indiegogo funds raising : Shallow Space (RTS space game)
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bingOO




Posts: 2

PostPosted: Tue, 7th Apr 2015 23:18    Post subject: indiegogo funds raising : Shallow Space (RTS space game)
Being a long time lurker (only reading, i never stole a key), i finally made an account


I m following the development of this game already for a while, because the dedicated main game developer (James) is posting regulary in a FB group related to the Nexus 2 game (that KS that miserably failed), already for months. Vincent, a man from the first Nexus game is now also part of the team, very recently.

'Shallow Space is an action packed Real Time Strategy space game in a true 3D environment. Players will control a wide variety of heavily customizable ships throughout an in depth story line, skirmish scenarios, co-op, and multiplayer throughout a variety of game modes. With a heavy emphasis on gameplay options, Shallow Space’s asymmetrical balance will ensure plenty of variety and replayability.

Shallow Space has been in development for over a year now, and is quite far along in the development process. In the past year, we have overcome the majority of the major technical hurdles and have a fantastic, playable tech demo in hand. From here, we need a burst of funding to polish up the game, pay some of our contractors, and acquire the needed assets.'


Large scale war

Shallow Space’s gameplay will focus on the “macro” style of strategy games. Rather than spending all of your time piloting one ship, or even four or five ships, you will be commanding several flotillas across your designated sector of control. This allows players to focus on the strategy of combat, rather than the tactic involved with piloting a single ship.
Players will have access to a variety of tools to aid them in managing large scale war. Ships will be organized into “flotillas” and “wings,” enabling easier fleet management in the intensity of combat. Furthermore, ships will be have some level of autonomy to them, they are piloted by an entire crew after all. These ship organizations and intelligence allows players to focus on the big picture strategy.
The UI will have a variety of helpful tools, information, and automation to help manage your ships in this potentially difficult environment. Players will even be able to pause, slow down, and speed up gameplay, all while being able to issue orders. Overwhelmed by too much combat? Pause the game, assess the situation, issue commands, and then resume the game.


Customize ships and fleets

One of Shallow Space’s core features will be its customization options. We want to put as many options and as much control into the hands of the players as possible. To that end, players will be able custom tailor their flotillas, fleet composition, and ship loadouts to fit their playstyle and the task at hand. Need to raid the enemy supply lines? A flotilla of fast attack cruisers will get the job done. Assaulting the enemy stronghold? Better break out the battleships and capital ships!
These ship customizations and ship variety will be balanced out by an intuitive recon system. Players will need to scout out their opponents to understand their fleet composition. Large shield tanking ships can be countered by fast moving cruisers armed with short range energy weapons. Nimble short range cruisers can be countered by long range missile barrages. Corvettes can be countered by cruisers etc.
Utilizing this recon system will be critical to discovering and exploiting enemy weaknesses and developing a counter strategy.

Does the enemy favour missiles? Perhaps a picket of appropriately equipped frigates would be best suitable. Does the enemy favour conventional weapons? Perhaps holding them back with tanking capital ships and using indirect fire from afar is the best strategy. The choice is yours commander.

The UI display of the enemy loadout and detail of the recon will depend on the particular module installed and we'll enable you to make tactical decisions by exposing the key information about the enemies defences and the UI.


Wide variety of ships

To accomplish this asymmetrical balance based on counters and acheive this type of gameplay variety, players will have access to a diverse ship roster, many different types of ship hulls suitable for different tasks with various tech levels to harden the attributes of each hull. Which attributes are accentuated is entirely up to the technology you choose to focus on or 'happen upon' in your encounters with friendly and unfriendly NPC units alike.
Different ship hulls will have their own strengths and weaknesses and understanding your ship roster will be key to victory. For example: While the light Battleship packs a punch, a wing of light frigates can easily swoop in and disable its heavy guns. You'll need to construct your flotillas to support each others strengths and weakness' also taking into account the mission(s) at hand.
The UI is geared heavily towards these formations, the idea here is to move beyond the click-drag selection box and construct a fighting force that plays to the accompanying ships strengths and weaknesses. You'll quickly develop 'packs' of ships you regularly use, tactics tried and true to your particular playstyle and you'll be able to vary those packs by experimenting with different loadouts and save them for use in multiplayer matches.


etc etc






they are demanding $85000, $5739 in meanwhile and only 27 days to go. As you can imagine, i would love this project to succeed. A demo is available, but i didn't test it myself.



indiegogocampaign


i m a just a space fan, nothing more. Thank you


(embedded video's not allowed as newcomer?)
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Radicalus




Posts: 6422

PostPosted: Tue, 7th Apr 2015 23:24    Post subject:
Nexus the Jupiter Incident was a classic for me. Enjoyed it a lot, men!
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Tue, 7th Apr 2015 23:34    Post subject:
It's a shame they're going IndieGogo and not Kickstarter, as KS usually has a higher success rate. Still.... game looks and sounds great and anything even close to bringing us more Nexus-like gaming is good in my book Very Happy
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bingOO




Posts: 2

PostPosted: Wed, 8th Apr 2015 19:37    Post subject:
taken from the comment section @IDGG:


'James Martin
1 day ago

Thank guys, we will be releasing DRM-free but only after release. For Early Access you’ll have to come on Steam.'


the DRM-free version will probably appear on GOG
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Fri, 8th May 2015 11:08    Post subject:
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