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.
We start to branch out into questing and RPG-style objectives tracking and prepare to make the area of exploitation much much bigger with some subtle tweaks to the environment (like the grid fading at the edges.) Other improvements are too many to list: Short Range Jump ability, Ship Debris (player suggestion, nice one!) Radar effect, Couple of types of missile, New Missile Cruiser, Macromap (very exciting stuff to come here) Started creating props for the levels such as varying sizes of asteroid cluster.
Look forward to us breathing life into the sector with NPC civilian traffic, we've also got the temporary models for the resource collectors so expect unit and facilities construction and drag-drop Flotilla/Wings management on the fleet panel.
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I'm in love :)
Perfect in every sense. I love the warp-effects. The controls and HUD look very well done as well.
Aha danke sehr!
very nice video...i absolutely love the warp effect as well...one question i have though, do you plan for that giant cap ship explosion to have some effect? i mean like a shockwave or damage to nearby ships (maybe even destroying small craft)
Hmmmm maybe, the trouble is all these things sound great on paper, but the more of these mechanics you add to the game, the more chaotic the gameplay experience becomes which is a big problem particularly when it comes to multiplayer.
We can always add stuff like that in towards the end, at the moment we just want to get a solid performant game engine going with some of the more complex stuff (like procedurally generated levels) sorted.
Badass.