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.

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Report RSS Station Defense Scenario (Commentated)
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tom111
tom111

This looks great, cant wait to try the demo by myself, looking forward to the crowdfunding :D

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#k
#k

I find the missile circus around the frigates highly entertaining. Reminds me of a dog chasing it's tail.

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mawhrin-skel AuthorSubscriber
mawhrin-skel

It's a bug haha, but it is quite a cool one. I picture some guy crapping his pants in the cockpit.

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Wookienator
Wookienator

Same happens in Empire at War by the way :) Very funny

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ledernierrempart
ledernierrempart

this look nice. well if you wanna talk ill talk about homeworld. it was a very great game and i can see some HW influence in your work.

about the missile they seem a bit too quick. just take a look on the heavy missile cruiser in hw1. they look realistic. here it is kind of strange. although the missile got a good looking.
for the missile issue that goes round and round i dont think it is a problem but there was too much of them doing that ^^'

and you got great graphics :)
(i would like to see them really close tho to see in details what they really look like)

2 min after...

there is another weird thing. i think i saw some laer beam completly disapear when hitting target... oO
and i suggest to make the smoke effect of the missile disapear slowlly instead of a violent disapearing effect with the death of the missile. (this time not like in HW1 ^^)

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jezko4
jezko4

Why these explosions are just a lens flare?I know it is a pre-alpha but I watched some old WIP videos and it had better explosions than this.And are you using some assets like uscript or playmaker to make development faster or every script is written is C# or JavaScript?Thanks for reply.

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mawhrin-skel AuthorSubscriber
mawhrin-skel

The old explosions had a stippled and mottled effect when viewed from a distance so it didn't look great so I removed them. We intend to add a touch of fine details to them but actually I think these explosions look better and more importantly; more easily identify that a ship has been destroyed.

Every script is written in C# by myself.

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Xankar
Xankar

-(5:40 in the video) Will all of the bigger ships make awesome explosions like that or possibly even bigger ones? Mighty impressive stuff going on right there

-(a bit off topic of the video) Will there be mod support and if so, how accessible will said mod support be?

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mawhrin-skel AuthorSubscriber
mawhrin-skel

We will make a modding kit which will be a plugin to Unity. We can only do that once we're 95% sure that the specification of the various code classes won't change much else we will be duplicating effort.

I plan to make the first game, make the modding kit and then make a couple of expansions with it. Great to hear from you Xankar!

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Description

We start looking at scenarios now as Brian Purkiss commentates the latest video with an alpha of the game running on his Mac in OSX. Brian looks at the station defence skirmish scenario which will be featuring in the demo due out in 2 weeks time.

We need your help to make this game the best it can be, join the newsletter Shallow.space to be notified of the demo and crowdfunding campaign when it begins in 2 weeks time and head over to the forums Shallow.space to show your support in the meantime!

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