Shapez.io: open-source base building game inspired by Factorio
shapez.io
shapez.io
The advantage is that it makes Shapez a lot more chill to play and a lot more forgiving. The inconvenient is that it's also vastly easier and it doesn't have quite as much depth. Once you reach the level 15 or so it starts getting very repetitive, since you're always doing the same thing over and over, just at an always greater scale.
Factorio is better at varying its gameplay, the game really plays differently as you unlock trains, blueprints, drones, etc...
Of course Shapez is a much younger game, so it's unfair to expect the same level of polish and variety.
At any rate there's no reason not to support a nice open source game at this price, so I definitely recommend giving it a try.
That being said, I thoroughly enjoyed the first few hours and I feel like I got my monies worth even without the upcoming update
And yeah I actually found the first couple of hours actually more fun than Factorio (at least once you know how Factorio works) because you get started much faster. But yeah, Shapez loses steam a lot faster too, while Factorio keeps ramping up.
I think the main problem of Shapez is not so much that there aren't logic or wires though, it's that (with the exception of blueprints) you only build disposable components. In Factorio with the exception of science packs every production artifact can be useful on its own which means that you build to build to build to build... Whereas in shapez once you're done making your "blue stars in red squares with a purple circular corner" factory then you can forget about it completely.
I started making generic "color factories" and "slicing" factories that could do things at scale and then just deleting the inputs/outputs and hooking them up to different sources to get the desired outcome.
(Valid responses to that approach are valid. I'm not going to try to predict what everyone will say and address those responses before they come. Or at all.)
It's not like there is any point in killing creepers in modded minecraft. The vast majority of monster loot in minecraft is worthless.
If it is annoying then turn it off. It's just pointless busywork. I've played a lot of games where adding a few tweaks here and there would have made it ten times more enjoyable.
Everything else in the game has been done before, and will be done again. The key is getting the above right to make the game enjoyable.
You can set the conditions to anywhere from maddeningly hard, to enemies disabled, all tech unlocked from the start, unlimited resources, free construction...
For regular apps it hardly matters but when you need to run complicated logic 60 times a second differences between browsers and even nuances in implementations between platforms (Windows vs Mac, desktop vs mobile) start to matter. And then we have all the rendering and sound caveats.
I have a netbook that Firefox won't even try to launch WebGL on. Chrome seems to run WebGL just fine, though shaders with more than about twelve instructions fall off a performance cliff.
(Add one multiplication operation over the limit, and performance decreases twentyfold. Keep the new line, but delete any other single line of code in the shader, and performance goes back to normal.)
I don't have the machine in front of me, but it's an eee PC with I believe an Intel n550 CPU and an Intel GMA 3150 graphics chipset. I saw this behavior under a recent version of Ubuntu, probably 19.10.
(The "fast" framerate was something like one frame very 1-2 seconds, which was acceptable for running an image filter. The slow framerate was one frame every 30-40 seconds, during which Chrome locked up completely.)
Poking around the Firefox wiki, it looks like it uses it's own native backends on basically every platform except Windows.
I have no idea whether any of this is relevant to the original Firefox support issue.
https://github.com/tobspr/shapez.io/commit/d2903f5606d285678...
https://github.com/tobspr/shapez.io/commit/bf8b3253b97fb5d10...
But if it's just shapes, and I don't have to memorize as many new concepts, maybe the load will be light enough to be relaxing like Mini Metro.
I love them, but the difficulty curve that they give the player just strikes too many similarities with my day job. I feel like i want to play a Satisfactory-lite. Something that gives me the fun of programming without the complexity. Help me build an abomination of complexity that i don't have to maintain. Refactoring shouldn't exist in this hypothetical game, maintenance should never be a concern - just forward movement and the joy of unburdened chaos.
Still scratches the “programming puzzle” itch for me, still complex in the later stages, but more bite sized problems so no refactoring/maintenance to speak of (unless you want to try reimplementing to beat your previous score).
When I started longing for unit testing in a game, that was the end for me
Without refactoring the factory planning phase would be more difficult since I don't want to fill the best places on the map with unmaintainable, non scalable factories. Refactoring should be very easy, e.g. like in Factorio with construction bots: just press ctrl + x and the bad part of the factory is gone.
If you want to build an abomination, try SeaBlock mod [1] for Factorio. You don't have to refactor anything, space and resources are infinite, so just build a new factory next to the old one after you research a new tier of technology.
You know what's funny? I'm a programmer and I think the same of XCOM 2. It's a game where everything's always on fire, everything always goes wrong for you to fix, and there's never enough time to sit back and relax. It was a game about grit and perserverance against overwhelming odds... and it felt exactly like my most previous job as as a Senior SE at a small startup.
No fucking thank you.
It's actually one of the aspects of Don't Starve that I love. Practically everything in the game is some sprites, sounds, and Lua. That makes it fairly easy to extend the game.
Regardless, you can optimize your builds for symmetry or some other aesthetic goal and come up with some really beautiful designs. Though just like real world programming, lack of planning will result in spaghetti code.
The refactoring thing is up to you, it’s pretty easy to give up on a base and build one next door. Space is pretty much infinite.
Stretching your brain in similar but new ways in not always a waste.
When I'm clearing spidertron wears many exoskeletons and I wear many lasers. When I'm building, I put spidertron back in my pocket and switch to wearing many roboports and exoskeletons.
Side note: It runs so smoothly, I'm surprised it was made in Java as I didn't really notice any gc stutters.
Much as I loathe Java-the-language, it continues to amuse me that the game that sold for $2.5B (and that's after extracting revenue from 60 million sales) was written entirely in Java.
I continue to suspect that GC concerns are mostly (but not entirely!) FUD. Can GC pauses cause some impact, certainly, but how much?
Console certification standards are very gruelling, so for a studio with a huge budget, no price is too high to avoid failing certification because two frames go bad in ten minutes. Otherwise, how big an issue is it really?
Re: a rewrite to C++ for consoles and mobile, yeah, when you've got hundreds of millions of dollars for a game whose prototype took about two human-years to write, seems like a good choice to rewrite it for a few-percent perf gain. And, repeating myself, console certification standards being what they are, it makes sense for a company trying to ship to console to be terrified of gc stutter, even if GC only drops one frame a minute. So yes, if you have a console goal, or yes if you have almost infinite engineering money, writing or rewriting in C++ is probably a good idea.
Do you know anything about why modern console and older consoles allegedly have separate codebases?
$ git clone https://github.com/tobspr/shapez.io.git
Receiving objects: 100% (16655/16655), 534.19 MiB | 2.09 MiB/s, done.
wowzers, 535MB for an in-browser game? But it seems it's the res_raw, and the sounds subdir specifically, that's the source of pain: 168K res_raw/sounds/sfx/dialog_ok.wav
236K res_raw/sounds/sfx/place_building.wav
280K res_raw/sprites/belt/built
352K res_raw/sounds/sfx/destroy_building.wav
728K res_raw/sounds/sfx/badge_notification.wav
1.2M res_raw/sounds/sfx/level_complete.wav
17M res_raw/sounds/music/menu.wav
44M res_raw/sounds/music/theme-short.mp3
80M res_raw/sounds/music/theme-full.mp3
With a 535MB clone size, how many times have those files changed?! It seems LFS was jettisoned with the explanation "Get rid of lfs files" https://github.com/tobspr/shapez.io/commit/f12cae7bd3fc3b51f... so there goes my suggestio for how to keep game binaries outside of the clone painhttps://myopswork.com/how-remove-files-completely-from-git-r...
https://notch.tumblr.com/post/227922045/the-origins-of-minec...
After a while it did feel slightly too similar to work though (programming), as once you unlock copy pasting of structures it's really all about optimising. Still some good fun, and definitely worth the price :)
I also like how the game evolves over time. First you are mainly thinking about how to create specific shapes, while in the end it's all about optimization and how to get more output from your "machines".
Love it, clear recommendation!
In that case, I'd also pay to be able to unlock all of the features on the web version.
> Mac users: I currently don't do builds for your OS since it got much harder with the recent policy changes from apple. Feel free to make a PR!
The “what a complete crap” belongs only to the shapez.io (mobile) home page. I just can’t believe that it was designed this way.
My point is that this is an open source effort. It's not like someone intentionally omitted a screenshot to annoy people. It needs a contributor who cares about changing the mobile prompt for it to be fixed.
I have a similar useless prompt in one of my open source games and it's just a boring issue to fix and I rather focus on the game itself.
I'd like to see how many blocks of each kind I'm producing. I loved driving those metrics up in factorio, and it felt immensely satisfying to raise production to orders of magnitude higher than I previously had them once I was done with some refactoring.
Likewise, I feel it would help gameplay to understand the relative throughput of each of each of the pieces. For example, when painting it seems a few extractors are enough to provide all the paint I need compared to many extractors to get the shapes. What are the ratios here? Is painting faster than cutting? How long does rotating take, etc.
What a short sighted approach to making a website. Just because I am on a phone I don’t get to even read about the game on the site? Fuck me for using a mobile device I guess.
I love that it's open source software. Games are usually challenging programming tasks. I had fun looking up how tiles are moved on bands =)
Maybe a mini-shapez game would be a nice addition for digitization consultancies, so business prospects can experience the pros of automation.
I did not initially realize that the upgrades are different from the "main quest" and was wondering why all my upgrades required parts that I could not produce. Not sure if it could be clearer than having the thing I was missing smack-dab in the middle of the screen, but just sharing some experience.
I'll play it again once the wire update come out though.
I've never thought of it being possible to release games with Electron on Steam. I wonder if one could also wrap SVG based game into Electron and put it up to Steam
Sometimes I left it running in the background just for the music :P