[HN Gopher] Shapez.io: open-source base building game inspired b... ___________________________________________________________________ Shapez.io: open-source base building game inspired by Factorio Author : smusamashah Score : 257 points Date : 2020-10-04 13:01 UTC (9 hours ago) (HTM) web link (shapez.io) (TXT) w3m dump (shapez.io) | VectorLock wrote: | This by the same guy who made diep.io? Looks like very similar | style. | dengr1065 wrote: | This game is made by Tobias Springer, author of YORG.io and | YORG.io 3 (and other contributors). | avree wrote: | This website broke my browser back button. :( | sdfjkl wrote: | That website is very wrong. The links aren't links and right- | clicking is disabled. | Kaze404 wrote: | Links are anchor tags and right clicking works for me on | Firefox. | dlhavema wrote: | Add a link or something to not completely turn away mobile | browsers. I can't play now, but would love to see what it's like | with screenshots or something... | laumars wrote: | Yeah. The mobile page is rather hostile. I went to the site | with no intention to play on the phone but just to find out | more about it. Instead I got turned away. | zyxzevn wrote: | To make the upgrades and building more interesting, it would be | more of a challenge when upgraded structures require certain | parts. Parts that you have to build yourself. | oh_boy wrote: | Would be good if the website would feature a description and | screenshots when accessing it on mobile. | thurn wrote: | What exactly are the limitations that prevent this game from | working in Firefox to the point where they need a "please | download Chrome" banner? Just curious, I thought WebAssembly and | WebGL were pretty competitive these days. | wtracy wrote: | Chrome seems to have a more full-featured shim layer for | handling older graphics drivers. | | 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.) | CraftThatBlock wrote: | Not sure how true this is, since both Chrome and Firefox use | ANGLE as their default WebGL backend (at least on Windows). | | https://github.com/google/angle | Uehreka wrote: | That's bananas. I write a lot of complex WebGL shaders, I had | never heard that some devices have such a clear (and early) | performance cliff. | Jasper_ wrote: | I imagine it's doing the SwiftShader fallback, and the JIT | tends to have a few specializations for "quick" shaders. | Would be curious what's going on, though. | Kiro wrote: | So what is the issue in this game? I presume the banner is | there for a reason. I see a lot of complaints about it and | if it really was something easily fixed someone should make | a PR. | Waterluvian wrote: | FWIW I can't for the life of me get WebGL to work on Firefox | anywhere near as good as it works on Chrome. GTS 1050 on | Ubuntu. | Kiro wrote: | This is one issue making my WebGL app unusable in Firefox: | https://bugzilla.mozilla.org/show_bug.cgi?id=925025 | Kiro wrote: | It could also be more indirect issues not necessary related to | performance or rendering. Here are a couple commits for fixed | issues in Firefox: | | https://github.com/tobspr/shapez.io/commit/d2903f5606d285678... | | https://github.com/tobspr/shapez.io/commit/bf8b3253b97fb5d10... | dom96 wrote: | This game appears to be written in JS. I've been working on a | browser game recently myself and there is definitely some | bottlenecks when it comes JS execution in Firefox, especially | on Linux. | Kiro wrote: | Not sure why you're getting downvoted since it's completely | true. Making a cross-browser game is hard. | | 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. | Krasnol wrote: | GTX 660 on Win10 here while running Elite Dangerous parallel to | it: no issues at all. | vbernat wrote: | I am also wondering. On my Firefox, it seems to run smoothly. | dengr1065 wrote: | I completely agree - 99% of the time, I play (and test) the | game on Firefox. It looks like it runs there even better than | on Chromium. I've tried to tell the main developer that it | 100% works, but the badge is still there; you can ignore it. | Kiro wrote: | What device are you on? I have an issue which only happens | on Firefox on Mac where WebRender is disabled by default, | causing massive drops in FPS. I think it works fine on | Windows though. | ezconnect wrote: | Factorio seems like a nice UI to program FPGAs | narrationbox wrote: | Maybe for CPLDs, the abstraction level of Factorio is a bit too | low for FPGAs unless you want to work entirely at the | transistor level. | chrisdalke wrote: | Really smooth gameplay, nice art style, satisfying sound effects | -- Nice work! | aurbano wrote: | Bought the full version and played it for a good few hours - | lovely game! | | 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 :) | [deleted] | simias wrote: | I bought this game a couple of weeks ago and played it for a few | hours. The build system is a lot more relaxed than Factorio, | since you have no enemies and you have access to an unlimited | amount of elementary building blocks (mines, transport belts, | splitters etc...) whereas in Factorio you have to assemble | everything from elementary ores. | | 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. | overlordalex wrote: | Then I think you'd be excited to know that there is a major | content update coming on the 8th of October that adds logic, | wires, and some other new components to make the late game more | interesting. | | That being said, I thoroughly enjoyed the first few hours and I | feel like I got my monies worth even without the upcoming | update | simias wrote: | Interesting, I'll be sure to try it out. | | 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. | umvi wrote: | > 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. | naikrovek wrote: | Factorio is a lot more fun for me when I turn enemies off | entirely. It stops being a game of extreme panic with that | single change, and you can focus on resource collection and | construction. | | (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.) | mdaniel wrote: | $ 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 pain | hughes wrote: | What do you suggest here? Git surgery to rebase through all | 1700 commits looking for large files, or blowing away the repo | and starting from scratch? Neither seems particularly appealing | for the benefit of saving a few hundred megabytes of | developers' disk space. | paulgb wrote: | For a game that's open source and written in JavaScript, it's a | shame that the packaged, downloadable version is only available | through Steam on Windows. I'd pay the $5 for a DRM-free Mac | version. | MrGilbert wrote: | You can get a DRM-free version from itch.io [1]. There is also | a statement regarding MacOS, which reads: | | > 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! | | [1]: https://tobspr.itch.io/shapezio | opencl wrote: | It's also available for Linux. If the developer doesn't already | own a Mac and have a paid Apple developer account they are | probably not going to make back their money buying those things | in order to make a Mac build. | paulgb wrote: | That's a very fair point! I didn't realize there was a Linux | option. | | In that case, I'd also pay to be able to unlock all of the | features on the web version. | SXX wrote: | Developer can certainly make build using Travis CI if someone | decide to test it and contribute build configuration. It's | open source after all. | mdaniel wrote: | The latest (as of this comment) change to package.json was | a PR to turn on macOS builds: | https://github.com/tobspr/shapez.io/pull/687 but unknown if | the reservation was more political than technical | HenryBemis wrote: | There are a few sites that show step by step how you can run | Mac on a VMWare on a PC. Yes it disregards some T&Cs but the | dev will avoid the $1000 apple-tax. | jasonjayr wrote: | Mindustry is another great open source game with factory-building | mechanics to get upgrades. | bryan0 wrote: | One great thing about mindustry is you can play on mobile. | Shapez says "mobile coming soon" and Factorio would be just | about impossible to play mobile | brylie wrote: | https://mindustrygame.github.io/ | umvi wrote: | I love when a game unlocks a new genre that further refines and | perfects the formula... Dark Souls, Factorio, etc. | TheTacoMerchant wrote: | Well, to be technical, it says in the Factorio about page that | it's heavily inspired by a Minecraft mod called Buildcraft, so | you could trace the genre back to there. | ejj28 wrote: | That's super cool, I never knew this but I always thought | that it was very similar to Buildcraft. | slim wrote: | minecraft was inspired by infiniminer | | https://notch.tumblr.com/post/227922045/the-origins-of- | minec... | Kiro wrote: | Buildcraft is a Minecraft mod that is completely different | from the vanilla game. Saying Factorio can be traced back | to Infiniminer is a stretch. | lloydatkinson wrote: | "I'm sorry but this game is not available on mobile devices" | | 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. | Kiro wrote: | There is no website. What you see is a warning in the game. If | someone is up to the task there's room to render more | information for mobile users here: | https://github.com/tobspr/shapez.io/blob/5a3807883e44640bb8a... | raldi wrote: | Not even a screenshot for visitors on mobile. | jiriro wrote: | Exactly. The impression was .. What a complete crap?! | jiriro wrote: | To clarify. The game looks terrific! | | 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. | Kiro wrote: | I presume no-one has gotten around to fix it yet. Maybe | they didn't have any screenshot that was a good | representation when they put up the mobile warning. It's | not going to happen magically by itself so feel free to | send a PR: https://github.com/tobspr/shapez.io/blob/5a38078 | 83e44640bb8a... | | 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. | Kiro wrote: | It's a game, open source and free. This is not some SaaS | trying to maximize conversions. | laumars wrote: | Doesn't mean the mobile page couldn't be improved upon. | Kiro wrote: | No, but it doesn't warrant a "What a complete crap?!". | laumars wrote: | True true | thomasikzelf wrote: | Great game. In about 4 days the wire update will be released, | which includes logic gates into the game: | https://shapez.io/wires/ | Donckele wrote: | Does anyone know why ffmpeg is a dependency? | thih9 wrote: | Offtopic, I've opened the game on my macbook pro 15" 2018, the | one with touchbar. I picked the web version and opened it in | chromium. After about 10 minutes the laptop got unbearably hot | and the fans were audible. This is a popular problem so I wanted | to gather more data, are others experiencing thermal issues now | as well? | shapeofmyheart wrote: | Fun for a while, but quickly devolves into make work. | Arkdy wrote: | I gave up on Factorio when I realized that if I was gonna think | that way, I might as well just write some code and make something | tangible. | | 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_. | afterburner wrote: | Also, Factorio looks ugly as sin. | dexwiz wrote: | I have put about 100 hours into the game and hitting about that | same wall. But I am now learning sequential circuits, because | my familiar algorithms and constructs don't map well to the | signal system in the game. So even though it's programming, | it's a different kind. | | 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. | adkadskhj wrote: | I found it hilarious how much Factorio and Satisfactory tired | me out in the same way that programming does. | | 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. | Dauros wrote: | > Refactoring shouldn't exist in this hypothetical game | | 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. | | [1]: https://mods.factorio.com/mod/SeaBlock | scotty79 wrote: | I used Factorio to train myself to overcome psychological | barriers to progressing my projects. It's easier to do it in | Factorio because Factorio is more engaging and problems with | overwhelming chaos and complexity and legacy barriers to | progress and the needs for refactoring are the same. | tomc1985 wrote: | I've heard Inifnifactory is like Factorio lite | | 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. | theptip wrote: | Have you tried any of the Zachtronics games? Magnum Opus, | Spacechem, etc? | | 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). | mdaniel wrote: | I believe it was spacechem that made me long for testable | components in the game, since the stage was conceptually | getting several submodules to work, and then orchestrating | their outputs into the final product | | When I started longing for unit testing in a game, that was | the end for me | tomc1985 wrote: | It broke the back button and insulted my browser.... | MauranKilom wrote: | Small feedback: | | 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. | simias wrote: | There's some overlap between the upgrade and the "main quest" | shapes (often main quest shapes enter upgrade recipes, as not | to be immediately useless as the objective is reached). The | current objective is always displayed on the left of the screen | (and you can pin additional recipes there if you want). ___________________________________________________________________ (page generated 2020-10-04 23:00 UTC)