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.
Bit more work on the UI, now the mechanics are near enough where I want them to be I focus on making the thing flow while playing it. It's strange because I look to Homeworld and Nexus for inspiration and as things have moved on a lot interface-wise in the last 10 years, they are actually no help at all.
I'm gonna go with the flow with it I think, adjust it to feedback. Making it compartmentalised and modular in this way makes it easy to add/subtract from also, UI is not a part of this project I enjoy - all the pixel perfect nonsense
Just some ideas (Although its unlikely that any of them will actually be implemented)
- Perhaps a ui showing damage to a selected ship?
- Map of the battlefield ?
Hugo