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Dev Ramble #5: The Price of Progress
We do have in-game help listing controls with a basic explanation of some of the games mechanics (top-centre left, question mark button,) but it’s becoming increasingly apparent that there needs to be some degree of ‘show me’ style instruction to the game. It’s been suggested that a video tutorial would suffice but experience tells us that these are too quickly rendered obsolete, so the tutorial needs to be in-game. The problem is, as more mechanics are introduced, the tutorial will have to be continually rewritten to accommodate them leading to a duplication of effort. Looking at the feedback now coming in, we now accept that we will have to concede to the request of the Players for a tutorial and have plans to include a modular tutorial that will grow as the games mechanics grow. To start with, the basic module might encompass fleet manoeuvres and management later including an intermediate module of resource collecting and trade. In any case, you have spoken and we are listening – the tutorial is now a top priority.
I’d like to start off by saying that actually we have quite a slick bug reporting and resolving process here! When the game crashes it tells you exactly what has happened and copies it to your clipboard. When we receive the crash report, either on the Steam forums or the Official game forums we are able to directly patch the issue and have a hotfix uploaded to all three platforms often within 4 hours. Let’s break down our rough 4 week development and release cycle:
A number of you have expressed strong desires to be able to save and load. The reason why so far this has been omitted is because really the sandbox was only a small cross-section of what is to come. So far we have been focused on injecting mechanics into the alpha. But with the mechanics already in-game and those due to be added shortly, we are now far enough along to consider this a priority. Saving/Loading will be part of Update 5.3 which will be in BETA early next week. We really appreciate the positivity and support of the comments in previous posts, there is simply nothing more motivating than that. Once again let me take the opportunity to thank-you for your patience, the bug reports you’re sending in are massively helpful please keep them coming and brace yourselves because great things are inbound! James
[ 2016-12-02 18:02:48 CET ] [ Original post ]
It’s that time again folks, but this time, rather than the mindless utterances of a dedicated developer – we’re going to directly discuss some of the feedback that’s coming in.
Where's the damned tutorial?
We do have in-game help listing controls with a basic explanation of some of the games mechanics (top-centre left, question mark button,) but it’s becoming increasingly apparent that there needs to be some degree of ‘show me’ style instruction to the game. It’s been suggested that a video tutorial would suffice but experience tells us that these are too quickly rendered obsolete, so the tutorial needs to be in-game. The problem is, as more mechanics are introduced, the tutorial will have to be continually rewritten to accommodate them leading to a duplication of effort. Looking at the feedback now coming in, we now accept that we will have to concede to the request of the Players for a tutorial and have plans to include a modular tutorial that will grow as the games mechanics grow. To start with, the basic module might encompass fleet manoeuvres and management later including an intermediate module of resource collecting and trade. In any case, you have spoken and we are listening – the tutorial is now a top priority.
What's with the bugs?
I’d like to start off by saying that actually we have quite a slick bug reporting and resolving process here! When the game crashes it tells you exactly what has happened and copies it to your clipboard. When we receive the crash report, either on the Steam forums or the Official game forums we are able to directly patch the issue and have a hotfix uploaded to all three platforms often within 4 hours. Let’s break down our rough 4 week development and release cycle:
- Week 1: Major update; new features – new bugs introduced
- Week 2 & 3: Incremental updates; Hotfixes and additional supporting features introduced – bugs get addressed
- Week 4: Update freeze – game is relatively stable
Why can't I save my game?
A number of you have expressed strong desires to be able to save and load. The reason why so far this has been omitted is because really the sandbox was only a small cross-section of what is to come. So far we have been focused on injecting mechanics into the alpha. But with the mechanics already in-game and those due to be added shortly, we are now far enough along to consider this a priority. Saving/Loading will be part of Update 5.3 which will be in BETA early next week. We really appreciate the positivity and support of the comments in previous posts, there is simply nothing more motivating than that. Once again let me take the opportunity to thank-you for your patience, the bug reports you’re sending in are massively helpful please keep them coming and brace yourselves because great things are inbound! James
[ 2016-12-02 18:02:48 CET ] [ Original post ]
Shallow Space
Special Circumstances
Developer
Special Circumstances
Publisher
2015-10-21
Release
Game News Posts:
68
🎹🖱️Keyboard + Mouse
Mostly Negative
(178 reviews)
The Game includes VR Support
Public Linux Depots:
- 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
MINIMAL SETUP
- 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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