3D RTS - Shallow-space

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

  1. fieldrequired

    fieldrequired New Member

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    IndieGogo Crowdfunding Fail!

    So despite a valiant effort from all involved we failed to hit the mark.

    I use the word fail because it has a pungent connotation and instantly draws eyeballs to the post but attracting 213 individuals to the project can never be considered a failure really and their biological and technological distinctiveness will be added to our own.

    I break down the 'failure' with plenty of facts and figures over on the IndieDB page.

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    Still need funds to support the project as we've got contractors, modellers and all sorts of bills that need paying and you can support the project still by pledging over on the games website, all purchases transacted by the Humble Bundle widget for piece of mind (amazing company, amazing sales on games check it)

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    Otherwise it's business as usual and progress remains strong. We gain an options menu; I read reviews thoroughly and search the web for objective commentary and one of the things I've quickly learnt is what works for one person doesn't for another so a plethora of options is the way forward allowing the player to shape the experience for themselves. That begins here.

    Meanwhile the ship movement code gets a bug sweep, the stations defences are boasted by giving it carrier capabilities and guns, a ship attributes panel is added, and more - in fact, it's easier if you just watch this video!

     
    #101 fieldrequired, May 5, 2015
    Last edited by a moderator: Sep 19, 2015
  2. Nutter2000

    Original Member Indie Author

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    Ah sorry mate, I've been so busy recently it completely slipped past my radar!

    Sorry to hear that the campaign didn't work out.
    At least you have the experience for next time!

    Good luck going forward!

    and, without wanting to sound like a personal growth idiot, don't forget "you never fail until you stop trying" ;-)
     
  3. fieldrequired

    fieldrequired New Member

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    Yep that about sums up the whole campaign, everyone was looking the other way when it happened lol

    Still, it proved to me that crowdfunding in that particular instance wasn't for us, hopefully the preorders fare better ;)
     
  4. fieldrequired

    fieldrequired New Member

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    Exploring the various facets of Shallow Space

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    Here's a list of the royal ton of resources we keep updated. If you like the game subscribe to the ones you use even if you don't use them much, sometimes an increase in numbers automatically guarantees us more exposure - especially Facebook.

    On the main website, we blog about patch notes - exploring some of the decisions we've made and post musings about direction. You can subscribe to the newsletter at the bottom of the site.

    IndieDB this ones a biggy - normally gets the vids and screenshots first due to high coverage and we also post more general high-quality summaries of progress once or twice a month. The more clicks on that link, the higher our ranking which = more exposure.

    Twitter if you care to hear the incessant ramblings of possessed space junkies

    Steam Greenlight - we've been Greenlit already but follow the page to get notified (when it gets converted to a Steam store page you'll know something big is on the horizon)

    Facebook - Business marketing on Facebook 101: Likes = exposure, really do click like it helps us MASSIVELY

    Reddit - an unusual platform built for you to talk about things rather than things to talk about themselves. We use it because when something gets attention it REALLY gets attention.

    YouTube - If you're passionate about the project spend a little time going back through the archive - we've literally documented the creation of the game from Day 1.
     
  5. fieldrequired

    fieldrequired New Member

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    The Omega Directive (the next step)

    So the crowdfunding thing didn't work out, we gathered round and had a pep talk and came back into the room shooting. We've had to look at what we wanted to achieve and what is likely we will be able to achieve without protracting time-scales, and we have been forced to sacrifice a feature or two as a result but actually we think we've come off far stronger now - read up on the latest IndieDB 'The Omega Directive'

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    'The Omega Directive' is all about turning the crowdfunding negative into a positive and one of those gleaming positive notes is a secondary 3D designer we have been fostering in the background. This guy has a keen eye for the details and a feature set that is bang up-to-date and having seen some of the shapes and designs coming in now - well we can't wait until we see what this guy will come up with when making some of the larger craft.

    Get yourself on the newsletter - the exciting stuff will be passed there first and it's become a bi-monthly progress report, don't take our word for it check it out.

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    Mechanically, progress has been sound, with the games core-engine almost completely assembled and ready for an injection of content, and the cogs of that machine lightly greased we progress some of the higher level stuff like the minimap and consolidated mission objectives UI, you can also catch a peek at unit veterancy next to the wings there hinting at the framework for Officer management - suffice to say, it's all coming along grand.

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    Finally we opened up the game for preorders starting at just $15 and there are lots of digital incentives to increase that pledge. We hope the news will catch on because the IGG pledges have been refunded, we're back to the cash in our pockets and we have our eyes set on a high calibre of visuals and everything we make from that will be piled straight back into the game. Check it out we need help here!!

    In any case, progress remains buoyant and I'm pleased to say the outlook for Shallow Space: Insurgency remains very very positive indeed.


    James
     
  6. fieldrequired

    fieldrequired New Member

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    of Modding, Level Design and the Latest Action Packed Dev Video!!!

    The previous IndieDB article was a little too proud and overstated, time to eat humble pie in the latest instalment that comes in a little early with interesting indications that the project continues to lurch forward at a pace and something else on the horizon...

    "...that’s when I got the first indicator that I’d made a mistake. The mistake was twofold I think; firstly blasting another game to get your point across isn’t ever good thing and although I was only trying to polarise opinion on differing game styles, I think I only succeeded in sounding like a bit of a dick."

    All and more in the latest article over on IndieDB

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    In the latest video you can see that we've started to branch out into questing and RPG-style objectives tracking and prepare to make the area of exploitation much much bigger with some subtle tweaks to the environment (like the grid fading at the edges.) Other improvements are too many to list: Short Range Jump ability, Ship Debris (player suggestion, nice one!) Radar effect, Couple of types of missile, New Missile Cruiser, Macromap (very exciting stuff to come here) Started created props for the levels such as varying sizes of asteroid cluster.

    Look forward to us breathing life into the sector with NPC civilian traffic, we've also got the temporary models for the resource collectors so expect unit and facilities construction and drag-drop Flotilla/Wings management on the fleet panel.

    Check the latest!!

     
    #106 fieldrequired, Jun 6, 2015
    Last edited by a moderator: Sep 19, 2015
  7. stopthief

    stopthief New Member

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    This truly look amazing. As a huge fan of the genre, I love that RTS games have begun popping up in the indie/kickstarter communities! Good luck, guys, and I look forward to playing it in early access!
     
  8. fieldrequired

    fieldrequired New Member

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    Cheers dude, glad you like it :) look forward to seeing you playing!

    - - - Updated - - -

    Those of you who have been with the project from the start will seen a variety of face-lifts on the website.

    It is such a difficult thing to get right, we have a lot of information to present and an image to set about the game and a good website does a lot to shape the vision of the project in peoples minds.

    I'm pleased to say that in this latest incarnation we are most proud: Gone is all the clutter, information is presented cleanly in a minimalistic and aesthetically pleasing manner. The site is fully responsive, ready for both mobile viewing and the variety of screen resolutions we'll encounter nowadays but most of all the site is lightning fast; backed by a solid host and ready for that surge of publicity as we approach zero hour for the launch of the Steam store page.

    But before then look forward to us turning up the dial on the information flow, we'll be posting regular updates now such as: Snippets of faction history, insider peeks at development, new short story material, screenshots, videos galore and more! Keep your eye's on that prize folks.

    Special thanks go to Jim and Annie Groth, a superb development team hailing from Sweeden - they join the long list of people that have worked hard to bring us all a title to remember.

    So what are you waiting for? Check it out!

    [​IMG]
     
  9. fieldrequired

    fieldrequired New Member

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    Shallom's Infamy Spreads

    News of Shallom’s attack spreads across the empire, major press on all of the core worlds of shallow space has decided to report on it and news is spreading beyond into the deep space colonies. The faction publications have used it as an excuse to slam the Terran Confederate Navy reigniting old tensions between the Empire and Pleiades and so TCN HQ missives fly between departments as the organisation clambers to regain control of the situation.

    Two reports attached for your perusal commander.

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  10. fieldrequired

    fieldrequired New Member

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    of Turret Theory and Simulated Projectiles

    There's a new article over on the blog discussing turrets and projectiles and how they affect the combat in Shallow Space.

    Turrets have been the subject of a vast rewrite over the last week, their code has been completely purged and they have been written from the ground up to be both useful and performant in the Shallow Space engine.

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    But why would we go through all the effort of coding turrets with arc's of fire and attributes? Well the answer lies in the intent to make the projectiles in Shallow Space simulated - so there are no fake effects or trickery and the fate of a plasma blast or cannon bullet is not decided before the shot is fired.

    But what does that mean for gameplay? and how scalable is such a mechanic? All answered with a new short dev video for good measure in the latest blog article 'of Turret Theory and Simulated Projectiles'http://shallow.space/turret-theory

     
    #110 fieldrequired, Jun 20, 2015
    Last edited by a moderator: Sep 19, 2015
  11. fieldrequired

    fieldrequired New Member

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    Faction: The Mineral & Fusion Corp.

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    There are 8 human factions in the Shallow Space universe:

    • The 3 core empire factions with overall control of the majority of humanity.
    • The 3 mighty corporations, nipping at the emperors heels for dominance
    • The 2 subversive authorities living outside of the core worlds of Shallow Space in the fringe colonies nibbling at the edges of the Imperium.

    Some of the factions are further split into subordinate authorities or companies, some with Elite units and/or special abilities.

    Find out about the first revealed faction; the 'Mineral and Fusion' corp over on the freshly revised Shallow Space blog... here

    [Abbreviated: MFC] The second of the major corporations, MFC was quick to follow other corps path to riches through the accumulation of resources in the historic Sol system, however their claim to fame was the construction of a safe fusion reactor, the basis for all future civilization.
     
  12. Nutter2000

    Original Member Indie Author

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    Nice turret post, have you considered packaging it and selling it on the appstore ?
    Might help a little with funding?
     
  13. fieldrequired

    fieldrequired New Member

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    Yeah I did think about that, everything else has been packaged and sold under the 'Forge3D' banner - trouble is that now we're starting to get copycats pop up and I don't want to make things easy for them!
     
  14. fieldrequired

    fieldrequired New Member

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    New Roadmap Page Now Live!

    A number of you have requested a breakdown of how the project is progressing in the form of a Roadmap.

    We're pleased to say that after a weeks hard work the new Roadmap page is now live! There's plenty of information over there presented in a clear and easy to understand format and the headings in the roadmap section expand to reveal more detailed subheadings and descriptions.

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    Of course the information provided is just an estimate but do check it from time to time because as well as keeping you informed, it'll also keep us organised and we'll be updating it frequently.

    Head over and check out the new Roadmap page.
     
  15. fieldrequired

    fieldrequired New Member

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    IndieDB new: Some Semblance of Order (new Ship, Roadmap talk)

    New ship model unveiled over on Indie DB in the latest news round-up 'Some Semblance of Order!'

    Also covered is a general report of progress, we talk about the reason for putting up the new roadmap page and there's some fresh media in the galleries showing of the new 'Status Indicators' with ships now able to hide in asteroids and nebulas.

    "Work on Omega continues with a Medium Corvette model being unveiled, the artists now report they are ‘in the swing’ but there’s a short break while one of them disappears on holiday for a week. You can view more angles of this great ship over on the blog site soon (Category: Omega) and take a look at the forum posts while you’re over there, plenty of people with some interesting things to say have gathered there."

    Check it out!

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  16. fieldrequired

    fieldrequired New Member

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    [​IMG]

    New faction up: Pleiades Corporation [PLC] with accompanying star charts over on the blog.

    The Pleiades Corporation controls the Pleiades Stellar System, a full ‘core’ system of the Terran Imperium. Settled in 2362 by the presumed lost worldship UES Halifax, the Halifax governors set about extracting mineral wealth from all corners of the stellar system and returning it to the populated twin worlds of Paradijis and Eden.

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    Also some images of our latest Pleiades ship dubbed the 'Medium Corvette' also with a 3D sketchfab view of the model again, over on the blog :)
     
  17. fieldrequired

    fieldrequired New Member

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    The perk delivery and ship/officer name collection system is now active!

    If you’ve already preordered check your e-mail for an automated message from backers AT shallow DOT space which will contain a username and password for logging into the website.

    All ranks have received some bonus stuff right to their portal so do check your e-mail not to mention that we really need those names! So be sure to login and submit them.

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    Captains be sure sure to upload those photos via the instructions in that e-mail. In case you've forgotten you're going to feature in-game!

    For more information, see the latest blog post.
     
  18. fieldrequired

    fieldrequired New Member

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    Recent open communications have been intercepted between Samuel Shallom (under the assumed name of ‘SHALLOMATRON’) and other mercenary and pirate perpetrators.

    The discussion thread was found on a recent publication of ‘Illegal Refreshments,’ who are the reporting arm of the APF (Allied Pirate Forces.)

    Intelligence from other sources confirms a small scale operation is being planned but the location of the operation and registration/type of the craft involved are as yet unknown.

    Head over the the blog and read the latest instalment of Lore set in the Shallow Space universe and be sure to checkout the 'Story' category, there's a hell of a lot more where that came from!

    [​IMG]
     
  19. fieldrequired

    fieldrequired New Member

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    of Terrain in the Void and Status Effects

    There's a new post up over on the blog discussing status effects and just how exactly we intend to form the maps in Shallow Space. Obviously we all know space is an unforgiving void but it makes for a very boring play area if we leave it as such, so we'll need to create areas for the Players and AI to hide and take advantage of.

    But how will these areas affect the ships and combat? How can we shape the void into a meaningful area of operations? Find out in the latest article 'of Terrain in the Void and Status Effects...'

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    An extract from the latest post:

    "To further complicate the mechanic different classes of ship will be affected differently by terrain. So a wing of Corvettes might traverse the expanse of a dense asteroid cluster far quicker than a Flotilla lead by a capital ship which has a severe penalty to movement to avoid damage. The player will be able to see the effects of a piece of terrain by hovering over the the representing icon in the macromap after they have scanned it."

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    Also, work has been progressing on the Ship Configuration screen. It's exciting to be able to expose more of those variables we've been relentlessly preening in the background and we're further excited by the fact that this forms another solid section of the spine of the game (and it's great fun slapping modules on those hulls!)

    Head over to the gallery to check out the latest imagery.
     
  20. fieldrequired

    fieldrequired New Member

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    [​IMG]

    The latest faction blurb has been posted; the Alliance of Interstellar Mercenaries.

    AIM exists as an umbrella outfit for those rejected by the conventional military but don't feel the calling of the more maniacal operations of the pirates.

    AIM is as a legally justifiable although morally questionable entity subcontracting a variety of services mainly to the corporations. Their only allegiance is to the coin they are paid.

    Abbreviated: AIM] There will always be those people who have a ‘certain kind of a skill’ but cannot or chose not to operate in the official military machine. The Battle for the Pleiades System and the resulting ‘Race for the Blankicite’ saw a massive arms race and mass military spending followed by budget cuts and discharges of personnel. Those cut loose found that in the wild west that was the Shallow Space colonies their skill set was very much valued.

    Find out more about them here.

    Also another ship is born from the preorder funds, the 'Light Corvette' joins it's bigger brother which together form part of the PLC faction line-up. Keep these ships coming by pledging to support us.

    [​IMG]
     

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