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.
Major work gone on, really started playing it now - turning that big battle sim into a game. It shocks me that I've created this.
I love those turrets.
I love them too :)
Special effects and UI look almost completely polished now.
Yeah I'm starting to look at it from the player, so I have more refactoring to do but we'll start seeing less of the clusterfuck we're seeing now and some more orderly battles. Complex beast.
Awesome!!
Looks great!
Hate to be a pain - really don't think the music fits at all, unless your aiming for a chill-out relaxation light-show of a game? I thought it was a tactical warfare RTS?
I certainly don't feel like an epic fleet commander listening to it.
It's great music, I love the vibe, but it's definitely not what I'd expect to here when watching that video!
This is obviously not in game music; enjoy the videos, enjoy the vibe and try not to judge.
I've actually really enjoyed the music and thought it does fit pretty well. While I definitely think more 'exciting' music might make the game seem more intense and action-y, the more subdued music gives the game the feeling of being one you'll actually have to use your brain for, and I figure it kind of makes the shallow space seem much larger. :)
I feel like the current lack of combat sfx also contributes to the vibe, makes the whole game feel like it'd be much closer to a deep TBS than to say multiplayer Starcraft or something.
Yeah, Enry doesn't really want to use action music and I am in two minds about it. At the moment, i'm enjoying the distance from the battle without any annoying concatenated sounds or pulse raising music, I am free to make decisions with a clear mind.
Action music is the norm in these kind of games, as are sound effects and frankly if 90% of the user base say 'I want the same **** I've always had because I don't know what's good for me' I'm sadly inclined to listen, to a point anyways...
thats how i always imagined hw3 *.*
This looks briliant graphically and just the concept, i've thought of this sort of thing before but thought this would be tricky to do, great work
Oh it is very tricky; turrets munching CPU, fluid ship movements, issues with layers and collisions, streamlining continuous distance checking, raycasting and collections add/seek/remove, ship destruction (with potential concurrent modifications) and then there's interoperating co-routines.
Its a freaking nightmare and I am so surprised I've got this far!
Have you tried looking at your code for turrets to see could you write it more efficiently, i'm currently making a procedurally generated map for my game and the first time a 100x100 map would take hours to generate, now that i have re written it it takes about 16 seconds?
Hugo1005(forgot to login)
Yes indeed, I've re-written turrets several times to ensure that they are optimised to the max - it's mainly the targeting scripts that soaked up the most time as each turret is capable of acquiring its own target. I think in a game like this the ability to de-active unused scripts is VERY important.
Incidentally I also rewrote my proc gen code for the asteroid fields and it is now not only miles more efficient but very accurate in terms of what you specify to what you get. Also important in shaping the parameters of play.
It lack ECM and ECCM x)
Otherwise, i'm IMpatient =)