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If you’ve been following the twitter you’ll know we’ve been hinting at big changes to come in the Shallow Space alpha. We’ve been getting a lot of feedback from various sources, mostly positive but the negative criticism underlines a gut feeling that we’ve had for a while now, there are a couple of issues with the design of the game as it stands and we have enough feedback from Early Access now to warrant pulling apart some of the core mechanics and asking if they are good enough for the game. So pull up a chair, in this article we’ll explain why that is required and what to expect. [img=http://shallow.space/wp-content/uploads/2016/02/Unity-2016-02-11-22-22-26-35.jpg][/img] We're remaking Shallow Space so that the ships individual characteristics have more influence over the gameplay. The Problem The first is the rigid Flotillas/Wings system, originally invented to make larger group of ships easier to manage and position, bizarrely it has the opposite effect making control cumbersome and the battles rigid and not particularly engaging once you get over the graphics. The crux of the problem is an issue with scale; we’ve modeled these ships, given them the ability to be granularly configured but then put them in a situation where those individual characteristics can’t be realised (what’s the point of painstakingly choosing weapons when it ultimately turns into a DPS-fest .) Another problem is this whole linear maps system, it’s the year 2016 – we look at all the games being released and see open ended games everywhere. I myself don’t like to just play games anymore, I live in them and scrolling through my own library if isn’t open world – I probably don’t own it. Open world was in the original design (along with more Nexus style gameplay) but we shelved it temporarily so we could get our heads round some of the more basic game concepts (in terms of how they are actually coded.) Thankfully with your help, that stuff is now pretty solid and we’ve been advancing a multiplayer open world prototype in the background which is now ready to be built on. So what happened with the design then? Well we had an original vision and then people join the team and the vocal audience step forward with their own designs and keep pushing for incompatible ideas (control of greater numbers of ships being the one.) You have to allow some of these ideas in or people see you as inflexible and the team get disenfranchised, plus we have to try these things to see if they work. Alas this mismatched marriage of gameplay concepts isn’t a happy one and we’re well on our way to creating something mediocre which we’re not happy about. [img=http://shallow.space/wp-content/uploads/2016/02/Unity-2016-02-12-17-19-39-93.jpg][/img] The Solution So I can imagine some of you sitting there with a sinking feeling but fear not, this isn’t as big a job as it might seem. Plus we kinda went a little mental over the last two weeks porting everything across and introducing new clean mechanics so we’re not coming to you quivering with worry, we’re actually halfway there already and have added some of the stuff you asked for as it now fits:
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