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So the last couple of months we’ve been focusing on getting the tactical area of the game up to scratch. We have this concept of the 'Sectors', which is the name we’ve given to the areas of play that divide up the area within the gravity well of a planetary body, an area we call ‘Shallow Space’ due to congestion.
We also have made some process repurposing the Carriers, previously they used to carry Corvettes which didn’t really make sense. So instead Corvettes are now the smallest class of ship you can add to a Fleet and Fighters have become Drones, a way of projecting force away from precious Capital ships.
We’re midway through implementing Taskforces, once that’s done it’ll be time to rework the mission interface and put the skin back on - again it’s all minimum viable stuff, just enough to get us going on Steam again and get some feedback.
We kid ourselves that this time it’s easier, but it’s not - we just happen to have a lot of the answers now from 1.0 and 2.0. It’s an unusual path for a project to take, but we’re hoping it’ll pay off. Plus you know, what if we did pull it off? What if we finished this thing and word got out: ‘Remember that cool looking unfinished RTS? Well it got finished.’
Shallow Space 3.0 in many ways is like the lovechild of 1.0 and 2.0, I guess it’s yet another evolution.
In Shallow Space 2.0 we introduced a 'tactical' layer map with concurrent 'strategy' play in multiple areas and we are keeping that in 3.0, but this time we’re flattening the map to make it more controllable, so gone are the confusing 3D ‘space-lanes’ and we’re looking at having a more conventional tabletop style ‘war map’ so it’s easier for us to realise the idea of play areas that evolve as you mission around.
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