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shapez 2 News

Shapez 2 Demo – Steam Next Fest Livestream 1

Get a first look at the factory-builder game shapez 2 with the official livestream of the shapez 2 Demo, available from January 25th to February 26th.

[h3]Find the Shapez 2 demo here: [/h3]

https://store.steampowered.com/app/2162800/shapez_2/

[h3]Watch the trailer:[/h3]

[previewyoutube][/previewyoutube]

Shapez 2 – Demo Announcement

Hello everyone!

We’re incredibly excited and proud to finally announce that the shapez 2 Demo will become available this very month! Starting from January 25th, you’ll finally be able to play shapez 2 to your heart’s content. The demo will be part of February’s Steam Next Fest and will run until February 26th.

In case you need a refresher, check out the shapez 2 Reveal Trailer here:

[previewyoutube][/previewyoutube]
https://store.steampowered.com/app/2162800/shapez_2/


[h2]What to expect[/h2]

The shapez 2 Demo will feature about 2 hours’ worth of content, depending on how minimalistic or elaborate you build. However, there’s no limit to how long you can play!



Everything up to and including space platforms is unlockable, which is done by completing specified shape delivery goals. Rewards include destroyers, rotators, stackers and a second building layer to go with it. You’ll unlock basic access to blueprints to duplicate production lines or share them with your friends or the community. Most main goals come with one or more side goals that give you various upgrades and buildings to further optimize your factory with. Additionally, you’ll encounter some Demo-exclusive challenges to rack your brain over once you’ve unlocked everything!



The Demo is fully fledged with a tutorial, tips that appear while you play as well as a Knowledge Panel in case you’re stuck. It fully supports English, German, Chinese (Simplified & Traditional) and Japanese. Additionally, Spanish, Portuguese, French, Korean, Turkish, Polish, Russian and Thai are supported through community translations. Keep in mind that the quality of community translations may vary, so be sure to let us know if anything could be improved.

Please note that Demo save files will not be compatible with the Early Access version of the game, planned for later this year. Blueprint save file compatibility is likely but not guaranteed.


[hr][/hr]
So far, shapez 2 has only been available to a limited audience. This Demo finally allows us to get feedback from the broader community and will really show us what still needs to be done before we enter Early Access. The quality of the Demo is representative of the quality of the final version of the game, barring any feedback we may receive. We are very ambitious to make the Early Access version feel like a full, finished game, so your feedback on the Demo will truly be invaluable to us.

If you’d like to join the conversation and give us feedback directly, you can already join the shapez 2 Discord server! There will be a button in the game to take you there. The Steam forums are also always open for you to leave your thoughts.

See you soon!

~ Tobias & the shapez 2 team


[h3]Join the community:[/h3]

X / Twitter YouTube Discord Reddit TikTok Patreon

Devlog 015 - Rounding up for Christmas + Giveaway!

Hey everyone!

Before we get into this progress devlog, I, the tobspr team and everyone else involved with Shapez 2 would like to wish everyone a merry Christmas and an amazing 2024. It's been a wild year and we’re super proud of what we have achieved so far. We can't wait to show parts of it to you with the upcoming demo!

We will be taking some time off these holidays, but we’ll be back next year to deliver you the Shapez 2 Demo to everyone in February. More news on this next year!

If you’d like to stay up to date with all the news and development of Shapez 2, be sure to wishlist and follow the game here on Steam! It helps us out a ton. Click the button below or click here.

https://store.steampowered.com/app/2162800/shapez_2/


[h2]Giveaway[/h2]

To celebrate the season, we're giving away a set of Shapez Cookie Cutters! They're brand new and not yet available anywhere else, so this is your chance to be among the first to build your shape production line in your kitchen. Catapults not included.



[h3]Participate here![/h3]

You'll need to have Shapez 2 wishlisted in order to participate. Once you have, be sure to check out the list of other actions you can do to gain more entries and increase your odds of winning! All actions will support us directly.

The winner will be contacted at the beginning of next year.


[h2]News[/h2]

[h3]Shapez Mobile Release[/h3]

Two weeks ago, we released the original Shapez on mobile devices! The game features all the content of the PC version up to level 20. You can play the first 7 levels at no cost at all. The full game is available for $4.99/€4.99.

Watch the trailer:

[previewyoutube][/previewyoutube]

Find the game on your preferred platform:



[h3]Alpha 15 release and Demo Early Access[/h3]

We released Alpha 15 this week, which features all changes mentioned in this progress devlog. Additionally, the Shapez 2 Demo is very nearly finished, barring any bug reports and feedback we get.

If you’d like to help us test the game and get early access to our latest development on Shapez 2, consider subscribing to our Patreon!

[hr][/hr]
[h2]Devlog 015[/h2]

[h3]New content[/h3]

We added sound effects to every building in the game to match their animations! You have to pan your camera quite close to the building to really hear it, but even if it’s just a faint sound, it adds a lot of life to the machines and makes this space factory game feel a bit more realistic. Looking forward to everyone experiencing the new sounds!

What do you mean, there’s no sound in space?

[h3]Game Design & Balancing[/h3]

We’ve re-reviewed the content on the tutorial and made some changes to make hints more compact, yet efficient. They should be a lot more clear and easier to follow!

Buildings will now automatically rotate to fit the direction of the belt or building it’s being attached to. This will make placing buildings require less actions, but manually rotating may still be required in certain configurations.



Tips are now shown more prominently for a few seconds, so they’re less easy to miss. Of course, you can turn tips off if you don’t need them.



The prediction icons are now always shown on unconnected belts & building ends, as well as vortex inputs. This functions both as an indicator of what shape is being made, and a reminder that you still have work to do!



In addition to a previous change that automatically places splitters when connecting belts, this function now also applies to attaching buildings to a belt. Merging in this fashion is still being worked on.


[h3]Visuals[/h3]

We improved the shape visualization and shapes now also have their LODs, the latter of which will both improve performance and make them more readable from a distance. Generally, more LODs have been added to pretty much everything. LODs are neat.

We made some changes to Rotators to make them more visually distinct from processing buildings. This comes down to applying the visual language we discussed in Devlog 013. Further changes for the Rotators will come at a later date.



Placement indicators for half destroyers, full cutters and halve swappers have been improved. Their functionality and direction are now more clear and should prevent the unnecessary frustration of placing blueprints the wrong way around.



The Vortex received a number of changes. Have a look!



In general, a lot of small tweaks and improvements were made across the board in preparation for 2024.


[h3]Development[/h3]

We’ve made lots of performance improvements and the game should now run a lot more smoothly – especially on lower-end systems. You can expect an increase in FPS of up to 200%! We expect Shapez 2 to run stable on hardware as low as Intel UHD Graphics with the right settings.

We added a shader quality setting and added shaders for the lower settings.

Map generation has been vastly improved in terms of performance, with improved loading times and reducing stutter when moving around the map quickly.

[h3]Audio[/h3]

New music tracks have been added. The vibes are immaculate.

We also added more interface sound effects, plus a setting to mute the audio when the game is not focused (you clicked outside the game window).

[h3]UI/UX[/h3]

The game now uses ‘physical keys’ for keybinding. For the users of QWERTY keyboards, nothing will change. However, users of other keyboard layouts will no longer have to start the game off rebinding all the keys. The game now uses the physical location of the key to determine the default keybindings instead of the letter itself. For example, for AZERTY keyboards the game will now default to ZQSD instead of WASD for camera movement.

General improvements to UI and UI readability have been made, including conflict indicators, miner placement indicators, additional tooltips and several easy-access ways to get to various menus. You’ll also get a little popup dialogue when finishing the demo.



We added a feedback button to the game that will redirect you to the Shapez 2 Discord server, where you can easily provide us your feedback in the dedicated channel.

Belt catapults now show clearly when they’re not properly connected to the Vortex. They also delete belts in between a catapult and the receiver whenever they’re placed on a belt.



The main menu has seen several improvements and it’s looking amazing, if we say so ourselves! You can find a preview on YouTube below:

[previewyoutube][/previewyoutube]
[hr][/hr]
That’s it for now. It’s a bit of a shorter one as there are no big ticket new additions this time around. We’re very happy with the current state of the Shapez 2 demo and are super excited to let you all play Shapez 2 for the first time in February. Stay tuned for news on that soon!

If you’d like to give us a Christmas present, we’d really appreciate it if you could add Shapez 2 to your wishlist. That’s all we want this year!

https://store.steampowered.com/app/2162800/shapez_2/

For now, we’re gonna enjoy our holiday break and we’ll be back with another devlog next year!

~ Tobias & the shapez 2 team

[h3]Join the community:[/h3]

Twitter / X YouTube TikTok Discord Reddit Patreon

Devlog 014 - It’s in the details

Hey everyone!

It’s time for another progress devlog! Last month we’ve been hard at work nailing down the details of the upcoming Shapez 2 demo. To get into the upcoming Steam Next Fest, we have to submit the demo early January. With the holidays coming up, that means there’s a lot to do!

We would like to humbly request you to add Shapez 2 to your Steam wishlist. It helps you, it helps us, and it’s completely free. Sounds like a fair deal! Just press the blue button below, or click this bit of text.

https://store.steampowered.com/app/2162800/shapez_2/

[h2]News[/h2]

[h3]Alpha 13[/h3]
Alpha 13 went live last week and includes all the changes mentioned in this blog and more. It’s available to our Patreon supporters!

[h3]Steam Next Fest Demo[/h3]

Our current focus is set on the Shapez 2 demo that will be available to play for everyone in the upcoming Steam Next Fest in February. Patreon supporters were given early access to this demo version and will help us find issues and leave feedback on the demo version. This way we can make sure the demo is the best it possibly can be when the time is nigh and it becomes available right here on Steam.

You can expect a dedicated devlog all about the Steam Next Fest demo soon™.

[h3]Looking for testers[/h3]

We're looking for new testers, preferably ones who haven't really played shapez before. If you’re interested in the game but haven't actually had the chance to play, make sure to sign up through the Alpha Playtesting form!

[hr][/hr]
[h2]Devlog 014[/h2]

As we hinted at earlier, this month we are focussing on refining the content we already have instead of working on brand-new content. We already have all the content you will find in the demo after all! So think bug fixing, perfecting key game mechanics and more optimization. However, let’s start with a couple of things that are new-ish to the current build.

[h3]New content[/h3]

We added a brand-new overview mode that will show islands, trains, shapes, rails, tunnels and more when zoomed out very far – farther than the Overview mode you’ve used so far. You can now zoom out four times further than before! Maybe space isn’t big enough to house the factory you’re going to be building after all…



One of the highlights of our past month is the Operation Preview feature. This feature will calculate and preview the resulting shape in real-time while you’re placing buildings. With this new tool in your hands, it should be a lot easier to spot an error and snuff it out before your belts are filled with a shape you didn’t want to make.



The Full Cutter now has a mirrored variant, which can easily be swapped to by pressing F (by default).



The map generation has been reworked entirely. You can now configure the generation when creating a new game, but for now only the seed can be changed. This does mean you can share the map seed with others now! Additionally, more resources will spawn in the starting area to make long-distance transportation less of a necessity in the early game.

We added more knowledge panel entries for most mechanics, as well as an introduction when starting a new game. This introduction will tell you about your goals, how you progress and how you can pull up the knowledge panel when you’re stuck. The panels will only show up when they’re relevant.



[h3]Game Design & Balancing[/h3]

Major changes were made to the progression system in the demo. Tunnels are now unlocked alongside islands, which in turn are unlocked right after platform buildings. Splitters and mergers are now unlocked at the start, so belt placing should feel a lot better in the early game. Additionally, the demo now includes asteroids with colored shapes.



You can expect to spend around 2 hours on progression in the demo. You’re free to continue playing as much as you like after everything is unlocked, but you won’t unlock anything new.

The tutorial has been reworked to be much more expansive and complete. Every step in the tutorial is accompanied by a video that helps visualize the step. We hope the tutorial is now clear enough to teach the ropes to someone who has never played a factory game or anything similar before.



The Rotator building’s rotating speed is now directly linked to the belt speed instead of the cutting speed. This should make it easier to keep your belts running smoothly!

We’ve reworked the way you place buildings and grow your factory. It’s now much easier to replace buildings as pressing the Shift key will now always override whatever building is currently placed. We’ve done a lot of finetuning and made various fixes for blueprint placement.




[h3]Visuals[/h3]

New shape resource node visuals have been introduced that are dynamically generated based on the contained shape. You’ll see the change just below the upper plate: all the shapes you see will be the same as the shape you get when extracting from that node. Shapes with squares will clearly be more square compared to the pointy star shapes. It’s a minor change but it will add some more flair and detail to the game!



We’ve made various improvements to the shaders for buildings, island hover effects, blueprints & blueprint placement, the selection of buildings as well as the island grid visualization.

We added new visuals to belt launchers (‘yeeters’) and catchers and updated the visuals for notches, shape patches and playing fields.



Various improvements have been made to shadows. They now render from farther away, space stations now have shadows on both high and extreme settings and asteroids and miners have shadows on extreme settings. In general, shadow quality should be much better than before. On the topic of quality settings, fluid deposits now have reduced visuals on lower quality settings.

All LODs (level of detail, read this devlog for more information) for all remaining buildings that will be available in the demo are done, which will help with performance a lot for all quality settings. These buildings are the full cutter, halves swapper and rotator. Miners, shape patchers and fluid asteroids now also have their LOD.


[h3]Development[/h3]

Two things in this section. First up, we’ve made further improvements to rendering performance. This, as always, is an ongoing process, so there’s plenty more to come! Second, we introduced the Building Details graphics settings that should vastly improve the performance when set to low. This setting will make the game run a lot better on low-end systems.


[h3]UI/UX[/h3]

We made a lot – and I do mean A LOT – of changes to the UI and UX in the past month in preparation for the demo next year. Let’s start off with a couple highlights.

The entire toolbar has seen a lot of updates with a new look and feel. The button icons are now more distinct from the buttons themselves, and the functionality clearly stands out in bright ‘shapez 2’ orange. The lock indicators of locked buttons have their opacity decreased to look less clickable than before because, well, they’re not. Additionally, the buttons have been reorganized.



We reworked the pre-load splash screen and improved the game’s startup time. There will be a brief loading screen to pre-load shaders and other visuals so the game will run a lot smoother during gameplay.



The last selected variant of a building is now stored and re-selected when you select the same building. For example, if the last variant of the Full Cutter is the mirrored variant, said mirrored variant will be selected by default the next time you select the Full Cutter.

Steep camera angles are now somewhat being restricted the more you zoom out. This is required to guarantee the game will continue running smoothly. We'll keep a close eye on player feedback for this change.

Interface settings & features were added for the following:
  • Zoom sensitivity
  • Invert zoom
  • Mouse panning
  • Mouse panning speed
  • Invert vertical angle
  • Lock cursor to window
  • Move camera with floors


Now, we have a lot more changes to list, but this devlog would become too long if we were to write them all out. So below, you can find a collapsable list of all the changes we made the past month or so, if you’re interested. Enjoy!

[expand]
Sprint 19
  • Entire Toolbar has been reworked & reorganized
  • Selection is no longer undo/redoable and also less permanent
  • First polishing pass on english translation
  • Default keybinding rework:
    - Knowledge panel is now 'G'
    - 'Space' now toggles between buildings / islands mode
    - New: Switch between toolbars ('' and 'Shift + ')
    - Toggle layers: 'L' -> 'V'
    - Delete: Can now also use 'X'
    - Pipette / Clone: 'G' -> 'F'
    - Center on HUB: 'Space' -> 'H'
    - Create waypoint: 'M' -> 'L'
  • Allow replacing catapults with belts
  • Mirror inverse (SHIFT + F) now works again
  • Reworked all translations
  • Tooltips for research nodes now show the actual speed changes
  • Less suggestions are now shown when you have lots of pins
  • Contextual keybinding hints have been moved next to the toolbar, also show some "standard" keybindings when nothing is selected
  • Removed icons for keybindings since they were confusing -> Now text is always shown (i.e. "SHIFT" instead of arrow icon)
  • Show future milestones in research tree for demo builds
  • UI adjustments, cleanup & polishing, for example moved buttons into panels
  • Cleaned up layer manager, consolidated UP/DOWN buttons into keybinding hints
  • Compass now shows a west half indicator together with the current milestone shape
  • Fixed hover animations being dependent on simulation speed and not disappearing when game is paused
  • Added toggles instead of dropdowns for on/off settings
  • Moved research button to the top right of the screen
  • Fixed research nodes not being clickable and thus not unlockable
  • Removed screenshot-without-ui feature since you can press F2 and then F4
  • Reworked tooltip & cursor info
  • Improved island grid visuals & add indicator around cursor while placing an island
  • Removed unused "focus on selection" / "convert path to blueprint" feature
  • Fixed tutorial videos not loading on Linux / Steam Deck
  • Allow replacing extractors with an extractor that is differently rotated
  • Shape packers/unpackers now show shapes per crate in details
  • Fluid packers/unpackers now show liters per crate in details
  • Rework camera indicator (lower left), now also show zoom level & zoom stages in camera indicator
  • (Re-) Aligned HUD elements and reduced padding to the screen borders
  • Reworked layer display & moved to right lower side of screen
  • Reworked hotkey display on right side screen panels
  • Reworked visualizations panel and moved to lower right as well
  • Updated research tree UI, now showing the names of upcoming milestones
  • Fixed completed research nodes not having tooltips, also show tooltips in suggestions & pinned research
  • Hover effects for buildings now fades in / out
  • Increased speed of main menu animations
  • Input / output indicators when placing now have different sizes depending on the layer> i.e. Stacker input on layer 2 has a smaller arrow while placing
  • Streamlined panels -> Clickable panels now have the border, "background" panels are just a flat panel (i.e. blueprint currency)
  • Updated style of icon buttons to be more holo
  • Allow saving selection with Ctrl + S already (to avoid having to press Ctrl + C and then Ctrl + S)
  • Decreased UI blur amount
  • Research unlock notification now has a short 5 second timer on the continue button to avoid accidentally skipping it
  • Fixed jump to hub not actually jumping to the hub & also it now resets the zoom level (but not the rotation anymore)
  • Show CPU & GPU info in settings menu to make it easier to see if the game is running on an integrated GPU
  • Decreased opacity of toolbar "locked" indicators to avoid looking like they could be clicked
  • Fixed "pending" selection looking like it would be above buildings
  • Fluid resources visualization has been removed
  • Fixed island grid visualization being "below" the islands making it a bit confusing
  • Fixed train station visualizations being too big
  • Fixed stacker output preview being shown at wrong location
Sprint 20
  • Moved layer switch buttons to layer manager again
  • Moved skill academy above toolbar to be more noticeable
  • Show cost while placing space belts, and better show when running out of platform blocks
  • Added continue button to main menu
  • Show platform limit increase in research tooltips
  • Allow deselecting building/island selection with right click
  • Show warning on first game start when playing with integrated / low end GPU
  • Swapped hotkeys for delete - default is now “X” with “Del” being the secondary key
  • Improved delete-area icon
  • Show space belts also on extractor tab now
  • Improved clarity/sharpness of mouse icons
  • Reworked preload / splash screen, improved game startup time
  • Last selected variant (i.e. rotator) is now stored and re-selected
  • Do not show train visualizations when trains are not yet unlocked
  • Hide main button panel when none are visible
  • Show incompatible savegames in menu (i.e. outdated version, or Demo vs Full edition)
  • Updated credits
  • Updated game mode selection
  • Added header for pinned shapes (”Active Sidegoals”)
  • Added hint on blueprint library when there are no entries on how to save a blueprint to the library
  • Flipped halves destroyer icon to align with the building functionality
  • Disallow binding windows key
  • Improved sharpness & Clarity of icons on lower resolutions
  • Added hint in research unlock notification that you can find more information in the knowledge panel
  • Made toggle buttons look less like they have been disabled
  • Fixed invalid mouse sprites
  • Added popup when changing language to require restart

[/expand]
[hr][/hr]

Now you’re caught up! Share your thoughts in the comments below, or join the discussions on the Shapez 2 Discord server.

https://store.steampowered.com/app/2162800/shapez_2/

We hope you enjoyed this devlog, and we’d love to have you back for devlog 015!

~ Tobias & the shapez 2 team

[h3]Join the community:[/h3]

Twitter / X YouTube TikTok Discord Reddit Patreon

Devlog 013 - The visuals of Shapez 2

Hello everyone!

One of the biggest differences between Shapez 1 and Shapez 2 is, of course, the visual upgrade. The transition from 2D to 3D is an enormous task, and we spare no effort to guarantee we will ace this step forward. For this devlog, we asked Nils, our 3D artist at tobspr Games to take you through the process of how we settled on the design philosophy of Shapez 2 and what we have to keep in mind whenever we design something.

Before we get started, please make sure you have Shapez 2 wishlisted! We have some exciting times ahead of us, and it would be a shame if you were to miss out on future updates! :)

https://store.steampowered.com/app/2162800/shapez_2/

[h2]News[/h2]

[h3]Alpha 12[/h3]

Last week saw the release of Alpha 12, a huge update that focuses on improving the onboarding experience of Shapez 2. We are currently working on polishing this experience to a near-final state, barring any feedback we may receive from you. Want to try it out for yourself? Consider joining our Patreon!

[hr][/hr]

[h3]Nils here![/h3]

Even though Shapez 1 was a pretty complex game, it wasn’t what we would call a looker. The graphics were simple and readable, but not exactly aesthetically pleasing. It’s programmer art, as our lead artist would say! This is fine for those who value function over vanity, but it makes it difficult to attract new players who aren’t experienced factory builders already. If you take a look at a game like Satisfactory, a game that’s both complex and beautiful, it appeals to all kinds of players. It has the visuals to be interesting to players who are new to the genre and the gameplay to teach them the ropes, while also being complex enough to keep veterans engaged.

This is something we feel Shapez 1 lacked. While the low-stakes gameplay was very friendly to new players, the visuals made it more of a game for people interested in IT and programming. So, for Shapez 2, Tobias envisioned a sequel that takes all the gameplay strengths of its predecessor, but takes the jump to 3D and makes it look good while keeping the game accessible.

One other change we deemed important is the complete removal of ‘black box’ buildings. If you look at the buildings in Satisfactory, Factorio or Dyson Sphere Program, the resources you feed into a machine disappear into nothingness. A couple seconds later, a product pops out, and you have no clue which steps happened in between. We think the segmented nature of the shapes allows for a non-black box approach where you can see exactly what a machine does by simply looking at it doing its thing. We are not smelting iron, copper and Arachnian stalagmites to create the inverse Galerian crop circle or whatever. We cut squares into smaller squares, circles into slices, paint and then stack them. We can animate every step in the journey a shape takes, from extraction to delivery.

There are some exceptions to this rule, however. Some processes would be too difficult to animate and take more time than it’s ultimately worth. An example would be the packing of a thousands shapes into a small crate – it makes sense from a gameplay perspective, but would visually not work well.


[h2]Getting started[/h2]

We started off with a very basic aesthetic, inspired in some ways by Mini Motorways. Limited geometry, a desaturated color palette and no fancy effects. No metallic objects, reflections or bevels. We made a few concepts for the general theme of the game and worked together with the community to settle on the space theme Shapez 2 now sports. With the theme set in place, we could now start detailing with shading, reflections and metallic objects.

The visual language for the buildings – repeating patterns, colors and design choices – developed over time. Back when I joined tobspr Games, all I had to work with were some very basic visuals Tobias made. Essentially, it was my job to make them look good! I proposed a few early design ideas, created animations and defined design rules that we still adhere to today. Some of these early ideas are still present in the current version of the game, like the animation for the lifts.



[h3]Pinpointing our vision[/h3]

The direction we wanted to work towards could be described as a marriage between the realism (physicality) of factories and the abstraction of space. Good examples of this are the belts and belt corners. Instead of being a simple 90 degree curve with a stretched texture, or a hard UV seam like many other games do their belts, we made something akin to how a real belt functions. These belts have a texture looping around rollers, ‘cartoonified’ a bit by hiding certain complexer parts of the mechanism. This way, the belts get the vibe of a real factory, with enough abstractness to allow for greater creative freedom. More examples will follow later on!

In general, we’re aiming for a highly polished look with tons of detail, many of which may never be seen by a lot of you. The buildings would hold up in a (non-existent) first person mode, even if we didn’t design them with that goal in mind. With the use of LODs, a consistent design language and a lot of iterating, we ended up with the world we imagined. It captures the spirit of Shapez 1, while looking a lot more appealing (to most), as well as being more readable and easier to understand.





With this design philosophy in mind, let’s dive into some specific examples!


[h2]Designing buildings for Shapez 2[/h2]

The building blocks that make up the core of Shapez 2 stayed largely the same as in Shapez 1. Quite literally actually, as the game is still logically separated in square blocks of one. Since the functionality of a lot of buildings is directly taken from Shapez 1, we ‘only’ had to come up with ways to visualize their inner workings. This turned out to be quite the challenge, however. With the technical and artistic constraints we were working with, it became very difficult to come up with the designs.

A lot of the technical constraints are set to make sure the game keeps running smoothly. We had to limit animations and forgo most of Unity’s basic systems in order to support large factories. We cannot use baked animations, for example. If you’d like to read more about the performance constraints, be sure to check out devlog 011!

[h3]Four pillars of design[/h3]

Readability, building uniqueness, building uniformity and ‘coolness’. These are the four design pillars we try to adhere to. However, within these four pillars, we can already find two conflicts: readability versus coolness and uniqueness versus uniformity. Let’s go over both these conflicts!

Readability versus coolness
In a nutshell, readability is the ability for the player to easily differentiate between buildings and understand what a building does from a distance, in our case about 30 meters away. For this reason, buildings shouldn’t have too much visual noise and animations should be simple, e.g. not have too many moving parts. Coolness is all about how fun and interesting the game looks.



Of course, it would be fun if we could give every building big lasers, launchers and complex animations, but this comes at the cost of readability. The more flair a building gets, the more detailed it gets and the less readable it becomes. If we make every building a big light show, you’d have no clue what’s going on after you’ve placed a couple down.



Uniqueness versus uniformity
This conflict links directly to readability. You need buildings to look and feel unique to make them stand out and make their function clear. However, the game should look coherent and every building should share one visual design language.



Every building should follow these four pillars of design. They should look cool, yet readable. To be readable, they should look unique, yet similar enough to fall in line with the other buildings.

[h3]Design pipeline[/h3]

Each and every building has to go through a long string of departments and stages before its finalized form makes it into the game. Their journey is as followed:

  1. Game design prototyping
  2. Art concept
  3. 3D prototyping
  4. 3D refinement
  5. Polishing (Quality Assurance)

Of course, this is a very simplified look at the entire process. It makes sure we don’t miss any crucial oversights, like animation clipping between adjacent buildings or concepts not adhering to the aforementioned design pillars.

[h3]Logistic versus processing buildings[/h3]

We differentiate between logistic and processing buildings. Belts, mergers, splitters and lifts are logistic buildings; they move shapes around. Buildings like cutters, stackers, painters and swappers are processing buildings; they make changes to the actual shapes, producing different shapes.

The function of a building will also determine their design language. Logistic buildings have lightweight, open designs that clearly display what they’re transporting. They have unique designs per build layer to differentiate them, and have one central orange element that does something, like the pusher element in a splitter. Processing buildings should stand out and really look like buildings. They have very boxy designs and have thick, orange borders, yet should retain a unique look to differentiate them. With these differences, players should easily be able to tell the difference between the two types of buildings, even from far away.



[h3]Design limitations and rules[/h3]

With all this in mind, we face a handful of limitations when it comes to designing buildings, the design pillars aside.

  1. Buildings must not exceed their defined chunk (their personal space, as it were), especially not during animation
  2. Inputs and outputs should always be in the center of the chunk and be uniform across all buildings (looking at you, old tunnel entrances and exits)
  3. Animations should be readable from a distance, good looking up close and convey their purpose
  4. Animations are limited to moving, rotating and scaling
  5. The amount of (moving) objects per building should be limited to keep performance smooth
  6. Shader-related restrictions, like glass being expensive to render
  7. Shapes should not be rotated during an animation (except, of course, the rotator)
  8. Shapes should not clip through objects during an animation or when transported
  9. Animations should loop perfectly
  10. Animations should support a belt at full capacity and stop when the output stalls
  11. Shape supports should be handled in some way, they may not just spawn in or magically disappear


One issue we’re still actively working on are the supports for multi-layer buildings. As you can place buildings below these belts, the belt supports can conflict with the building below. Not having any supports looks weird, but they’re technically not relevant for gameplay.

[h3]Casus 1: The (full) cutter[/h3]

Anyone familiar with Shapez 1 will probably recognise the cutter:



This building works well in the Shapez 1 style, but it doesn’t translate well to Shapez 2. Tobias created a basic model for the cutter, which gave me a rough idea on how it should work in 3D as an open design. However, the visuals needed a complete rework.

This presented quite the challenge, since in Shapez 2 the building operations are not dependent on camera rotation, but tied to the world as it were. This is necessary, as blueprints wouldn’t work if the buildings would change the axis they work on. If the cutting angle would be baked into the building itself, said angle would change if the rotation of the blueprint would change. This also means you’d get a different output every time you rotate a blueprint.

You can see the solution below. The blue half circle indicates which part of the shape is manipulated. The same principles extend to the Swapper as well.



[h3]Casus 2: Lifts[/h3]

To introduce a completely new problem to developing this game, we decided to add layers. You have to be able to move a shape from one layer to the layer above or below. Let’s go through all the boxes it has the mark off, shall we?

Lifts should…
  • not clip
  • not use baked animations
  • support a fully upgraded belt
  • be able to stop if the output stalls
  • not use more than 2 moving parts
  • support corner and backward delivery options
  • make sense when viewed from above
  • fit the general style of the game
  • not take up too much space (open design)
  • look solid and sturdy
  • have visible support for moving parts
  • have a looping animation


That’s quite a lot of requirements to work with, but we’re very happy with how it turned out. The current design is almost a year old by now, yet it’s still one of my personal favorites.

Not to mention you can make stuff like this:



[h3]It’s in the details[/h3]

As we mentioned before, we went for a very polished, yet stylized look. Almost every building currently has one or two little details that you can discover if you zoom in close enough. Let’s have a little peek:



The belts were made to emulate the look of real conveyor belts, including a bit of suspension that holds everything in place. We made sure the UVs and textures aren’t stretched and decided on handling the change of direction of belts in a way where they feed into each other instead of warping.



Or take a look at the painter, which is admittedly still very much a work in progress as far as shaders are concerned and will get another overhaul later. We wanted the painter to adapt to the height of the shapes coming in. So, we added a hinge and allowed the roller to move up and down as shapes of different heights are fed into the machine.



[hr][/hr]
We hope this devlog showed you a complete picture of our design process for Shapez 2. Of course, we also hope you enjoyed it :)

If you have any questions, be sure to join the Discord server.


https://store.steampowered.com/app/2162800/shapez_2/

See you again in two weeks!

~ Nils & the Shapez 2 team


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