases: developing the core mechanics, making them work in the game & polishing everything up for publishing. This system is used when it comes to developing mechanics, but it also applies to the game as a whole.

Phase 1: Game Mechanics


The beating heart of any game are the mechanics and core elements. Were still partly in this phase, developing new mechanics, reworking old mechanics and gathering feedback on everything to make sure it all feels right. Its a lengthy process, but you cant really continue when parts of the core game are still missing. Currently, were happy with the following major mechanics:
  • Fluids
  • Wires
  • Crystals
  • Research
  • Building layers
  • Blueprint library
  • Pin mechanics
  • Space belts & tunnels
  • Shape types (including the reworked Windmill shape)
  • The majority of buildings
  • Colorblind mode (see below!)
  • ...and many more smaller features and improvement to tie everything together
This is not to say that we will never change anything about these mechanics ever again, but were confident that they are fun and work as intended leading into Early Access.
Colorblind mode colors have patterns to help differentiate them if two or more colors look alike
Colorblind mode these patterns are also applied to icons in the UI There are also some mechanics that are still in the concept or prototype phase and were actively gathering feedback on how they should work. Once the concept is sound, we can finalize the concept and work on implementing it all into the game. These mechanics are as followed:
  • Trains
  • Chain miners & Fluid Extractors
  • Infinite Research (not yet started)
  • MAMs (Make Anything Machines): Everything you need to make a MAM is in the game, but there currently is no incentive to make it without the Infinite Research goals.
Were aiming to have all the major mechanics done by the end of April. When everything is functional, its time to move onto the next phase.

Phase 2: Production


This is the phase where you turn the mechanics from phase 1 into a completed package. It includes all the visuals, quality of life improvements, placement, optimization, sounds and music all in the name of making shapez 2 a nice experience. Lets go through a couple of these points.
Wires are functional, but everything is still missing its visuals
Fluid pipes were in already, but got some improved visuals We are always improving the simulation (dont make me link the blog again). Currently, our focus lies on the precision issues of shapes and factories that are not on your screen. This is important to make sure every shape is where it should be and the factory keeps behaving when you look away for a second. Additionally, we have lofty goals when it comes to maintaining performance for huge factories. Not all our planned improvements made it into the demo but did get implemented shortly after, so its already in a very good state compared to what you got to try. We didnt stop there though: its our goal to allow for 500k to 1 million buildings in a save on an average PC setup. For context, shapez 1 would start stuttering at 50k on the same system. Then theres our planned input rework. Shapez 2 works well with its default keybinds, but things start to break down a bit when you start customizing them. Its very easy to produce conflicts or unexpected behavior rebind Shift at your own discretion. When it comes to physical keys, there are some issues as well. For example, on the German QWERTZ layout you have to press Ctrl+Y instead of the expected Ctrl+Z to undo an action. Outliers like these are very difficult to fix, but not impossible. Other ongoing work includes readability improvements like the overview mode needing improved visualizations and a statistics panel. How long this phase will take is hard to predict, but were currently planning to spend about three to four months to get this phase right. That puts us around early August!

Phase 3: Polishing


Now, the gameplay is mostly done. Theres still a lot to do though! This is where we work on the tutorial and the knowledge panels with all the necessary content. The research goals need images or videos and the game should be localized for all the major languages.
Work on UI is also always ongoing, but you can now bind blueprint and folders to your toolbar!
New animation when you deliver your first shape This is also the moment where we do a lot of testing of all parts of the game with the help of the community and external partners. A feature may work in phase 2 but a bug could still suddenly rear its head when youre finalizing it with an image. At this point its also time to work on the trailer for the Early Access release. The visuals will be done by this point, so we can record the footage we need. This phase should take about one or two months, putting us around September or possibly October.

Early Access


So looking at this all, its unrealistic well be ready for Early Access before September. Our bottomline is to release the game this year still. The latter half of the year already seems quite busy when it comes to factory games, so well need to find a good window of opportunity to release shapez 2 and we would like the game to be ready for us to jump on said opportunity. As weve always said, our outlook on Early Access is that while the game is technically not finished yet, it should feel and play like a complete and polished game. We dont want you to think youre missing out on anything by playing it early! A lot of you tried the demo and gave us incredibly valuable feedback on the game, and the same goes for Early Access. Well be confident in the state of the game, but there are always other perspectives and ideas to explore that could make shapez 2 even better. [hr][/hr] If youd like to be part of this process and support us during development, do consider supporting the game on Patreon. It helps us fund the ongoing development costs, and gives you access to bi-weekly Alpha builds with the newest features before they go into Phase 3. Your feedback on these builds will in turn help us make a better game. Another way to support us is by simply wishlisting the game on Steam! https://store.steampowered.com/app/2162800/shapez_2/ That's it from us today. We hope to see you again in two weeks! ~ Tobias & the shapez 2 team

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[ 2024-04-04 18:21:56 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
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  • Storage: 2000 MB available space
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