• Register

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.

Post news Report RSS Pushing the Envelope (Website, Resource Collectors & Turrets)

Finally we finally met a pair of web developers who are able to take a set of sketches and some instructions and build us a website worthy of the game. Jim and Annie Groth from Sweeden have done an excellent job of taking the site to a state in which we can happily cram with lore and development blog posts alike; take a look and keep an eye on it as we’ll shortly be releasing the revised roadmap page with far more detail than the old.

Posted by on

Another two weeks have flow by, very busy in terms of game development both with regards to SS:I as well as some very exciting announcements which came in from E3 (and both X-Com 2 and Mankind Divided will halt this project for a week or two let me tell you!)

We pressed on with flushing out the mechanics, or more precisely; migrating them over from the prototype code as we delve into the world of resource collecting. You might have noticed the asteroid clusters coming back into the scene in video #45, granted they make for nice decoration but they are also for these guys to exercise their function in stripping them of resources.

The asteroid clusters will also act as jump inhibitor zones (just who would jump into an asteroid cluster anyway?) They’ll also slow down movement rates for ships inside them, dampen sensor readings and altogether help to shape a vast void into an arena full of terrain. Another obvious inclusion to help forge terrain is gaseous clouds (read: small nebula) and with variations of each and established civilian trade routes I think we’ll be able to form interesting parts of the map such as choke points and ambush areas.

Now believe me there’s something we cannot wait to get started on but then I checked my todo list and reluctantly started refactoring and cleaning the code, my eye’s settled on the mess that was the Turret scripts.

They are the same scripts that had been powering the turrets during the concept and prototype projects and now even the alpha so I had to give them a rewrite and I’m glad I did because they now run so much better than before. But why would we go through the effort of modeling turret rotations anyway? Well there’s an interesting blog article on that here 'on Turret Theory and Simulated Projectiles' and here's a video that might amuse.

In other news we finally met a pair of web developers who are able to take a set of sketches and some instructions and build us a website worthy of the game. Jim and Annie Groth from Sweeden have done an excellent job of taking the site to a state in which we can happily cram with lore and development blog posts alike; take a look and keep an eye on it as we’ll shortly be releasing the revised roadmap page with far more detail than the old.

So another couple of weeks of strong progress from the team, work on Omega continues as the funds from preorders grease the rails of the production line. A new fighter model is born and is currently undergoing texturing and keep your eyes on this page because you know how incontinent I am when it comes to these things!

I know last time I was musing about running a Kickstarter, but I consulted with a few marketing agencies and have since decided that space games and crowdfunding are a little too hit and miss and it's a LOT of work. Should the project fail the Kickstarter it could actually do damage to the games reputation so it's better to just press on to Early Access.

So here comes the obligatory canvas to support us with the preorders if you can afford to (or even just checkout the shiny new preorders page!) It’s worth noting that everyone who does preorder will get access to the full alpha on Steam earlier than anyone else.

Thanks for the continued support!

James

Post comment Comments
hugo1005
hugo1005 - - 68 comments

You should probably take a look at trying to get featured on IGN or gamespot, don't know weather you have tried this already, but there will probably be a lull in news after e3 they will be looking to fill.

Hugo

Reply Good karma Bad karma+2 votes
mawhrin-skel Author
mawhrin-skel - - 522 comments

Good idea! Thanks - James

Reply Good karma+1 vote
gamescroller
gamescroller - - 46 comments

Great update as always James and excited to see resource collecting is starting to undergo meaning :). Soon a vast armada can be built...ready to be crushed by the AI lol ;).

This article will be popped into my news debrief going live at 1200gmt Monday 22nd June :)

Reply Good karma Bad karma+2 votes
mawhrin-skel Author
mawhrin-skel - - 522 comments

Cheers dude, appreciate it! :)

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: