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!
[ 2016-01-18 11:43:08 CET ] [ Original post ]
- Shallow Space Linux Depot [1.64 G]
What you will be getting
Construct your fleet ship-by-ship by foraging in dangerous asteroid clusters and nebulas for resources and completing quests. Build up your modular base to include all the things a fleet commander needs; refineries, factories, power stations, shipyards and trade docks. Evolve your ship Captains careers, customize your ships using loot savaged from wreckages, become embroiled in action spanning huge playable areas and work across multiple planetary systems to bring order to Shallow Space.
An innovative ‘zone’ system lies at the heart of what we’ve dubbed the ‘Open-world Overhaul’ and through it NPC traffic will trade, mine and fight just as you do.
Pick-up missions to receive rewards in the form of ships modules and blueprints and construct defences, or go at it you own way by mining and trading. You’ll manage forces across multiple play areas all running realtime in a universe teaming with life.
Additional Key Features:
- Procedurally generated zones, loot and quests
- Emergent gameplay
- Ship movements using NVIDIA PhysX engine
- Enhanced abilities system
- Directional shields and subsystem targeting
- Flexible unit groupings
- OS: Debian Based x64
- Processor: Intel i5 or i7Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 5500
- Storage: 4 GB available space
- OS: Debian Based x64
- Processor: Intel i5 or i7Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Radeon R9 270X/NVIDIA GeForce GTX 760
- Storage: 4 GB available space
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