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Devlog 026 - Concept for a new Game Mode

Hey everyone! It's been quite a while since the last proper devlog! We haven't been sitting idle though [spoiler](we've been playing Factorio)[/spoiler] and we want to show you what we're currently working on. While we're preparing Update 0.0.9 which will introduce new Space Belt visuals, multithreading and more later this year we're also working on Update 1 (0.1.0) for early next year already. We want this first big update to be meaningful and improve a few fundamental areas of the game based on the feedback you gave us since the Early Access launch of shapez 2.

News


We are hiring!


We're currently looking for someone working in Quality Assurance / Game Testing. If you'd love to work on shapez 2 with us, be sure to check out the position: https://www.linkedin.com/jobs/view/4057601157

Disclaimer


Pretty much everything in this devlog is subject to change. We'd love to hear your thoughts and feedback on what you're about to read, but don't grow too attached to the visuals or get stuck on the details! [hr][/hr]

Devlog 026


One of the most common criticisms shapez 2 currently gets is that factories can't be reused enough, especially when it comes to side tasks. Simply erasing large portions of your factory is quite a valid option to free up space as you likely won't need to rebuild it for something. This makes the game sometimes feel too puzzle-ish and takes away a lot from the automation and logistics parts you'd expect from a factory automation game. Instead, we want to make sure there's a good balance between both, without getting rid of the current game a lot of you really do enjoy. That's how we came to create a new game mode that introduces a whole new system that ensures your factories remain relevant, even in the late game. You can still choose to demolish (parts of) your factories, but you'll do so to improve and/or move it and not because it became useless. While we are prototyping this as a secondary game mode, it may have the potential to become the new default game mode. However, it's still too early to decide that yet and we'll only do that after intense testing, which you'll be able to participate in if it comes to it. Though do keep in mind that at this stage we can't even say if it will actually make it into the game to begin with.

How it works


The new game mode concept introduces an entirely new research system. Instead of a research tree, there are now platforms that you can place called Converters, with 8 different tiers. The Converter packages the shapes you feed into it and loads them into a rocket that will fly to your home planet. It will 'trade in' the shapes and return with new shapes.
Tier 1 Converter You'll be tasked with delivering a shape with parts you cannot produce in any way, aside from with a Converter. To get the Converter to fetch what you need, it requires another shape, which you can produce normally. Essentially, the Converter is a 'building' at platform level that performs a fixed operation: input shape A to get shape B at a limited throughput, which you need to advance.
Imagine the red circle part to be a shape part that you can not produce otherwise. Higher tier Converters are larger and require multiple shapes at once, but will also return more valuable ones to you. The shapes these higher tier Converters require are from previous tiers, so you'll slowly be upscaling your factory. As an example, the Tier 4 Converter below requires three different shapes at once.
Tier 4 Converter These Converters serve as a reduction mechanic. Take the example below: you need 2 quarters of the special red shape part you got from a Tier 1 converter. So to fully satisfy a Tier 2 Converter, you'll need two Tier 1 Converters to produce the shape it needs, plus some other, regular shapes.
This reduction mechanic is similar to other games, where you need multiple of one resource to produce on of another resource, which leads to a tiered structure of shapes (4 Iron Ore -> 2 Iron Bars -> 1 Iron Thingamabob). A full belt of end-game Tier 8 shapes could require a hundred or more full belts of shapes needing Tiers 1 through 7. Or, to visualize, an easier example:
We have a few concepts for higher tier Converters. These continue to grow in size and the amount of different shapes they need before they'll fetch that coveted special shape for you. Connecting and supplying them at scale since youll need many of them is a challenge on its own and we hope it will improve the logistics aspect of the game. Since you still need to supply the extra shapes and process the outputs of the converters, this game mode would keep what makes shapez unique: creating shapes without fixed recipes.
Tier 1, 4, 6 & 7 Converters

The Goal


Now that you know what this new game mode would like, you may be wondering what the ultimate goal you're working towards is and how it would be integrated into the research system. Our current idea would be to replace the current research tree. Instead, you'll be working through tiers. Completing a tier requires you to deliver an amount of the required shape, either to the Vortex or Converters (we don't know yet). The next tier will unlock new mechanics (trains, fluids, etc.) and the next Converter tier. Research points still exist to unlock speed upgrades and optional buildings but we haven't figured out yet how they would be generated. Maybe your home planet will include some points in deliveries as a gift? Operator levels will be moved to the end game, with the shape you get from the tier 8 Converter being required to level up. This would be the infinite end game challenge yourself to make as many tier 8 shapes per minute as you can. Random shapes may also make a return to keep Make-Anything-Machines viable. We also have some ideas for a Prestige system for speed upgrades. Once maxed, you would be able to reset the upgrades (going from 180/s to 60/s), but every shape is worth three times as much. You can then upgrade speeds again, reset and so forth for practically infinitely increasing belt speed as long as you have research points to spend. [hr][/hr] So this devlog is still full of woulds, coulds, what ifs and even some maybes. These ideas are still all in the concept stage and we're pitching them to you to see what you think. We'll continue to prototype to gather more insights, but would love to hear your thoughts and opinions on everything. This would let us know whether we may be on to something or we need to reconsider. ~ Tobias & the shapez 2 Team

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[ 2024-10-24 13:01:18 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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  • Memory: 8 GB RAM
  • Graphics: DirectX 11 capable GPU with 2048 MB VRAM
  • Storage: 2000 MB available space
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