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This latest update adds quite a few options for you to play with and a few new models for you to take a look at. We wanted to do more such as overhauling the Options menu and importing/exporting of attributes but it makes little sense to hold back on what we’ve done already as it adds a lot to the Alpha, the additional planned stuff we’ll save for the next couple of incremental updates. [img=http://shallow.space/wp-content/uploads/2016/01/sspace-2016-01-02-21-17-32-56.jpg][/img] We started adding those options we promised to the Simulator, you can now generate some beefy battles - try it, it's great fun! The main achievement of this update is the ability to automatically generate ship and fleet loadouts. Some of the feedback coming in highlighted that the game is a little bit different from most RTS games and not very accessible if you want to just dive into a game, so the addition of ‘Auto-fill’ options for both the hanger and fleet screens should be welcomed. Also with balancing all over the place we’ve thrown in the ability for you to change things as you choose a mission, so if you think the ships move too slowly you can speed them up globally and increase the health of yours or the enemy ships. We think this is going to be key to the experience of Shallow Space, because we’ll need to cater for both the ‘quick skirmish’ gamers and the ‘long haul’ play it for days types. (Complicated times we live in.) [img=http://shallow.space/wp-content/uploads/2016/01/Unity-2016-01-17-15-02-19-03.jpg][/img] The MFC 'Vindicator' makes an appearance in UPDATE 8 and a few new modules to plug into it such as the 'Omnidirectional Passive Webifier' So with these ways of influencing the maps outside of the map editor, we actually mark the start of something quite intriguing; harnessing of the power of procedural generation to add variety and we have some massive plans for that but it’s a different subject entirely, so look forward to a blog article in the not so distant future… We also added a sandbox level which has some very basic carrier stations in there, jump lanes and all the stuff we’re going to be using to build the immersive game world. It’s tempted to start writing in the storyline mechanics and triggers but we’re steering away from that to drive us back towards a more standard RTS first, with unit and station construction and multiplayer, as we think that offers the most reward for you guys in the short term. [img=http://shallow.space/wp-content/uploads/2016/01/sspace-2016-01-17-17-15-00-83.jpg][/img] The sandbox level was created for us to test elements like stations and allied forces, we'll continue adding stuff here to preview if we're not ready to put it in a mission yet. Once we’re through with this round of incremental updates, we’ll be starting on the modular ships and stations and adding station building (with the modular construction kit,) resource collecting and in-mission unit construction (for Corvettes, Cruiser and Battlecruisers,) exciting times! Send us as much feedback as you can on this folks, the more you send the better it’ll get and a massive thanks to all our followers, we hope you enjoy playing UPDATE 8!
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