This is a fork from shapez (https://github.com/tobspr/shapez.io), mainly focusing in adapting the puzzle DLC gameplay but using logic gates, where the objective becomes building a circuit that meets a list of conditions, similar to a truth table. Players have a series of premade puzzles at their disposal where they'll learn the basics of logic circuits and digital design, with progressively difficult levels building more and more complex components and circuits.
This project also has a back-end (https://github.com/armandosneto/shapez.io-gates-backend) that allows players to create an account so that they can track their progress, play and rate other player's puzzles and create their own puzzles. Right now we're not hosting the server anywhere, so you'll have to run your own instance in your local network.
Right now, the game is playable, but some very important improvements are needed. Feel free to create a pull request with new features/improvements!
- Implement multi lingual puzzle titles and descriptions, that can be translated by users or automaticaly;
- Improving the puzzle description input using a multi line textbox;
- Improving Programmable Signal/Acceptor's signal input;
- Show a truth table while creating the puzzle;
- Making permanent assets for all components;
- A more in topic way of choosing a puzzle's icon, currently it's just set to a random shape from shapez;
- Creating more components (registers, an ALU, a RAM and ROM) and adding more levels until building a simple 4 bit CPU and RAM;
- Polishing the sandbox mode (removing all unused mechanics and adding some new, most notably a clock component);
- Revising the settings menu;
- Translating to other languages (right now only English and Brazilian Portuguese are complete);
- Updating the main menu background animation and all loading tooltips;
- Changing the game's visual identity and creating new logos;
- Update this README;
- Remove all (or most) unused code;
- Remove all references to upstream analytics, crash reports, platforms, emails, links, etc (except when pointing to it as the upstream, like on the main menu). I believe most have been removed;
- Update the build scripts for web and standalone;
- Releasing the game, probably as a site or as installers for each operating system, and the back-end in a server.
A lot of unused code/assets from the base game are still present, and almost all the code regarding building the game/hosting it in a production environment was not changed, so feel free to help with these as well!
This is the source code for shapez.io, an open source base building game inspired by Factorio. Your goal is to produce shapes by cutting, rotating, merging and painting parts of shapes.
- Steam Page
- Official Discord <- Highly recommended to join!
- Trello Board & Roadmap
- itch.io Page
- Online Demo
- Ask in
#bugs
/#feedback
/#questions
on the Official Discord if you are not entirely sure if it's a bug - Check out the trello board: https://trello.com/b/ISQncpJP/shapezio
- See if it's already there - If so, vote for it, done. I will see it. (You have to be signed in on trello)
- If not, check if it's already reported here: https://github.com/tobspr/shapez.io/issues
- If not, file a new issue here: https://github.com/tobspr/shapez.io/issues/new
- I will then have a look (This can take days or weeks) and convert it to trello, and comment with the link. You can then vote there ;)
- Make sure
ffmpeg
is on your path - Install Node.js (v16 or earlier) and Yarn
- Install Java (required for texture packer)
- Run
yarn
in the root folder cd
intogulp
folder- Run
yarn
and thenyarn gulp
- it should now open in your browser
Notice: This will produce a debug build with several debugging flags enabled. If you want to disable them, modify src/js/core/config.js
.
Mods can be found here. The documentation for creating mods can be found here, including a bunch of sample mods.
You can use Gitpod (an Online Open Source VS Code-like IDE which is free for Open Source) for working on issues and making PRs to this project. With a single click it will start a workspace and automatically:
- clone the
shapez.io
repo. - install all of the dependencies.
- start
gulp
ingulp/
directory.
Please checkout the Translations readme.
I will only accept pull requests which add a benefit to a large portion of the player base. If the feature is useful but only to a fraction of players, or is controversial, I recommend making a mod instead.
If you want to add a new feature or in generally contribute I recommend to get in touch on Discord in advance, which largely increases the chance of the PR to get merged:
The game is based on a custom engine which itself is based on the YORG.io 3 game engine (Actually it shares almost the same core). The code within the engine is relatively clean with some code for the actual game on top being hacky.
This project is based on ES5 (If I would develop it again, I would definitely use TypeScript). Some ES2015 features are used but most of them are too slow, especially when polyfilled. For example, Array.prototype.forEach
is only used within non-critical loops since its slower than a plain for loop.
- Create the component file in
src/js/game/components/<name_lowercase>.js
- Create a component class (e.g.
MyFancyComponent
) whichextends Component
- Create a
static getId()
method which should return thePascalCaseName
without component (e.g.MyFancy
) - If any data needs to be persisted, create a
static getSchema()
which should return the properties to be saved (See other components) - Add a constructor. The constructor must be called with optional parameters only!
new MyFancyComponent({})
should always work. - Add any props you need in the constructor.
- Add the component in
src/js/game/component_registry.js
- Add the component in
src/js/game/entity_components.js
- Done! You can use your component now
(The easiest way is to copy an existing building)
- Create your building in
src/js/game/buildings/<my_building.js>
- Create the building meta class, e.g.
MetaMyFancyBuilding extends MetaBuilding
- Override the methods from MetaBuilding you want to override.
- Most important is
setupEntityComponents
- Add the building to
src/js/game/meta_building_registry.js
: You need to register it on the registry. - Add the building to the right toolbar, e.g.
src/js/game/hud/parts/buildings_toolbar.js
:supportedBuildings
- Add a keybinding for the building in
src/js/game/key_action_mapper.js
inKEYMAPPINGS.buildings
- In
translations/base-en.yaml
add it to two sections:buildings.[my_building].XXX
(See other buildings) and alsokeybindings.mappings.[my_building]
. Be sure to do it the same way as other buildings do! - Create a icon (128x128, prefab) for your building and save it in
res/ui/buildings_icons
with the id of your building - Create a tutorial image (600x600) for your building and save it in
res/ui/building_tutorials
- In
src/css/resources.scss
add your building to$buildings
as well as$buildingAndVariants
- Done! Optional: Add a new reward for unlocking your building at some point.
- Create the class in
src/js/game/systems/<system_name>.js
- Derive it from
GameSystemWithFilter
if you want it to work on certain entities only which have the given components. Otherwise useGameSystem
to do more generic stuff. - Implement the
update()
method. - Add the system in
src/js/game/game_system_manager.js
(Tothis.systems
and also calladd
in theinternalInitSystems()
method) - If your system should draw stuff, this is a bit more complicated. Have a look at existing systems on how they do it.
This is a quick checklist, if a new building is added this points should be fulfilled:
- The translation for all variants is done and finalized
- The artwork (regular sprite) is finalized
- The blueprint sprite has been generated and is up to date
- The building has been added to the appropriate toolbar
- The building has a keybinding which makes sense
- The building has a reward assigned and is unlocked at a meaningful point
- The reward for the building has a proper translation
- The reward for the building has a proper image
- The building has a proper tutorial image assigned
- The buliding has a proper toolbar icon
- The reward requires a proper shape
- The building has a proper silhouette color
- The building has a proper matrix for being rendered on the minimap
- The building has proper statistics in the dialog
- The building properly contributes to the shapes produced analytics
- The building is properly persisted in the savegame
- The building is explained properly, ideally via an interactive tutorial
For most assets I use Adobe Photoshop, you can find them here.
All assets will be automatically rebuilt into the atlas once changed (Thanks to dengr1065!)