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Devlog 020 - Space Belts
We're really interested to learn if there are ways for us to improve the quality of the devlogs and/or align them more with what you'd truly like to know about shapez 2! This survey includes questions about quality, usage of visuals, your interests as well as a suggestion box where you can suggest topics for future devlogs. So whether this is your first devlog or you've already read all twenty(!) of them, we would really appreciate it if you could take the time to check out the survey!
Not only do you get Devlog 020 today, Patreons also just got access to Alpha 20! This new build includes everything mentioned in this blog, plus a bunch of new features and visuals. Updated content includes train collision avoidance, simulation improvements, map generation improvements, new visuals for a couple of buildings and much more.
Just a reminder, everything shown in this blog is still in development and is still subject to change. They're not quite placeholders anymore, but the visuals of the Space Belts are not finished yet. Your thoughts and feedback are welcome, as always! [hr][/hr]
Space Belts are an essential tool to transport large quantities of shapes between platforms. Ideal for short distances, they allow you to easily cross a gap or connect a train station to your factory for pickups or deliveries. However, their original design was quite different from what were working with now. Lets walk you through it!
Initially, you were expected to build connections using these platforms manually. You would place platforms and then build belts and launchers on them to create connections. It quickly became obvious that this is very burdensome to do all the time for every connection (as you may expect), so we started working on improvements.
Old build
One of the first improvements was the addition of special tunnel platforms. These allowed your connections to transport shapes under other platforms, making connecting across sections much easier. Additionally, their ability to consistently transport large quantities of shapes essentially made them function as Space Belts, but without the flexibility of seamlessly splitting and merging. The tunnels exist as their own form of transport alongside the buildings you know from shapez 1, as well as Shape Launchers.
Old build
The first step towards improving space platform connections was Hyperbelts. Despite the fancy name, it was just a tool that allowed you to easily place prebuilt versions of the space platforms with belts & launchers without having to build all of it yourself. It was based on the idea of belt placement in your factory, but very simplified - it didn't support merging or splitting unless you manually made platforms to do so.
Old build This system is what you saw in the demo and this is as expected something we got a lot of feedback on. Technically we couldve made more prebuilt versions to allow for more complexity, but it would still be clunky and not very pretty. We can do better.
With a ton more feedback under our belt, the Hyperbelts flaws became clearer and clearer. Aside from the lack of complexity we already mentioned, it was also just very slow. They moved shapes at the same speed as all other belts in your factory, and when youre crossing larger distances, it really did take a while before your shapes got anywhere. Essentially, what we needed was a system that had all the functionality of regular belts, but much larger, faster and independent of platforms. So, we made just that.
Enter: Space Belts. Theyre huge belts that support up to 12 regular belts across 3 layers, move shapes way faster and retain the flexibility you expect from belts, all without needing platforms to build on! This makes Space Belts your best option to connect platforms over shorter distances. If you need to move something over long distances however, Trains are the better option.
Shapes moving across the Space Belt
When there are Space Belts, you also need Space Pipes. With the recent fluid system rework, it became possible to transport fluids across notches with pipes. This then allowed us to make the prototype of the Space Belts younger brother, Space Pipes! These work identical to Space Belts, but move fluids instead of shapes and have a different look to reflect this. Have a look at the concept below.
This may or may not be what it will actually look like
For close-distance transport, we would now have both Space Tunnels and Space Belts & Pipes. The key difference between the two is that Tunnels can move shapes under a platform, bypassing it without slowing down. However, they can only go straight and have a range of 4 chunks, which is where Space Belts and Pipes come in. Now, youll likely come across a situation where youd like to place your Space Belt across a platform, without connecting to said platform. Thats where you connect a Space Tunnel to your Space Belt! However, keeping Space Tunnels and Space Belts separate doesnt make much sense anymore as they work closely together now. So, Space Tunnels now have a brand new visual that matches that of the Space Belts, theyre both part of the Space Belts category in the UI and Tunnels can now be integrated into the smart-placement tool.
Space Belts are already in a really good state, but there are some improvements yet to be made. As we just mentioned, the Space Tunnels still need to be integrated into the placement behaviour of Space Belts. Thats to say, Tunnels should automatically be placed when you drag a Space Belt across a platform. We are already considering other ways of improving them even more, however: a topic that has come up internally is that merging or splitting across different factory lanes and layers in space is too troublesome for too small of a result. To make this easier, we are evaluating Merge/Split Balancers. These special space platforms would have one side that can receive up to 12 belts and another 36 split across 3 other sides. The Merger takes up to 36 input lanes and distributes contents evenly across up to 12, while the Splitter takes up to 12 input lanes and distributes the contents evenly across up to 36. [hr][/hr] Well, that's everything for now. The bottom line is that Space Belts should act similar to regular belts, but a lot bigger. Anyway, progress is going very well and we have plenty more to show, so we hope to see you again for the next devlog. ~ Tobias & the shapez 2 team
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[ 2024-05-02 15:01:08 CET ] [ Original post ]
Hello everyone! Last devlog we talked about trains, so let's look at your other option today: Space Belts. You'll likely be using these a lot, so let's take a look at what we're working with. https://store.steampowered.com/app/2162800/shapez_2/
News
Devlog survey
We're really interested to learn if there are ways for us to improve the quality of the devlogs and/or align them more with what you'd truly like to know about shapez 2! This survey includes questions about quality, usage of visuals, your interests as well as a suggestion box where you can suggest topics for future devlogs. So whether this is your first devlog or you've already read all twenty(!) of them, we would really appreciate it if you could take the time to check out the survey!
Fill out the survey here!
Alpha 20
Not only do you get Devlog 020 today, Patreons also just got access to Alpha 20! This new build includes everything mentioned in this blog, plus a bunch of new features and visuals. Updated content includes train collision avoidance, simulation improvements, map generation improvements, new visuals for a couple of buildings and much more.
Disclaimer
Just a reminder, everything shown in this blog is still in development and is still subject to change. They're not quite placeholders anymore, but the visuals of the Space Belts are not finished yet. Your thoughts and feedback are welcome, as always! [hr][/hr]
A brief history
Space Belts are an essential tool to transport large quantities of shapes between platforms. Ideal for short distances, they allow you to easily cross a gap or connect a train station to your factory for pickups or deliveries. However, their original design was quite different from what were working with now. Lets walk you through it!
Just build it yourself!
Initially, you were expected to build connections using these platforms manually. You would place platforms and then build belts and launchers on them to create connections. It quickly became obvious that this is very burdensome to do all the time for every connection (as you may expect), so we started working on improvements.
Old build
Space Tunnels
One of the first improvements was the addition of special tunnel platforms. These allowed your connections to transport shapes under other platforms, making connecting across sections much easier. Additionally, their ability to consistently transport large quantities of shapes essentially made them function as Space Belts, but without the flexibility of seamlessly splitting and merging. The tunnels exist as their own form of transport alongside the buildings you know from shapez 1, as well as Shape Launchers.
Old build
Hyperbelts
The first step towards improving space platform connections was Hyperbelts. Despite the fancy name, it was just a tool that allowed you to easily place prebuilt versions of the space platforms with belts & launchers without having to build all of it yourself. It was based on the idea of belt placement in your factory, but very simplified - it didn't support merging or splitting unless you manually made platforms to do so.
Old build This system is what you saw in the demo and this is as expected something we got a lot of feedback on. Technically we couldve made more prebuilt versions to allow for more complexity, but it would still be clunky and not very pretty. We can do better.
Space Belts
With a ton more feedback under our belt, the Hyperbelts flaws became clearer and clearer. Aside from the lack of complexity we already mentioned, it was also just very slow. They moved shapes at the same speed as all other belts in your factory, and when youre crossing larger distances, it really did take a while before your shapes got anywhere. Essentially, what we needed was a system that had all the functionality of regular belts, but much larger, faster and independent of platforms. So, we made just that.
Enter: Space Belts. Theyre huge belts that support up to 12 regular belts across 3 layers, move shapes way faster and retain the flexibility you expect from belts, all without needing platforms to build on! This makes Space Belts your best option to connect platforms over shorter distances. If you need to move something over long distances however, Trains are the better option.
Shapes moving across the Space Belt
When there are Space Belts, you also need Space Pipes. With the recent fluid system rework, it became possible to transport fluids across notches with pipes. This then allowed us to make the prototype of the Space Belts younger brother, Space Pipes! These work identical to Space Belts, but move fluids instead of shapes and have a different look to reflect this. Have a look at the concept below.
This may or may not be what it will actually look like
Merging with Tunnels
For close-distance transport, we would now have both Space Tunnels and Space Belts & Pipes. The key difference between the two is that Tunnels can move shapes under a platform, bypassing it without slowing down. However, they can only go straight and have a range of 4 chunks, which is where Space Belts and Pipes come in. Now, youll likely come across a situation where youd like to place your Space Belt across a platform, without connecting to said platform. Thats where you connect a Space Tunnel to your Space Belt! However, keeping Space Tunnels and Space Belts separate doesnt make much sense anymore as they work closely together now. So, Space Tunnels now have a brand new visual that matches that of the Space Belts, theyre both part of the Space Belts category in the UI and Tunnels can now be integrated into the smart-placement tool.
Whats next?
Space Belts are already in a really good state, but there are some improvements yet to be made. As we just mentioned, the Space Tunnels still need to be integrated into the placement behaviour of Space Belts. Thats to say, Tunnels should automatically be placed when you drag a Space Belt across a platform. We are already considering other ways of improving them even more, however: a topic that has come up internally is that merging or splitting across different factory lanes and layers in space is too troublesome for too small of a result. To make this easier, we are evaluating Merge/Split Balancers. These special space platforms would have one side that can receive up to 12 belts and another 36 split across 3 other sides. The Merger takes up to 36 input lanes and distributes contents evenly across up to 12, while the Splitter takes up to 12 input lanes and distributes the contents evenly across up to 36. [hr][/hr] Well, that's everything for now. The bottom line is that Space Belts should act similar to regular belts, but a lot bigger. Anyway, progress is going very well and we have plenty more to show, so we hope to see you again for the next devlog. ~ Tobias & the shapez 2 team
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[ 2024-05-02 15:01:08 CET ] [ Original post ]
shapez 2
tobspr Games
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tobspr Games
Publisher
Coming soon
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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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