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.

Post news Report RSS A Penchant for the Shiny

We've turned our minds to concept artwork, I have a guy in the States drawing up the backstory as it's obvious that it's one thing to read a story but another to actually see it (my blog stats taught me that little gem) but we've also started looking at the bigger picture, beyond the periphery you could say to the game at large; more on that on the latest blog article.

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So this week we've seen a lot more change happen in relation to the artistic scaffolding of Shallow Space, the addition of another team member brings a bit more of that arty talent to the group - particularly in relation to concept drawings. I'm a pretty good programmer but i'm not much of a pen and paper artist and thankfully this chap pings me artwork over like his life might depend upon it.

We've finally settled on a logo design, I must have went through five designers trying to get that right but we finally found our man. It was important to have something drawn up that speaks to the game, there were other designs that were certainly eye-catching but this one actually makes me want to alter the game to fit around it. In particular I'm speaking about the GUI and when we have some more cash to throw at the designer I'll likely have the game re-skinned to match the holographic style.

The blog has also been lifted from the depths of drab, if you haven't seen it already you really must take a look. You could say I have a penchant for the shiny and a passion for the overstated, but I will say this; in my experience the person who shouts the loudest is heard. I've opted for a ‘tumblog' style because the majority of you briefly browse the posts that were on the front page, some of the attentive click on the links to read the words (thank-you) but being the busy people we are it's understandably not the norm. I'm catering for the majority here in that you can visit the blog and take in as much or as little as you wish to but yet still be presented with masses of eye-catching information and media, some good feedback on that so far.

With regards to the game development there is still much to be done mechanically, I think the screenshots and videos so far have illustrated the intention so I'm going to slow it down a bit on the posting of media as I noticed that when I posted a video showcasing time-slow, quite a potent feature I might add, I seemed to have used up all of your attention. One thing that is very cool is the fighter mechanics which are now looking quite special; I've absorbed some information on earth fighter tactics, added a sprinkle of Battlestar Galactica and I think we're now somewhere near, you can look forward to a video on that later on in the week.

We've also turned our minds to concept artwork, I have a guy in the States drawing up the prudent parts of the backstory as it's obvious that it's one thing to read it but another to actually see it (my blog stats taught me that little gem!) but we've also started looking at the bigger picture, beyond the periphery you could say to the game at large; more on that on the latest blog article.

So I'll leave you as I found you which is hopefully yearning for more - I'm like a dog with a bone on this project, fuelled by your attention and encouraged by your input so I urge you to feed this beast because the bigger it gets, the more fun we'll all have as Shallow Space evolves.

Thanks,

James

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