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.
The disgusting resource hogs as they were, written over a year ago, time to tear them down and apply some of the new tricks. Strange feeling coming full circle to the start again!
How hard have you found it in unity to write custom GUI's like above, the most i've played with is creating a level generator that creates the level before runtime
It's a little tricky tbh, this was easy compared to the Flotilla/Wings configuration which is essentially a load of custom classes nested in lists, then I have to extract the IDs and translate them into meaning ship/weapons/ability names in the inspector to enable me to design the game with greater ease.
Yeah I think the proc gen stuff is essential for a game like this, every 'map' in Shallow Space: Insurgency will be a single scene - attributes are folded into that scene at game start to create the playing field.
Editor scripts are your friend though and when we get round to it, they'll repay the effort ten fold when I write the mod creation tools.