3D RTS - Shallow-space

Discussion in 'Announcements' started by fieldrequired, Mar 6, 2014.

  1. fieldrequired

    fieldrequired New Member

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    Hah yeah, it's always people that will let you down in the end - one of the reasons I haven't bothered with additional programmers or a partner...

    So i've sorted out the launching of fighters, that looks very cool:

    [​IMG]

    and issuing orders to multiple units is done (video below,) so i've started procedurally generating the rest of the sector :D you can see my very early attempts on procedurally generating an asteroid field, more information on my progress on the blog.

     
    #61 fieldrequired, Apr 27, 2014
    Last edited by a moderator: Sep 19, 2015
  2. Nutter2000

    Original Member Indie Author

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    Looking good
    It's looking very "Homeworld"-esque, which is a very good thing imho ;-)


    I like the fighter launches :)

    Must say I'm impressed with how far you've come, how much time have you spent on it work?
     
  3. fieldrequired

    fieldrequired New Member

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    Cheers! Yeah would you believe it if I told you that I never actually played Homeworld? Crazy really....

    Yeah the carrier element is going to be key to the game I think, which is why I had to get it in early, plus its blatent eye-candy.

    Timewise, well some days I work on it for 16 hours - so far its been around 10 weeks in the making and i'm utterly obsessed. If i'm not making it then i'm marketing it, my friends think i'm mad! I see the first 3-6 months as a massive push in a title of this size, i'm not the type to sit around thinking about it i'm very much a do'er and this is how I normally go about things. I just hope it takes off after all this work, i've been posting on the Homeworld facebook page and they seem a bit meh.

    Anyways, here's a promo vid showing everything so far (apart from time-slow ooops) it's a good all round engine preview with a bit of hollywood flair, a must see!

     
    #63 fieldrequired, May 2, 2014
    Last edited by a moderator: Sep 19, 2015
  4. bantamcitygames

    Administrator Original Member Indie Author Greenlit

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    As usual the game looks great. I was scouring your web site to figure out what the game was all about, but couldn't find much. Its clear that it is a space-themed RTS... How many players? Is it online only? Is it an MMO? What platforms will you release on? ... those are the sort of questions I was looking to find out.
     
  5. fieldrequired

    fieldrequired New Member

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    Noooo its a singleplayer - very much a homage to games like Nexus: TJI - with a deep focus on storyline, voice-acting planned and all the rest of it. In fact the ships might even be redesigned (by the same dude) subject to decent funding. Multiplayer will be released second as a free DLC and if the fans want an MMO then I will have to make them one.

    Brian over on Space Game Junkie has posted a Q&A, should answer many of your questions: http://www.spacegamejunkie.com/featured/shallow-space-qa-deep-fleet-based-pack-tactics/

    Cheers for the support Bantam, I hope the stress of forum ascension as not too overwhelming? :)
     
  6. bantamcitygames

    Administrator Original Member Indie Author Greenlit

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    Great, I'll check out that Q&A link. Currently I've been keeping the forums status quo, so it hasn't been taking too much of my time, but I would like to make some improvements in the future.
     
  7. fieldrequired

    fieldrequired New Member

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    Changing the platform would be a nightmare, especially migrating the posts. Functionally its one of the best i've used, perhaps it just needs a new theme - in any case it certainly serves its purpose. I'm grateful to you for running it mate so if you need any help you let me know.

    Hope you enjoyed the Q&A, one of the (many) troubles i'm having at the moment is building a consistent image - so many ideas flying around in my mind and also with there being so many constraints (portability for example) Give me a shout if you have any other questions :)
     
  8. PavlosG

    PavlosG New Member

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    Hey James

    Great thing you have going there. I love the atmosphere of your game. I can feel the vastness of space, and the harshness of the sun -great depth of scene. I especially like the way your flock of fighter move: did you implement grouping-degrouping of the fighters ? They seem to obey some nifty rules of movement, and it looks really nice. Ship movement speed, laser range, gunshell speeds combine well to give a good sense of scale. Nice balance.

    Not the greatest fan of the shield effect, although its cool you created one close to the shape of the ship and not the proto-ovoid thing used in some other games now in development (to name no-one, hehe).

    The interface is very discreet, but I wonder if it will remain the same -what kind of other features do you think about including on the screen ?

    great work so far, will follow its evolution closely !

    Pavlos.
     
  9. fieldrequired

    fieldrequired New Member

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    Hey Pavlos,

    Thanks very much :) I've made the game very much as I imagined it and thrown the rulebook out the window a little bit when it come to the visuals. Sadly some of the stark realism will have to go to make the game more playable - for example although I think having the sunlight bouncing off the asteroids and blinding you is quite realistic, I don't want it to detract away from playing the game so I might have to turn it down.

    Yes the grouping/de-grouping of the fighters was my thing :) I want the game to be fluid and that sort of thing really adds to the atmosphere for me. That behaviour will extend to 'packs' which is what I call a logical grouping of ships - so they will break off to attack ensuring they don't obstruct each others fields of fire, coming back to formation to withdraw from the battle.

    I know what you mean about the shield but again its a visibility thing. I did implement impact points on the shields but you just couldn't tell who was hitting who, believe me when I say that this method where all the shield lights up is much better.

    Thanks again, most games I play make it seem like the ships and game mechanics are designed after the interface, in Shallow Space the interface is designed around the ships creating this feeling of total freedom, I am pleased this is starting to reflect in the videos.

    It seems you have a keen eye Pavlos, soon the alpha will be released and I look forward to hearing some more feedback from you.

    Thanks,

    James
     
  10. PavlosG

    PavlosG New Member

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    hey again James,

    Its these kinds of details that make all the difference. Your 'pack' behavior is excellent: I wonder if you are going to expand it to your non-capital or capital ships formations. Will you make formations, like escorts around, capital ships inside (custom ones, a la Ian Banks, say) etc ? I am curious to see how you are going to treat larger ships. Its a problem I have with space RTS: they seem to go back to antiquity when it comes to creating task groups and formations for fleet combat. Look at those lovely WW2 pacific destroyer division formations around Guadalcanal...

    Thank you for the 'keen eye' compliment, hahahah but those matters are important to me as I have to deal with some of them for my own game: ceres. But, as we control just a handful of ships, the approach is different.

    keep up the good work, we are following you on indie DB as well -and wait eagerly for your alpha version.

    PS: everybody take cover, Limit theory is coming our way and allows for many ships to be controlled <sigh>
     
  11. fieldrequired

    fieldrequired New Member

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    I love Ian Banks! in fact I even have a dedication halfway down my press page (http://shallow-space.com/press-pack/)

    You've hit the nail on the head, i've had a look at some wiki pages and naval formations and extrapolated a few facts that I think we'd adopt in a couple of hundred years time. So the frigates fly around the cruisers and the cruisers will fly around the capital ships (dreadnoughts or ships-of-the-line if you like.) At the start of the game the player will have a handful of the smaller ships working there way up to some of the mammoth capital craft each with special abilities.

    The enemy already cling together in packs, you can see the behaviour in the video below, the beauty is that i've coded this behaviour to be extensible in that fighters fly in a wing, those wings can join packs with other cruiser and frigates (not sure if i'll let them yet) and those packs can form formations of there own. The AI will be all over that, calling out to nearby packs to form up and attack your capital ships or space stations.

    Combat isn't going to be the whole game however, the whole thing will be proc gen and i'll take that to all sorts of extremes subject to decent funding, I have a very strong storyline planned also which will be brought to bear Nexus style with all the bells and whistles. The scary thing is i've even been in talks with Mike Horneman (the creator of Nexus) with some excellent input there.

    Yeah that limit theory dude blows my mind, 21 years old - he has to be a genius. In fact he's one of the reason i'm doing this, I thought 'well, i've been programming since I was 8, if he can do it I can!' I took a look at ceres it looks good dude :) Some of the latest imagery and the vid I promised below:

    [​IMG]

     
    #71 fieldrequired, May 10, 2014
    Last edited by a moderator: Sep 19, 2015
  12. fieldrequired

    fieldrequired New Member

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    Hey everyone, quick post just to remind everyone that we are still working the old fingers somewhat. The stations weaponry is in and tested and it is launching fighters now, here's a GIF:

    [​IMG]

    Also while we prepare ourselves for the next promo video and alpha, and start gathering figures for the upcoming crowd-sourcing campaigns, we've put together another video showing our progress so far. Quite for us exciting watching it all back and even more exciting to imagine where we will be in years time...

     
    #72 fieldrequired, May 15, 2014
    Last edited by a moderator: Sep 19, 2015
  13. fieldrequired

    fieldrequired New Member

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    A lot has gone on in the background, we hit Steam Greenlight expecting to sit there for a couple of months and instead got the thumbs-up up in a week. Since then we've been testing and fixing and the game has changed a lot since even my last post here. The video below shows me testing a huge battleship and a peek at some updates to the graphics, but before then here's some recent blog posts you might be interested in.

    The Golden Ticket? - talking about the next steps taken to fund the game and the teams thoughts on getting Greenlit so quickly.

    A Numbers Game - talking about a few new features we've added to make the upcoming demo and alpha versions more playable and a development video.

    Dreamscape - I take a break from bug fixing to do some of the more interesting stuff like adding new features. Nebula and fog really bring the scene to life and with the addition of a battleship class, things just got a little more interesting...

    [​IMG]

     
    #73 fieldrequired, Jun 9, 2014
    Last edited by a moderator: Sep 19, 2015
  14. Nutter2000

    Original Member Indie Author

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    Congratulations on getting Greenlit (yes I voted ;-))

    Good luck with Early Access, it's looking like it's really coming together
     
  15. Leon

    Original Member

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    Well done!
     
  16. fieldrequired

    fieldrequired New Member

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    Cheers, still much to do and the procedural nature is going to require extensive testing so I can tie it down with some rules. I think it suits Early Access for that reason, because no-one will test better than a stake-holder. Cheers for the vote dude, hope all is well?

    - - - Updated - - -

    Many thanks :)
     
  17. fieldrequired

    fieldrequired New Member

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    A few new Shallow Space development blog posts for you this week and a development video for your consumption today as we continue to make strides in putting together Shallow Space.

    [​IMG]

    If you haven't visited before, take a moment to visit the blog's homepage http://shallow-space.com you'll find a wealth of information on the project as well as lots more screenshots and videos.

    • The Gift (Part I) is the first of a 5 part short story introducing the leader of the Mercenary faction Marlon Kurtz - "He glanced at the deactivated controls of his little starship’s cockpit then checked his survival suit’s controls, again. Five degrees, as programmed. A week of refrigeration conditions had sounded better in planning than practice..." http://shallow-space.com/gift/
    • Perfect, the enemy of progress - I muse about the creation of Shallow Space and some of the challenges it brings particularly after the pressures faced from the lightening flash that was getting Greenlit. http://shallow-space...nemy-progress/
    • Fighters Galore - A development related update talking about the recently implemented AI Carriers and Fighters and looking at the mechanics behind them. http://shallow-space...ighters-galore/

    As always we're grateful for the positive feedback so far, keep it coming.

     
    #77 fieldrequired, Jun 23, 2014
    Last edited by a moderator: Sep 19, 2015
  18. fieldrequired

    fieldrequired New Member

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    3D Holographic UI

    Into the mix goes the 3D holographic UI, the movements are accentuated in the video just to show it off a bit. It won't actually move that much in the alpha and beta as its a bit sickly.

    Before we go there though, we hit number 6 of the top 100 on IndieDB with our latest post which breaks down our short and medium term goals. Over a thousand people viewed the post in the first 12 hours, things are starting to gather traction here!

    Have a look and see what all the fuss is about here http://www.indiedb.com/games/shallow-space

     
    #78 fieldrequired, Jul 3, 2014
    Last edited by a moderator: Sep 19, 2015
  19. fieldrequired

    fieldrequired New Member

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    So the game has essentially forked into two, with the art team working on the graphical effects and myself on the mechanical prototype. Over the next few months we'll see screenshots from both but the gameplay videos will be from the prototype, when the time is right we'll merge the two together, tie a ribbon around it and put a skirmish mode on Steam so we can start funding the ships.

    [​IMG]

    There is also talk of an investor, you probably wouldn't believe who if I told you and I'm not sure I even can yet - nothing certain but its a real eye-opener and I'm looking forward to following it through. We have a new addition to the team, previously working on 'Angels Fall First' Dae is providing us with ship sketches as we really start to shape the future of Shallow Space.

    Over on IndieDB you can find out more about the direction of the graphical effects, an animated GIF showing an explosion and a more general update as too our progress in the article The Human Condition

    [​IMG]

    You can find out more about how the game mechanics are progressing in the latest blog entry 'Order to Chaos' along with more of these stunning images from the art team and Part 3 of 5 of 'The Gift' a short story set in the Shallow Space universe written by John Harper our resident scribe Shallow Space.

    Below is the latest development video, enjoy.

     
    #79 fieldrequired, Jul 13, 2014
    Last edited by a moderator: Sep 19, 2015
  20. fieldrequired

    fieldrequired New Member

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    #80 fieldrequired, Aug 12, 2014
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