Devlog 017 – Our work since the Demo

shapez

shapez is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map.

Hello everyone! It’s been a while since you last had a look into our progress. In fact, we haven’t really updated you since the release of the demo! While we already did a deep dive into the evolution of the Research System (which you can [url=https://store.steampowered.com/news/app/2162800/view/4103413768091304192]read here[/url]), it’s time we show you what other parts of the game we’ve been working on and what will be available in Alpha 18. [h2]News[/h2] [h3]End of the shapez 2 Demo[/h3] The demo will soon be coming to a close. It will remain available until [b]Monday, March 25th, 10 AM CET[/b]. This gives you the entire weekend to give the demo a go and see what shapez 2 is all about, or finish the projects you’re currently working on! Pick up the demo here: https://store.steampowered.com/app/2162800/shapez_2/ [h3]shapez 2 Demo feedback survey[/h3] A ton of you have already given us your feedback and thoughts on the demo and its system. As always, thank you so much for your time! We have a couple more specific questions we’d love you to answer. [h3][b]➡ [url=https://www.surveylegend.com/s/5irv][u]Find the survey here![/u][/url] ⬅[/b][/h3] [h3]Alpha 18 release[/h3] We just released Alpha 18, which includes all of the changes mentioned in the blog and a little bit more. If you'd like to test it and share your opinions with us, consider subscribing to [url=https://www.patreon.com/tobsprgames]our Patreon[/url]! [hr][/hr] [h2]Devlog 017[/h2] [h3]Production[/h3] The Windmill shape has been reworked. The previous design was the only shape type that was asymmetrical and always looked a bit awkward because of this. The new design is symmetrical, allowing for better looking shapes – in our opinion. The shape goals with Windmill quadrants have also been changed to make better use of the new design. It may take a bit of time to get used to it, but let us know your thoughts! [img]{STEAM_CLAN_IMAGE}/43169810/913e866e954a7f1ac20e85242ab854116836f9f9.png[/img] [img]{STEAM_CLAN_IMAGE}/43169810/797a5b0dcf06ffd4a8afebc0d76b7227ac1c3443.png[/img] We have a new design for the Pin Pusher you’ve seen in the bonus build of the demo. Before, it only placed one pin in one quadrant, but it now places a pin under every existing quadrant. This changes where in your production line it would be best to use the Pin Pusher, as you may need to utilise a couple more cutters if you don't want pins under everything. [img]{STEAM_CLAN_IMAGE}/43169810/ddfe16554dfb2c4dbf4a06b42ae6380300aaf2b7.png[/img][i]A grey circle after going through a Pin Pusher[/i] Inspired by the original shapez, we’ve added Chain Miners and Chain Fluid Extractors that you’ll be able to connect to your main extraction platform. This saves you from having to go through the trouble of having to set up multiple platforms and connect them all. It also allows you to use all nodes of a cluster if one of the nodes is completely surrounded by other nodes without blocking any of the adjacent nodes. The map generation has seen some changes to allow for better usage of these chain miners and extractors. [img]{STEAM_CLAN_IMAGE}/43169810/6a6f55c93d46e037f68cf9db17fefe0d30d8592c.png[/img][i]Visuals are still WIP[/i] [h3]Transportation[/h3] The old hyper belts (single platforms with four belts on them) were replaced with Space Belts. These new belts work similar to regular belts in that you can split and merge them, but a space belt carries four regular belts on three layers and can split the load into different directions. They are quite a bit more versatile than tunnels, but move shapes at a lower speed. Use them for short-distance connections between platforms or train stations. Trains now travel along a solid set of rails, instead of the old rainbow ones. This makes the rails look a lot more weighty and inline with platforms. You can place a station platform along any set of rails. Connect the station with your factory using your second-favorite mode of transport, load them on a train and watch your shapes go off into the sunset. [img]{STEAM_CLAN_IMAGE}/43169810/349123b2586c4635fdc17d128a8dbad0861020c3.png[/img][i]You can build centralised train stations and connect them with your factory using space belts[/i] We are still determining what role exactly trains should fill in shapez 2, but we've been getting some good feedback from the Patreon testers in the Discord. We hope we can share more about trains soon! The first prototype of the 3-way splitter is here! While it’s still missing the visuals to make it make sense, we know it’s been a highly requested feature and are glad it’s making its way in. [img]{STEAM_CLAN_IMAGE}/43169810/55e39685968c3e8bdaf7a7a708137e5058fc408c.png[/img] We are working with a new Fluid Simulation system that should be more accurate and intuitive. To make sure the pipes feel good to use and keep the simulation running smoothly, we’re essentially working with a signal-like system. If there’s any fluid anywhere in a continuous pipeline, any connected building will be able make use of it. There will not be any fancy liquid simulations or advanced pumping mechanics. Additionally, Fluid Tanks are now directional to prevent back flow. You now start with a new Vortex platform layout. It’s a 3x3 platform with a Miner on every side, supported by Chain Miners. These will pump up the shape output of the Miners so you have enough shapes to keep you busy until you unlock Chain Miners yourself. [img]{STEAM_CLAN_IMAGE}/43169810/93ae7a1850e193bee71367704d25a39662987a25.png[/img] [h3]Mechanics[/h3] There has been some progress on the wiring content for the game. We now have functioning Buttons, Displays, Virtual Rotators, Virtual Analyzers and Virtual Unstackers! It’s still early days for wiring so there’s still a lot of progress to be made. [img]{STEAM_CLAN_IMAGE}/43169810/ed7ef7a2ddecb3334fd75ac766b6e2b40fbc84e0.png[/img] Alpha 18 has the brand new Blueprint Library design. Essentially, it works just like the files in your operating system. You’ll be able to organise all your blueprints into separate folders by simply dragging and dropping them as you wish. If you’d like to use a blueprint, you can drag the file into the hotbar for quick access. Want to organise your blueprints without launching the game? Just head into the blueprint folder using something like Windows File Explorer and you’ll find everything exactly as you left it in game. Your library is synced between save games and devices. [img]{STEAM_CLAN_IMAGE}/43169810/9ecb45f70230d8bd1d3decc170f52b2fc95817ed.png[/img] [h3]Various other changes[/h3] [list] [*]A lot of rendering refactoring & performance improvements [*]Various improvements and extra visuals for the UI in many parts of the game [*]Further changes to simulation ticks & steps per unit to fix (some) precision issues [*]The shader of the shape viewer has been improved. Shapes now reflect some light. [*]We brought back larger platform layouts as optional unlocks. [*]The max range of tunnels has been changed from 3 chunks to 4. Their entrances now input and output shapes on 3 layers, with 4 belts on each layer. [*]Platforms are now one tile bigger in every direction. This has decreased the gap between platforms and belt launchers had their range reduced to match this change. [/list] [hr][/hr] Thanks for checking out our progress! Again, you only have a couple days left to try the demo before it goes on cooldown. Be sure to give it a go and wishlist the game if you're into it! https://store.steampowered.com/app/2162800/shapez_2/ Until next time! ~ Tobias & the shapez 2 team [h3]Join the community:[/h3] [url=https://twitter.com/tobspr style=button]X / Twitter[/url] [url=https://www.youtube.com/@tobsprGames style=button]YouTube[/url] [url=https://discord.gg/bvq5uGxW8G style=button]Discord[/url] [url=https://www.reddit.com/r/shapezio/ style=button]Reddit[/url] [url=https://www.tiktok.com/@tobspr_games style=button]TikTok[/url] [url=https://www.patreon.com/tobsprgames style=button]Patreon[/url]