Shallow Space is a 3D Real Time Strategy game inspired by Nexus: The Jupiter incident and Homeworld. Shallow Space focuses on organised mass RTS space combat in a fully 3D environment. Ships in Shallow Space are nearly always grouped into Flotillas and Wings, and orders issued to these structures cascade to the subordinate members. Rather than stressing out clicking on the units or dragging selection boxes during the heat of battle, standing orders are issued in advance leaving you to zoom around, activating abilities and arranging support and reinforcements. Should the tide turn in battle traditional control is still available.
Bit of a punchier promo vid lots of pretty things shooting at each other, bit of work on the explosions. Little bit more exposure in the run up to the Kickstarter.
Latest development video for Shallow Space, a 3D RTS in production. Vincent Van Diemen, producer of Nexus: The Jupiter Incident, joins the team (Read: Indiedb.com) and we are nearly ready to head up the crowd funding.
Development shifts temporarily to dressing up the graphics to add a little more wow factor, explosions get a lick of paint as does the general ambiance - under the hood the rudimentary mining mechanics are put into place and we drop the holographic grouping of Flotillas as when polled users found it too confusing and the lightning gun mysteriously disappears.
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the weapon sounds seem a bit too toyish. it feel like you are playing with toys instead of spaceships...
Turns out this is a bug, the 3D effects guy just pointed out an error. There was no maxDistance set for the sounds so everything could be heard from anywhere, too late to change the vid now but cheers for pointing it out!
(and we need better sounds!)
maybe some weapons sound need to be lower, like an underwater fire(so that you really feel like being in space).
i can see them as being a bit to toyish. but if a high powered energy weapon made a pew pew sound but did better damage to a ship that did less of a pew pew sound then you would use the pew pew.
you know like if guns in our universe fired with a loud pew instead of a bang. but it would be more effective than just using a bow an arrow or throwing a rock.
my point is yes better sounds would be better and less silly sound. but sound is sound and you cant change how something sounds lol.
i see your point. but it is a game, created by and for humans. i dont care if weapons in another galaxie got real toyish sounds.
we create games and play them for entertainment.
further more we dont have real laser and plasma weapons in real life so we can imagine them as we like.
finally there is no sound in space. sounds are added for entertainment. but we need to feel being in space. lower sounds might give us that sensation.
The game looks great and has come a long way since like the 6+ months ago I found it.
Great work guys, you're making some amazing progress, im liking how you decided to go with a single colour scheme (variations of yellow and orange)...iv always felt that the weapons for 1 faction should be mostly similar colours apart from "super weapons" so that the player can easily identify who's firing at who.
Yeah that's not a bad idea actually, accept we plan to add so many weapons in that we wanted to add some variation. Saying that the lightning gun looked a bit poo so we ended up removing that.
I'm just wondering whether we can get away with what you're suggesting hmmmmm
I think ultimately who's firing at who doesn't really matter if you can hold down tab and see health bars and colour coded ship class logos (Blue = Player, Green = Friendly, Red = Die *******)
What do you think?
yeah if you're planning on having heaps of different variations of weapons then it makes perfect sense for them to be in different colours otherwise it would be sometimes hard to tell what weapons are which...for example if you have a pulse gun thats yellow but theres an option for another pulse gun that uses a different type of energy source or is built up of different materials then it being a different colour makes sense, i was talking more along the lines of a standard/default loadout that would be used primarily by AI and the player....so basically how it was in the video.
it would work well if the factions in the game are very different..like Aliens or just other humans with more or less advanced technology.
Yeah i fully agree... colour coded logos is definitely the easiest and most effective way of identifying friend from foe instantly, i guess the weapon colour schemes is more for just aesthetics.
The real problem is that you can't just throw all these colours onto the scene and expect it to work. The palette has to be balanced just so else it'll just look like a dogs dinner.
Unless something miraculous happens during crowdfunding, it is unlikely we'll see aliens in the first instalment. It would cost too much and take to long to draw up the concept artwork. I'd rather not have them in than have them rushed and offset the look and feel of the rest of the game, plus I want them to fight differently and fly differently - so there are dire coding implications as well.
Yep which is why i said having a general colour scheme of similar colours will work nicely and not make it look like a rainbow in space.
Thats completely understandable, lets hope something miraculous in crowdfunding does happen, i for one will be helping out with the funding once i'm not broke anymore lol.
This looks awesome!
if this game is inspired by homeworld and nexus
will the camera controls be like homeworld or nexus? or a bit of both?
also, are there torpedoes in this game, bullets, blasters, and lasers are cool, but nothing beats seeing a rocket(or torpedo) impacting a ship.
> will the camera controls be like homeworld or nexus? or a bit of both?
Both! ;) There is both an standard RTS camera and Orbit camera
> also, are there torpedoes in this game?
Yes, and unlike other RTS the torpedoes can be fired in salvos. Here's a GIF: Shallow.space
This.. is... awesome, I can't wait for a release.