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Shallow Space - a 3D RTS

Started by September 10, 2014 06:05 PM
52 comments, last by ShallowSpace1 8 years ago

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Huge announcement over on IndieDB folks as we get a new talented team member to assist us, Mathias (previously of Deep Space Settlement) joins the team further upping the quality of our ships and stations and speeding the time it’ll take to construct the long list of planned assets.

In other news you can get a sneak peek at 3D renderings of the new INC faction ‘Armstrong’ modular cruiser, some shots of the updated UI and yet another cogent summary of progress from James in the latest news ‘Force Multiplier.’

“Back in the trenches Mathias joins the project in an unexpected twist of good fortune, it’s a curious sensation actually as I remember peering over the game design document a month ago thinking ‘man that INC faction and their modular ships has Mathias’ name all over it’ but beyond even that we’ve been seeking his council for well over a year now…”

Read on in the latest article 'Force Multiplier'


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As mentioned in the latest update over on IndieDB, we've decided to swap out all the placeholder assets a little early and add a sprinkling of new effects to maximise the impact as we prepare to launch the Early Access. The UI gets another pass as all the elements are flattened and moved out of the way to maximise screen real estate.

Mechanically we are wrapping things up with the sample content and are nearly set to send out the keys to the people who were good enough to preorder (and it's not too late btw!)

Here is the very latest video 'Omega' showing off all the good stuff as you've come to expect! smile.png

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The latest 3D turntable for the PLC Command Carrier 'Sadalbari' is up for you to take a look at, along with accompanying description.

"The Sadalbari boasts 2 Extra Large [XL] and 2 Large [L] turret mounts, berthing for 20 standard Corvettes and still room enough for 3 Extra Large [XL] support mounts. In addition PLC have configured the internal dimensions of the craft so they can boast that it is ‘negative space ready’ which will further enhance the crafts capabilities when the technology arrives to market."

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That day is finally here folks! But we haven't used it as an excuse to let progress slip, we have a lot of work to do. We bounce straight into the arena with UPDATE 3 which adds a sprinkling of new features most notably the ability to customize your ships appearance.

"The major feature added in this update is the ability for the player to skin their ships in many different ways. You can choose primary and secondary colours and even the texture of the material. The themes are applied to ship configurations themselves, so you could have scout ship configurations coloured differently to attack ships."

Head over to the website and see what else is new!

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Also we get a helping hand from the General Manager of another popular project 'StarMade' who is currently hard at work skinning the forums and will soon be helping with support and growing the community for Shallow Space. Lets have a round of applause for DukeofRealms!

Did you check out the game forums yet? Go and take a look!

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So this current version is merely a preview of what is to come. The game will expand massively in both scope and content as we head towards final release. We intend to update frequently and will be adding serious amounts of content over the coming months.

As we hope you will see, what we have here is a very solid foundation, a lot of the core mechanics are present and the ways to interact with them are quite refined. It's a platform on which we will now keep building and iterating on.

I want to express a huge thanks from the guys at Special Circumstances, we really appreciate your interest and support and we hope you will enjoy playing Shallow Space as it develops!
Hey there, been a while!

Did you see our latest ship the PLC Heavy Cruiser ‘Algenib?’

“Although some critiques call the design into question noting that it’s peak fire coverage points are the same as the Matar’s, the craft sports far stronger generators making the Algenib a more capable energy weapons platform.”

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We’ve been busy since our Steam launch rolling in fixes and additions to the alpha.

UPDATES 1, 2, 3 were basically bug fixes and we added the ability to change the theme of your ships allowing the customisation of the primary and secondary colours and the tweaking of the material properties (metallic, shininess.)

UPDATE 4 worked on the scanning mechanics making it harder to detect the enemy and introducing a negative status if your units are ‘surprised’ by the enemy (they start attacking you before you’ve detected them,) we are started rolling in the Objectives system and we added new weapons and abilities. (over 60 fixes, additions and tweaks in total)

UPDATE 5 is the most recent unit which introduced the Algenib Heavy Cruiser, 5 new abilities, the ability to save/load fleet configurations and we evolved the Objectives system a little more (over 80 fixes, additions and tweaks in total)

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We also unveil the second subversive faction the ‘Allied Pirate Forces” over on the blog:

“[Abbreviated: APF] More often than not, history teaches that ‘the enemy of my enemy is my friend’ and this is the common ground that forms the tenuous power titled the ‘Aligned Pirate Forces’.”
As the first modular ship pieces come in we've decided to show them off over on the blog keeping with the tradition of listing them with a blurb and a fully 3D turntable!

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We won't see these boys in-game for a while yet, with indirect fire weapons (missiles and torpedoes) and precise weaponry slightly higher up on the priority list. But the INC faction will get a ton of pieces to assemble Corvettes, Cruisers, Battlecruisers and Capital ships and what is perhaps even more exciting is that the player constructable stations in Shallow Space will also be modular.

Take a look at the turntable and accompanying description over on the blog!

"Their modular design discipline is somewhat different to the other human factions who generally engineer complete schematics to a predetermined specification, ICN instead split their ships into self-contained sections which can be assembled bespoke to suit a mission or role. This methodology has placed them leaps ahead of the competition in terms of blueprint..."

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Hey there, it’s been a while! Here’s the latest from the Shallow Space team.

Two new ships complete with 3D turntable and descriptions for your perusal Commander.

The Battlecruiser, the MFC ‘Blackbird’ comes with devastating on-board missile launchers and you can choose the ammunition to take into the battlefield. The catch is that to use these guys strategically requires a little bit of skill, with salvo sizes, missile types and ranges all adding to the scope of decisions you'll need to make as a Battlegroup Commander in the field.

Read up more on the Blackbird, the missiles mechanic and view a 3D turntable of the new model over on the blog!

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Check-out the latest Capital ship complete with turntable and description over on the blog!

"Another classic MFC design that is still in use during today’s operations. The ‘Vindicator’ is designed for long range tactical engagements with static targets such as stations and platforms, it is also equally suitable for indirect fire missions against larger vessels and light conventional combat."

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UPDATE 7 arrived during the festive period along with two incremental patches (taking it to UPDATE 7.2) adding additional functionality and take a look at the special year end summary of the project in the post ‘Looking back, moving forwards; it’s a New Year!

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A huge week as we ramp up publicity as we continue work on the Open-world Overhaul. We take a glimpse at just how we're going to do it, the problems we'll face and some new images in the post 'Open-world Overhaul Zones and UI.'

"A ‘zone’ in short is a tactical play area, pretty much the same as a map in the current Shallow Space alpha. But why zones? Well there are inherent technical issues making a true open world space game..."

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Two new ships are born into the MFC faction. The Heavy Cruiser 'Heretic' and it's sister ship the Medium Cruiser 'Hexen' have descriptive blurb and 3D turntables ready for perusal over on the blog Commander.

"These generation 4 ships are designed to be the multifunction foot soldiers of any unit and have a versatile internal and external configuration allowing them to be used in a variety of combat and civilian roles."

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The first part of John Harpers new short story 'Paradijs Lost' has also arrived, tracking the exploits of Eve Walters in the Pleiadas System, which incidentally is the first core planetary system we'll be modelling in the revised alpha.

She arrived in a hurry, seemingly on the run, but who from? and just what is her crime? Find out more after the link!

"Eve flicked through her billfold. Her cards could be traced. Did she have any Pleiades cash? Her mind was a jumble, adrenaline and fear crushing any cogent thought that dared rise to the surface. She put some bills on the bar. They were PLC currency. Too much though, dammit. She pulled a twenty back. The ‘keeps hand enveloped the cash and slid back under the bar, the cash gone with it, then he moved to the rack of empty jugs. Perfect change, obviously."

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The latest from project Overhaul as we present to you the third and juiciest update so far. As well as the latest developments there are a number of GIFs showing off zone switching, and procedural generated landscapes; really, it's a must see! Check it out.

"But we need to keep the maps fresh. One thing we learned from the current alpha is that isolated clusters of rocks and gas do little to create a juicy landscape (so to speak.) So we’re now using fractal algorithms to forge interesting shapes and obstacles in the new arenas, and have other tricks up our sleeve to ensure the landscape remains fresh and challenging."

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The action hots up as Eve makes a break to leave Eden, but with the might of the Pleiades authority against her – will she make it? Not without help that’s for sure… This is Part 2 of the latest Shallow Space lore-building tale ‘Paradijs Lost.'

"Eve froze in shock, unable to move or scream, just watch as the pink mist settled and the headless cadaver collapsed at her feet.

The second policemen had already started moving, diving down while he pulled a pistol from under his coat. He fired a shot, the report echoing off the obsidian, the flash blinding Eve’s night vision. A sickening double thud then silence. Eve stared, waiting for her night vision to return. The second agent was lying down. The prone position for a steady aim. But why wasn’t he firing?"

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Hey there! Been a while - we have some interesting developments to share.

The first is a video showing off some of the changes to Shallow Space with the UI, zones system and ship movement which now using PhysX. Also, it's our 50th video as we continue the voyage - checkout the channel page, we've been recording since day 1!



We have the new 'Open-world Overhaul' blog article (#5) including ramblings about where we are with the update and what we're eluding too. It's nice little round-up of the recent events as we continue to remould the game making the most of the procedurally generated glory we've stumbled upon.

"The game also now has a rudimentary AI that will simulate such tasks as auto-attacking, mining and trading (soon to be extended with patrolling etc.) and it’s all driven by a background concurrency simulator dubbed ‘Cerebrus’..."

We'll also talk about the zones system and beyond and look at how we might tackle the complicated beast of the zone map. Check it!

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Also, part 3 of the latest installment of lore; 'Paradijs Lost' is now also available Commander!

'The flames outside burned away and Jack’s body relaxed. He gave the engines a little more boost and the kick of the prime mover transmitted through Eve’s seat. She saw a mountain range in the distance, sharp cliffs and buttes coming into focus as they closed in. A sinking feeling filled her.“That’s our destination, isn’t it?" '

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