Devlog 022 - Fluids & Painting
Fluids are what youll use to give shapes different colors. If youve played the first shapez, youll remember mining colors and transporting them by belt. For shapez 2 though, we wanted something different. Colors have been turned into colored fluids, which you move around through Pipes. This adds some visual variety and a couple of new challenges. In short, coloring shapes should be more exciting!
The process of gathering and transporting fluids starts off very similar to regular shapes, though youll need the fluid variants of the regular buildings youd use:
To get fluids across a gap, you can place a Fluid Launcher. This version of the Launcher will accumulate fluid to create a blob that it will launch to the other side. It can store two blobs-worth of paint, scaling with painting speed. One fluid launcher will be enough to support one full belt of painters.
Unlike shapes and belts however, theres currently no limit to throughput for pipes. Pipes do not have capacity of their own: if theres fluid available in the buffer of the output building, it will show the fluid in the pipes. When this buffer is empty, the pipes will be empty as well. Essentially, any paints used by another building will be taken directly out of the Painter buildings. The pipes determine where the building can get paint from.
We plan to make some improvements for this, like a limit to throughput would be introduced to make pipes behave more realistically. However, there is no advanced fluid simulation planned. Adding flow / pressure-based simulation would add a lot of complexity to the game without major added gameplay value. We want you to be able to focus on solving shapes, instead of having to worry about fluids getting stuck in pipes. Then theres the Fluid Tank. This building holds up to 1,800 liters and works as a buffer between out- and inputs to make sure the flow continues to flow for a while when your Painters run dry. They give you room for error, but can be optimized out of the system if youd like!
To paint a shape, you have the Painter building. This building can paint any shape you send through it, but only the top layer. To paint multiple layers, youll need to paint first, stack later. It has a buffer of 20 liters and has inputs on three sides for extra flexibility. Painting a layer uses 10 liters.
In previous builds, we had a Full Painter building that painted every layer of the shapes you run through it. However, we recently removed it as it was not very useful for the challenges we set.
With default world settings, youll only be able to find Red, Green and Blue fluids throughout your world. To get the secondary colors and the tertiary, youll need to mix the fluids. For this, you have the Color Mixer! This building has two inputs next to each other, and one output on the opposite side. Colors are mixed as followed:
Visuals are work in progress
Towards the later stages of the game, youll start to run into Crystals. We did a deep dive into Crystals last year, though a lot of it is quite outdated by now. To summarize, Crystals are made by providing fluids to the Crystal Generator. This building will pump the fluid into any Empty or Pin quadrants up until the top layer of the shape you run through it. This paint will then harden into Crystal, matching the color of the fluid used. The problem with Crystals is that when you try to separate two adjacent Crystal quadrants or try to stack it on top of another shape, it will shatter and disappear. You can separate Crystal from a regular shape and stack shapes on top of Crystals, however. Filling a shape uses 20 liters of fluid, regardless of the amount of quadrants it has to fill.
Both the building and crystals themselves are still work in progress
The fluids fully support the newly added Color Schemes, including Colorblind RGB!
When generating a new world, you have the option to include secondary and tertiary colors, allowing you to gather them using Pumps. If you choose to include all colors in the world, the Mixer becomes optional. You can also choose to remove primary colors, but some patches of primary color fluids will remain near the Vortex to allow you to progress. [hr][/hr] Thats about everything! We hope the new fluids make for a more interesting system than using belts to move colors. Let us know what you think! See you next time! ~ Tobias & the shapez 2 team
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https://store.steampowered.com/news/app/2162800/view/4173225900655549931
[ 2024-05-30 14:02:07 CET ] [ Original post ]
Hello everyone! We got quite a few requests in our devlog feedback survey to talk about Fluids! It's a subject we haven't really talked about much before, mostly in passing and progress. So, let's have a look through what we're working with right now! As always, a lot youll see in the devlog is work in progress. The mechanics are there and almost at 100%, but the visuals are in various stages of development. https://store.steampowered.com/app/2162800/shapez_2/ [hr][/hr]
What are fluids?
Fluids are what youll use to give shapes different colors. If youve played the first shapez, youll remember mining colors and transporting them by belt. For shapez 2 though, we wanted something different. Colors have been turned into colored fluids, which you move around through Pipes. This adds some visual variety and a couple of new challenges. In short, coloring shapes should be more exciting!
Gathering & Transporting Fluids
The process of gathering and transporting fluids starts off very similar to regular shapes, though youll need the fluid variants of the regular buildings youd use:
- Fluid Miner instead of Shape Miner
- Fluid Miner Extension instead of Shape Miner Extension
- Pumps instead of Extractors
- (Space) Pipes instead of (Space) Belts
- Fluid Wagons instead of Shape Wagons
To get fluids across a gap, you can place a Fluid Launcher. This version of the Launcher will accumulate fluid to create a blob that it will launch to the other side. It can store two blobs-worth of paint, scaling with painting speed. One fluid launcher will be enough to support one full belt of painters.
Unlike shapes and belts however, theres currently no limit to throughput for pipes. Pipes do not have capacity of their own: if theres fluid available in the buffer of the output building, it will show the fluid in the pipes. When this buffer is empty, the pipes will be empty as well. Essentially, any paints used by another building will be taken directly out of the Painter buildings. The pipes determine where the building can get paint from.
We plan to make some improvements for this, like a limit to throughput would be introduced to make pipes behave more realistically. However, there is no advanced fluid simulation planned. Adding flow / pressure-based simulation would add a lot of complexity to the game without major added gameplay value. We want you to be able to focus on solving shapes, instead of having to worry about fluids getting stuck in pipes. Then theres the Fluid Tank. This building holds up to 1,800 liters and works as a buffer between out- and inputs to make sure the flow continues to flow for a while when your Painters run dry. They give you room for error, but can be optimized out of the system if youd like!
Painter
To paint a shape, you have the Painter building. This building can paint any shape you send through it, but only the top layer. To paint multiple layers, youll need to paint first, stack later. It has a buffer of 20 liters and has inputs on three sides for extra flexibility. Painting a layer uses 10 liters.
In previous builds, we had a Full Painter building that painted every layer of the shapes you run through it. However, we recently removed it as it was not very useful for the challenges we set.
Mixing
With default world settings, youll only be able to find Red, Green and Blue fluids throughout your world. To get the secondary colors and the tertiary, youll need to mix the fluids. For this, you have the Color Mixer! This building has two inputs next to each other, and one output on the opposite side. Colors are mixed as followed:
- RGB: Additive color mixing, works like light
- RYB: Subtractive color mixing, works like paint
- CMYK: Subtractive color mixing, works like printer ink
- Colorblind: RGB with textures, with additive textures (dots mixed with lines becomes dots with lines)
Visuals are work in progress
Crystals
Towards the later stages of the game, youll start to run into Crystals. We did a deep dive into Crystals last year, though a lot of it is quite outdated by now. To summarize, Crystals are made by providing fluids to the Crystal Generator. This building will pump the fluid into any Empty or Pin quadrants up until the top layer of the shape you run through it. This paint will then harden into Crystal, matching the color of the fluid used. The problem with Crystals is that when you try to separate two adjacent Crystal quadrants or try to stack it on top of another shape, it will shatter and disappear. You can separate Crystal from a regular shape and stack shapes on top of Crystals, however. Filling a shape uses 20 liters of fluid, regardless of the amount of quadrants it has to fill.
Both the building and crystals themselves are still work in progress
Other tidbits
The fluids fully support the newly added Color Schemes, including Colorblind RGB!
When generating a new world, you have the option to include secondary and tertiary colors, allowing you to gather them using Pumps. If you choose to include all colors in the world, the Mixer becomes optional. You can also choose to remove primary colors, but some patches of primary color fluids will remain near the Vortex to allow you to progress. [hr][/hr] Thats about everything! We hope the new fluids make for a more interesting system than using belts to move colors. Let us know what you think! See you next time! ~ Tobias & the shapez 2 team
Join the community:
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Check out the previous devlog:
https://store.steampowered.com/news/app/2162800/view/4173225900655549931
shapez.io
Tobias Springer
Tobias Springer
2020-06-07
Indie Strategy Simulation Singleplayer
Game News Posts 78
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(11184 reviews)
https://shapez.io
https://store.steampowered.com/app/1318690 
Linux [159.96 M]shapez.io Chinese Linux [358.63 M]
shapez.io is a game about building factories to automate the creation and combination of shapes. Deliver the requested, increasingly complex shapes to progress within the game and unlock upgrades to speed up your factory.
Since the demand raises you will have to scale up your factory to fit the needs - Don't forget about resources though, you will have to expand in the infinite map!
Since shapes can get boring soon you need to mix colors and paint your shapes with it - Combine red, green and blue color resources to produce different colors and paint shapes with it to satisfy the demand.
This game features 18 levels (Which should keep you busy for hours already!) but I'm constantly adding new content - There is a lot planned!
Standalone Advantages
- Waypoints
- Unlimited Savegames
- Dark Mode
- More settings
- Allow me to further develop shapez.io ❤️
- More features in the future!
Planned features & Community suggestions
This game is open source - Anybody can contribute! Besides of that, I listen a lot to the community! I try to read all suggestions and take as much feedback into account as possible.
- Story mode where buildings cost shapes
- More levels & buildings (standalone exclusive)
- Different maps, and maybe map obstacles
- Configurable map creation (Edit number and size of patches, seed, and more)
- More types of shapes
- More performance improvements (Although the game already runs pretty good!)
- Color blind mode
- And much more!
Be sure to check out my trello board for the full roadmap! https://trello.com/b/ISQncpJP/shapezio
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