Update log
Full shapez update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone!
Extracted changes
- Gameplay
A popular point of feedback on the demo was the research system. It's kinda a hassle to navigate and you couldn't really play how you want to play, unlock what you want to unlock. We went back to the drawing board and took another look at the research system, There's a new system now, and we'd like to explain it to you! However, we think it would be interesting to walk you through the history of the research system.
If you'd just like to read about the newest system, feel free to skip to design #4.
So to get where we are now, we had to make a number of iterations of the research system, see what elements worked and which didn’t and then improve upon that iteration by making a new, hopefully better one. Let’s walk you through these iterations, so you have a good idea of our progress!
Design #1: The initial research tree
Way back when, the research system had a classic tree structure connecting one research to the next. Every research could require multiple previous ones and each and every individual building and building variation had a unique research you’d have to unlock.
While such a research tree would be functional – in the end you’d have everything – this design brings a couple of major problems.
Features were extremely broken up. You had to complete multiple separate researches to unlock all the bits and pieces of a single mechanic. You could make painters but wouldn’t have a way to move paint around to make use of the new unlock. You’d also be missing out on a lot of quality of life features that make building a lot easier, so you waste a lot of time and space building elaborate factories while a single unlock would make that system a lot easier and compact to work with.
The research–per–building system also means the tree would be extremely large and overwhelming. It was hard to find out what exactly you were working towards, if you could even find what you’re working on right now.
What we needed was a new tree design that combined various buildings into single researches to make the tree more compact and easier on the eyes.
Design #2: Main progression line with categorized subtrees
For this design, we went with a linear research tree – a tree trunk, you could say. Core elements such as rotators and stackers would be right at the top and the main mechanic you unlock when completing the research. Many of the smaller bits and pieces were unified as part of these core unlocks to make sure you unlock all the necessary buildings you need for the main new mechanic.
Other unlocks that weren’t part of the core mechanics would be in separate, smaller subtrees. You’d have a subtree for belt speed, one for building speed, one for blueprints, etc. This removed the clutter from the main tree and organized all the other unlocks in separate tabs.
This design made it a lot easier to see the next big thing you were working towards, and made it impossible to miss any core mechanics you’d need to progress the game. The fact that you’d immediately have all the elements you needed to fully enjoy the new mechanic prevented a lot of frustration that came with the old design.
However, this design too came with issues. The splintered subtrees would still make it difficult to find some researches, since some researches could fit
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