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.
Another demonstration video showing multiple selected ships, the fighters now in a fully working state (ie: they can be destroyed removing themselves from the fleet list etc.) and my early attempts at procedurally generating some asteroid fields; feels good to finally be fleshing out the sector now the ship mechanics are basically done :D
Apologies for pulling the previous video, I re-wrote a major class to fix a big *** bug and it seemed to break the smaller ships AI. The perfectionist in me wouldn't let that be representative of the game.
Here's a better video with the issue resolved and also showing my very early attempts at procedurally generating some asteroid fields.
The background radio chatter and the hum of the engines is a nice touch.
And those shields <3
I haven't even started on the shields yet! :P
I want the collision points to light up a lot brighter than the rest of the shield, its happening a little bit at the moment, but it simply isn't passing my stringent levels of quality control at present. ;)
Loving the projectiles. Have you considered projectiles that travel a fair amount faster? Looked good in Nexus and feels very satisfying in general. Think it helps capital ships feel like the big, lumbering, main-battle-tank-like vessels of wrath we all feel they should be.