The Open-world BETA is currently available via a separate 'branch' which can be changed in Steam via the game properties. (For more information see here.)
Further incremental fixes to the BETA build were released yesterday and today for Windows and Linux. Changes to note are the fixes to group movement and jumping, these changes will pave the way for additional formation types in future.
We'll likely issue another hotfix update or two over the next few days before commencing work on 4.7 which will include further fleet movement/management improvements and resource collection.
Hotfix Update 4.6.3
- Fixes to text disppearing in some parts of UI
- Fixes to crash setting radial indicators for ability icons
- Fixed issues showing tooltip after dialogue
- Added press backslash ('\' key) to hide UI
Hotfix Update 4.6.4
- Fixes to grouped movement
- Fixes to unit grouping path blocking issues
- Fixes to grouped jumps (SRJ and JSA)
- Fixed Command radius shown independantly of grid
- Fixed selection box shown when using mouse to alter battlegrid height
- Fixed repeated mission rewards
- Fixes to healthbars on fleet/tactical icons
- Fixes to AI freighter behaviour when under attack
Linux BETA now available & Hotfixes
The Open-world BETA is currently available via a separate 'branch' which can be changed in Steam via the game properties. (For more information see here.)
Happy to announce the issues with the BETA Linux build have now been resolved and it's now available to play. The Linux builds will now be maintained in tandem with the Windows builds (as it should be.)
The OSX (or macOS) build will be tested and put up in the coming weeks. We greatly appreciate your patience as we continue the transition.
In a fortunate twist of events patching the Linux issues has resulted in an insane framerate increase on both platforms (averages around 100-110fps on our test machines now, before it was 40-70fps.)
Otherwise, there's a few stability fixes rolled in for issues reported by your good selves over on the official forums. Keep 'em coming!
Hotfix Update 4.6.1
- 30% +/- performance boost due to post-effects optimisation (Yeeeehaa!)
- Fixed regression issue involving selection of units causing crash
- Fixed problem issuing move instruction with destination inside a Jump Safe Area
Hotfix Update 4.6.2
- Additional 40% +/- performance boost due to post-effects optimisation (Boooom!)
- Further fixes to focus camera 'F' key
- Fixes preventing crash trying to assign targets while ship using Short Range Jump
- Linux build updated and start-up issues resolved
- Missing reference clutter cleaned up from Player.log
BETA Update 4.6
Good news! The Overhaul Beta has been updated to version 4.6.
The beta is currently available via a separate 'branch' which can be changed in Steam, via the game properties.
Decided to simplify things further with the fleet panel, and reduce the requirement for scrolling.
In this update we tidy up the UI, in particular the fleet panel, where a separate row of smaller icons is now always visible and we've also tweaked the appearance of the grouping icons so it's a little easier to see which number key to press. To prevent unnecessary scrolling detailed icons are currently shown only for Player selected units but will soon be shown for context targets also.
All the abilities should now work. Some abilities will require a context target to work (such as 'Communications' allowing you to hail other ships,) you can pick a target by first selecting your ship and then clicking on an AI ship as it's context target. Other area of effect abilities now use the new 'Command Range' and you can preview that range by moving the mouse over the applicable ability icons.
The dialogue system opens up new opportunities for ship construction and trade.
The dialogue system gets folded into the mix adding ways to access various handy NPC functions. This will be handy if you want to use the new petty trade system to buy/sell stuff or build ships using spare funds, you'll also be able to pickup quests by using dialogue. Look for an exclamation mark by a zone icon or ship which indicates dialogue.
We've also folded in various new animations and some fixes that you've reported in over the last couple of weeks. Please do continue to report them! It's been instrumental in the progress made so far.
Look forward to 4.7 where we can expect the beginnings of resource collection, additional help articles, ship experience and a whole host of atmospheric sounds and maybe even the return of the sexy AI voice!
The main goal now is to fold in the remaining RTS mechanics before adding saving/loading, skirmishes and additional planets.
BETA Update 4.6 Change log
- Fix focus issues when double clicking on targetbox
- Fix to windows opening in odd places
- Fix SpaceObject issue causing crash on restart
- Fix focus issues on modular stations
- Added SHIFT + LMB to add/remove ships from selection
- Added focus on opening dialogue with NPC
- Added cargo space bar in inventory windows
- Added petty trading extensions to inventory window
- Added missions to dialogue system, listing and acceptance
- Added accepted missions are tracked at start
- Added trade request to dialogue system
- Added mission indicators to zone icon (yellow ! is tracked objective or pending dialogue)
- Added mission/dialogue/quest track indicators to targetbox and tactical icon
- Added typewriter animation to notification/dialogue text
- Added remaining abilities (now functioning)
- Added animations to mission/objection situation panel text
- Added tactical icons to fleet panel
- Added context sensitive text to dialogue system
- Added group number to fleet icons (removed emblem icon)
- Added subcontract ship production from Allied facilities
Recap - Overhaul Dev Update #7
What’s happening with Shallow Space?
So the intention has always been to create a Real Time Strategy game that encompassed as much about space-based fleet management as possible in a game. This includes modelling more detail then you would normally expect and simulating the physics of the ships and projectiles to create more varied and captivating action.
That remit hasn’t changed, but when we released Shallow Space as an alpha some players found a number of issues, issues that could not be ignored – some were easy enough to change, others required another look at the game design document. Fortunately we were able to extract the time consuming, tested and functioning parts of the project and nest it into a fresh project, wiping away many of the reported issues and opening doors to many exciting features not commonly seen in this type of game.
Much of the game has been redesigned to make it more accessible and appealing
The cost to the project is a setback in time, time is money to any developer but we were prepared to front that cost in favor of creating something that both early adopters and the team will all have been proud to be involved in. The result is a project currently split between the older discontinued alpha available on Steam, and the ‘Overhaul Beta’ that will soon replace it, which is also publicly available on Steam by changing your game branch in the games properties.
So let’s talk about what we can expect.
Shallow Space as an RTS
Real Time Strategy remains the main focus of Shallow Space, and thanks to the feedback from the current alpha is close to being mechanically complete. This time, the RTS layer was built on top of a multiplayer engine ready to be switched on when we have the available resources.
In the current alpha, one of the common complaints was that the arenas are too big which lead to lots of scrolling and a lull in gameplay, this issue was exacerbated by the 3D nature of the combat in that ships needed large areas to parry else the entire arena becomes engulfed in a big, uncontrollable conflict.
In the Overhaul, we get around that by splitting the play area into zones. Each zone might contain a series of installations lending it to a particular function (ie: Ship construction or trade) so not only do we have better control over the types of activity and where, but we can also really explode the scope into hundreds of concurrent zones around tens of planets containing thousands of ships, without fear of overloading the players immediate focus.
An example of zone layout around a planet and the movement of traffic between them
But there are some that prefer the more linear setting, perhaps for casual skirmishes or learning to control their fleets effectively and we will continue to cater for that.
Shallow Space as a 4X
While simulating the activity of a couple hundred ships, it quickly became clear that a traditional RTS interface alone will quickly end up becoming irritatingly insufficient. To combat this we’ll be adding UI elements traditionally only seen in 4X games.
An example of this might be a window allowing the issuing of a sequence of repeatable instructions to your traders or miners or even your combat fleets. This automation, complete with all the relevant data and charts, will give you the option of managing your operation like a business.
There will be some overlap between the RTS/4X layers. So in the early game you might procure weapons and small quantities of material via ‘petty trade’ and issue resource collection instructions locally via the abilities bar, but as your fleet grows into innumerable groups all assembled for a specific task, something a little more geared to the ‘bigger-picture’ is both required and planned.
https://www.youtube.com/watch?v=Ws2NhST3qFI
But more exciting than marrying those two concepts together is that we’ll be borrowing a 4X’s sense of scale.
We are working to create an accurate procedural model of a potentially unlimited number of planetary systems for you to use as your galactic sandpit, each planet and zones will harbor a set of materials that will have you plotting epic journeys for your fleets planning them around the orbital patterns of planets. With each planet containing multiple zones and accompanying parallax environments to match the scene, it’s clear that we intend to not just use space as the visible setting, but completely immerse you in its majesty.
https://www.youtube.com/watch?v=rZEP_J8geKE
Shallow Space as an RPG
Linear storytelling just doesn’t quite have the impact it used to, and we should take advantage of being able to tell the story from the viewpoint of the Officers on the ships. We think listening to them talk out issues as they encounter them will directly anchor you to the action.
You will still get all the juicy goodness from the current alpha, the ability to customize ship load-outs and appearances but one observation of the current alpha is that none of it matters when it ultimately boils down to who has the higher cumulative DPS. To combat this we can now host the action in multiple zones around a particular planet or even a complete system. Allied forces will play a key part in this with the player able to influence their approach to a situation via dialogue and building reputations.
An early look at the dialogue system and petty trading extensions to the Inventory window
As it fits we’ll be borrowing much from the MMORPG standpoint of telling the tale, but removing around 80% of the grind. For example, you won’t have to be in the same zone to raise a ship on comms and even if a mission does contain an element of grind you can automate it or even play with multiple fleets on other assignments at the same time.
But mainly in this layer we focus on creating multiple facets to the story, requiring fleet and resource co-ordination taking the intent from a linear driven campaign to a grand campaign in an expansive sandpit.
In conclusion
The hold-up right now is the race to replace the current alpha with functionality that is similar or exceeds what is currently available in the Beta.
That Beta has been humming along nicely in the background, publicly available on the shy for nearly a month now inviting the most patient and passionate of fans to provide constructive feedback. With the core mechanics of the game nearly solid we’re happy to declare that chapter closed to begin work on the fun, game-building stuff.
Expect the detailed update posts to restart shortly, talking about additions and amendments with us focusing on building more of a presence. We’ll revise the roadmap and media, bringing everything to bear on the new Beta and thanks mainly to your support and understanding during the work of the last 6 months; what a Beta it’s turned out to be.
But don't take our word for it, fire up the new Beta and see for yourself!
It often works to their favour in that such designs are cheap and easy to manufacture, but there is historically little in the way of the MFC faction directly influencing space-based warfare. They normally focus on the current fad - producing ships to fill the ranks rather than tip the balance, but every now and again as luck might have it, they strike gold.
The ‘Hermes’ in principle was designed to provide part of a carrier group solution, intended that two or three are deployed as a wing. Compare that to the PLC factions ‘Sadalbari’ which was designed as the mainstay of a group; dedicated to both that and Command, you might think it falls a little short of the mark but then again in both procurement and production, the Hermes is nearly half the cost.
The Hermes might also carry half the number of Carried units but it matches the Sadalbari’s might in armament with 2 Extra-Large (XL) and 2 Large (L) turret hard points. On paper that makes it an exceptional ship, but its influence on the arena of Shallow Space was far more pronounced that the ships mere specification.
Before the Hermes came along Carrier operations were out of reach for many, reserved for the highest echelons within a respective faction. But now with some skill, a Carrier can be deployed cheaply as part of an attack force rather than a dedicated combat function and with that; sales of the Hermes blueprint sky rocketed.
The Hermes is credited with truly diversifying the art of space-based combat beyond even the Battlecruiser, because it indirectly forced the Terran Confederate Navy to drastically consider the way it applied itself to the theatre. Previously, Naval fleets would occupy planets in the imperium applying martial protocols to space traffic as the need arose but when that big Naval fleet arrived everyone else made a swift exit. The Hermes exaggerated this game of cat and mouse by enabling guerrilla operatives to deliver precision raids with the deed long done before even the picket could arrive.
It was not a situation gone unnoticed and so the Highest Honourable James Thorensenan, Field Marshall of the Terran Confederate Navy, petitioned the Council of Admirals for federal approval of an elite Naval force known as the ATU or ‘Adaptive Tactical Unit.’ The force has a very broad remit, with the usual restrictions on the building of ships and acquisition of personnel lifted. The ATU can disguise their identity, even adopting custom hull markings, but remain attached Naval personnel under the general jurisdiction of Federal Fleet Command. The ATU is designed to ‘seed’ naval presence in a system, not enough to deter full-scale campaigns, but enough to supplement allied faction forces in local defence, and operate in other capacities as the council sees fit.
As a consequence once rogue pirate forces gathered into a serious organisation and the previously enumerable mercenary entities started to band together into an alliance. With the notion of a lone trader now a proverbial death sentence, strength lay in numbers and factions as absolute entities arose polarising space traffic; all this leading to the very premise of Shallow Space.
History accredits this largely to the inclusion of this mere ‘cookie cutter’ ship into the ranks and nobody denies it; for the Hermes by namesake alone, is the most infamous ship of the century.
Cry Havoc!
We’re running at fever pitch here as development pauses while we start fine tuning for the First Playable Beta and the fruits of all our labor truly begin to unfold. At the same time the shared work space is filling with new assets, sounds, music and lore all waiting to be injected so we think it’s fair to say that things are about to get really interesting around here.
https://www.youtube.com/watch?v=lWDw8zCI7EQ
A few words on the latest video to start with (click YouTube icon to get fullscreen.)
Firstly, all the music you hear will be in the game. SFX are back in the game with over 50 new additions and all the 3D spatial sounds have had the low band pass reverb treatment so the room suitably rumbles as ships roar pass and the sounds are pleasant both loud and clustered.
We’ve added 80 minutes of music (more to come) along with the 10 piece procedural battle music piece we spoke of. A whole host of particle effects and shaders have been tweaked and added just for the sheer glory of it, and to the absolute delight of the 3D team, the ships no longer look like they are made from polished acrylic.
Under the hood massive work has gone on to make the combat AI (especially the Corvettes,) a little more believable with more specific behaviour added relating to plotting intercept vectors for distant targets and keeping units in firing range. Of course, the trouble with all this clever AI behaviour and dazzling imagery is its a bit of a nightmare to test… I’ll try and explain.
Use of physics for movements, fine tuned particle and screen space effects, 3 years of learning, testing and adjusting. The space battles are now truly mesmerizing.
So I’m working on a wing members reaction when their wingleader is destroyed, I put in the required code and hit play and here I am in Zone 1. I get as far as selecting a Carrier to launch a wing.
‘Oooo that’s a nice shaped asteroid cluster, let’s take a look at that.’
PEW-PEW-PEW… THUNK – cursory glance at the fleet panel 'nope – none of mine.' Spin the camera round and it’s a pirate Cambridge and… yep it’s on an intercept course.
Hmmmm OK I’ll bite; ‘launch all fighters, Carriers withdraw to extremity of indicated asteroid cluster, group the Battlecruiser and Light Cruisers together and plot an intercept course, authorise use of special weapons on the Battlecruiser, prepare lead Capital ship for a short range jump to tackle the…’
BZZZZZZ – THAWCK – ‘that sounds like XL weapons fire, a siege laser maybe, it can’t be here already…’ Spins camera round for a look and it’s a lone allied Homan Battlecruiser, emerging from an adjacent nebula, main guns blazing.
I pulled the fleet back and watched, this should be interesting.
Of course, no sci-fi game is complete without the requisite doom-beam Lazor. Here is a Battlecruiser firing a Light Siege Laser.
What happened was the Homan completely took apart the Cambridge with a Siege Laser (not particularly overpowered, much) despite having a quarter of the hit-points and a fraction of the targets cumulative DPS.
What this means is that all the new little tricks we’ve rolled in; the more individual nature of the ships, directional shields etc. – are leading us to something that is very difficult to achieve which is asymmetric balancing. Had the enemy had even one Light Cruiser as an escort, that lone Homan wouldn’t have stood a chance.
This is going to be essential in separating Shallow Space from the normally predictable nature of combat of some RTS games and creating something that is continually engaging as you discover your own way to tip the scales in your favour.
Another thing to consider is my excitement playing it. You have to imagine that I’ve been making this thing for over 2 years now and the novelty of it wears off. But these battles have me shrieking like an ecstatic child, spinning round in my faux-leather racing chair grinning from ear to ear.
Now if it does that to me playing with ships I’ve just plonked in there to test, imagine your own reaction when your hand-picked prototype Battleship trains its proverbial ‘Borg’ guns that you bastardized in a lab somewhere, and swings it’s freshly painted ass around for an alpha strike.
Yes my friends: GLOOORY AWAITS US!
Of course while I’m sat at my desk processing all this, literally spasming with joy – I’ve bloody forgotten what I was testing!
This little beauty hit the shared workspace just yesterday; the 3 piece ‘Tartarus’ Modular Shipyard, complete with Iris Corvette docking hatch. We can add all that to the 12 other installations that will be switched on after the First Playable release.
On that point, keep your eye on the Official forums, in particular this thread and you’ll be treated to instructions to get to the First Playable of the Beta on Steam. First Playable will be a silent launch for the die-hards – once it hits, we’ll roll out patches practically on a daily basis for a fortnight or so to get us were we need to be.
So we are on the home stretch, literally down now to tidying up menus and adding a help system. If you’re new to the project, grab a copy because it won’t be this cheap forever and if you’re one of the thousands waiting in anticipation, get excited - it’s allowed because it’s nearly time!
Sleeping Beast
With the business admin tackled, the last week or so we’ve been back into the code, forging the few last remaining items on the todo list before we unleash the Beta. In this article we’ll talk about what to expect from the Beta and just what is taking the most time while on the way touching on some exciting new mechanics we’ve introduced.
So when we first released the Shallow Space Alpha onto Steam we made the classic mistake of releasing without enough content. Before launch we digested guidelines and looked at examples of other EA games, but it still wasn’t really clear to us back then that people who buy into EA games still expect a more-or-less feature complete piece. We can’t make that mistake again.
So we thrashed the keyboards hard to play catch-up and it turned into a cool little thing, but adding content in the current Shallow Space Alpha posed us a problem because it took almost as much time to design and integrate the maps and missions as it did to actually write the game. Then if you consider that as we add more new stuff, sometimes the old stuff would have to be redesigned or recreated completely as we get closer to finishing you can see we arrive at quite the problem. If we had to simplify that development effort into a ratio, let’s say ‘design, implementation, content’ it would sit at around 30:30:40 respectively.
But then we decided to make Shallow Space open-world.
So now the development experience is very different. Rather than hand designed maps one-by-one, we instead give the game instruction to create an unlimited number of unique maps itself and rather than perfecting the behaviour of ships that will follow the same path each time, we instead give the ships a limited level of awareness and allow them to collectively make decisions based on their tasks and surroundings.
With this new twist, the major effort is lodged in the creating and training of that behaviour, and the now procedural nature of the content means it can be folded in comparatively effortlessly once the core is established. Going back to our simplified effort ratio of ‘design, implementation, content’ I’d describe it as 40:40:20.
So why is the content now 20% of the effort, will you get less of a game?
Nope. It simply means that through some clever planning in the first place, we can amplify what we inject and turn it into even more content. An example is the Objectives system; when we’re designing the missions we now specify a simple set of parameters such as; roughly how big should the enemy force be compared to the players, the composition, the task, should they be hidden, spread across multiple zones, etc. The game takes this limited information and explodes it into a series of detailed chained Objectives and triggers with the possibility of random encounters and rewards.
So what we’re trying to say is, now is the time for us to build that foundation (and build it right) and it’s taking a little longer but once it is built, the rest of the actual game should come together reasonably quickly, quickly enough to be very entertaining from where you’re sitting.
But before we reach the point where we can pump content into the new and shiny Early Access Alpha, we really have to test the proposed confines of that content – the game itself, to make sure it is both bug free and is actually fun.
But that’s easy right? That’s the bit you guys do.
Well in the current alpha, the control system could be described as convoluted, definitely so when you compare it to the new alpha in which you can control all 3 axis of camera motion simply with the mouse and a modifier key Homeworld-styles.
Many people (myself included) simply got used to the old system and persevered. While this isn’t particularly great for the project, it does underline the importance of a more stringent set of tests to better promote feedback which we’ll release with the Beta on the Main Forums. The tests will be designed to drill into each of the games core mechanics as we systematically switch them on, allowing us to correct issues and implement suggestions in a more structured fashion.
We appreciate that not everyone has the time to spare for that, so we’re hoping to gather together a hardcore of Players willing to get their heads into the patch notes to raise awareness and spend an extra few minutes completing survey’s on the forums.
So where are we right now?
Well the todo list basically sits at: Tutorial framework, explosions - wrecks - loot, menus and loading screens so not a massive amount left now, so look forward to an increase in visible updates, story and media as we move closer towards the Beta launch.
In particular keep an eye out for more exciting new imagery over on the Steam community page, a new ‘short’ story series tracking the exploits of a Mineral & Fusion Corp freighter, breakdowns and 3D turntables of the new ships and stations appearing in the Overhaul and exploratory articles looking at life in the new Shallow Space.
Cheers for all the well-wishing and your continued patience while we build up to the awakening of this sleeping beast!
Paradjis Lost (Part 5)
Secrets are finally uncovered as the tale is bought to a cataclysmic end, but what will become of Eve and Jack...
The All-Points-Bulletin was broadcast across the stellar system later that day. Blonde had either been discovered, or he’d escaped, and now the entire Pleiades Corporation was hunting them. They made it to the asteroid belt without seeing another living being.
A good omen.
Jack navigated the belt, changed course then powered down the engine. “And we’re sailing,” he said with a grin.
“Like the boats of ancient Earth, drifting across the darkest sea on the whim of the winds.”
Eve looked sideways at him, an eyebrow raised. “Are you enjoying yourself?”
“Just making conversation,” he said. But Eve knew he was trying to keep her distracted. This next part of the trip had the highest risk.
“So do I get to know what all this trouble was about?” he asked.
“Pardon?”
“You found out something the PLC didn’t want you to know. Are you going to share it with me?”
Eve reflexively reached for the PAD. She wasn’t sure what to say, or where to start. In truth it was so incredulous a small portion of her mind still struggled to believe it was true.
“All employees of the Pleiades Corporation sign a waiver,” she began.
“I’ve seen it,” Jack said. “I’ve helped some people tear theirs up once they were out of this stellar system.”
Eve nodded. “Yes, well that waiver pretty much gives up any rights they have, and allows the Corporation to do what they please, including experimentation.”
Jack scoffed. “Everyone knows that. Slight alterations to help workers at their chosen field: Miners stronger, ship builders better muscle retention in zero gee and resistance to radiation. The whole of Shallow Space wants to kick them out of the Imperium for breaking the Eugenics Accord, but they have their sway with the Emperor.”
Eve shook her head. “No, that’s not it at all. They aren’t slight alterations. That blonde scientist didn’t need to have the bulk he had did he? He was a Mod.
“But that’s not the story. The story isn’t that the Corporation is altering a gene here, improving work production there. That’s just practice on their stock animals.
“Their end game is the real story.”
Jack had been watching her while she spoke. He stared another moment then nodded. “Ok, I’ll bite. What is their end game?”
“To combine all these different alterations they have perfected into a single person to create Uber Soldat. A super soldier. Their weapon to destroy the Imperium and take over Shallow Space.”
“You’re shitting me,” Jack said, his pupils dilated, his mouth stretched in an almost smile, as if waiting for Eve’s confirmation it was a joke.
“I’m not shitting you Jack,” Eve said. “It’s all right here. As soon as the Pleiades Corporation lost the Race for the Blankicite they have been developing this weapon, hiding it in plain sight.
“Imagine going into battle against a man with better accuracy, stronger muscles, faster reflexes, greater stamina and an ability to handle hotter and colder temperatures than you.”
“I don’t generally care to get involved in battles,” Jack said, turning back to the controls, but Eve could see her talk had shaken him. “But I imagine such super soldiers would also be equipped with the best weapons available, which all happen to be made by the Pleiades Corporation.”
“Now you’re getting it. Through economics, PLC are putting themselves in the perfect place to take over the entire human race. That’s why this information needs to get out. The Imperium needs to know and needs to act before PLC can complete their work.”
Jack didn’t reply. Eve didn’t know what he could say. She’d been over it a dozen times and still didn’t know what to say about it. All she knew was that the people needed to know and that Jack was the only man that could make that happen.
“Your turn,” Eve said after a while. “You said you knew my father, that you repaid your debts. What happened?”
Jack didn’t respond immediately, then his mouth moved as if he were tasting out words. “No story really,” he said. “Nothing like your whopper. No super soldiers or anything.
Eve smiled. An attempt at a joke which served as delaying tactic. Jack was uncomfortable.
“We were both working the Oberon system during the early stages of their civil war. Smuggling weapons in, keeping an eye on the smugglers of the other side. Nathanial and I were competitors. We’d had a few run ins, a few choice words exchanged, but nothing too serious. Neither of us were in it for combat.
“Anyway, I had been caught out by the Navy. I was adrift but powerless. Your dad found me. He saved me. When I asked why he said because he was human, and then with a smile, all smugglers are friends against the Confederation Navy.”
Eve was smiling. That sounded just like her father.
The ship fell into silence as they sailed across the system. Days passed with little conversation. Eve spent most of it writing her report. She wanted it broadcast to the universe the second she stepped into The Guardian’s offices.
Eve was back in the co-pilot seat when the first of the Kuiper belt objects flashed past.
Jack leant forward and reengaged the engines. “Now we have to do a little needle searching in the haystack.”
Eve frowned. “You don’t have a, you know, a map?”
“Of course not. Maps can be copied, hacked or stolen. My brain is safe.” Jack saw Eve’s raised eyebrow. “Relatively speaking.”
He swung the Trojan Horse around. I plotted a pretty good course. We’re in the right place, I just have to find my markers.”
“Markers?”
“That’s right. Not all Kuiper objects are the same. And some have had been shaped. . . artificially.”
Eve snapped her fingers. “So instead of a map, you have breadcrumbs?”
“Sure.”
It took them less than an hour to find the first marker, then Jack had his bearings and he sped up.
They passed hundreds of asteroids and lumps of rock, some smaller then her hand, many larger than the ship itself. But then they thinned out and they were there.
“There she is,” Jack said, pointing, a hint of pride in his voice. “One highly illegal Map.”
Eve stared out the window at the ‘Map’.
In reality it was just a small, simple jump gate.
She remembered the first time her father had taken her to a Map. She’d wondered why it was called that. A map, she thought, showed someone how to get from Point A to Point B, much the same as the Imperiums 'Jump Safe' network guide traffic to areas of interest around planets. A jumpgate merely transported someone from Point A to Point B a lot faster than NTL (Near To Light) drives. Her father agreed, but by calling them maps the Navy would search, subconsciously at least, for waypoints, custom jump safe areas or other constructs that might form a real map. They’d never find what they were actually looking for.
The Map ahead of her looked cobbled together from left overs and appropriated parts. There was carbon scoring and dings from impacts but it otherwise looked OK. Whether it would actually work or not was another question. It didn’t even look big enough to fit the Trojan Horse, but clearly Jack had done this before.
“They say that after the Battle of Pleiades the Emperor ordered His Special Envoy to construct secret Maps to all member systems of Shallow Space to provide covert access as needed.
Eve laughed. “You’re getting bed time stories mixed up. The Special Envoy doesn’t exist.”
Jack just shrugged. “Anyway, all I have to do is send a boot up signal and–”
The Map exploded.
There was no noise, no shudder, just a flash of light and then the Map was gone, a wall of debris in its place.
Jack stared for a moment, eyes wide, face blanched. He looked frozen. Eve shook his shoulder. “Ambush! Scramble!” Eve didn’t know if Jack had had formal naval training or not, but an ex-TCN pilot, now smuggler would respond to that command.
Jack jerked back to reality and thrust the Trojan Horse down out of the ecliptic.
The radar filled with blips moments before space exploded around them. A stream of rail pellets swarmed past, Jack nudging them away at the last moment.
“How the hell did they find us,” he yelled. “They can’t be tracking us. This ship is clean-”
He threw the controls in the opposite direction. A Scheat Heavy Corvette flashed past, nearly wiping them out. On the other side a Veep swerved away. Eve caught a glimpse of two more and at least a dozen other smaller ships. This was a full on ambush.
“They couldn’t have traced my trajectory,” Jack continued. Eve wasn’t sure if he was yelling at her or at the universe. All she could do was focus on not throwing up as the g-forces rocked her every which way.
A pair of smaller ships – regular police perhaps, screamed past, a torrent firing from their machine guns. The Trojan Horse rocked and bucked from the assault, the impacts a hurricane of lead.
“I did everything right. Everything like last time. The only difference was. . .” His head snapped around, his gaze locking on Eve. No, on her datapad.
“You idiot!” he yelled, making to grab the datapad, then yanking on the controls as a missile swooped past and crashed into a Fighter Corvette.
“They’ve bugged your data!” he yelled. “They’ve known exactly where you were since you got it! A bloody Trojan horse. On board the Trojan Horse. Those ironic bastards!”
Eve raised the pad to her gaze, her mouth gaping, horror filling the pit in her stomach. A bunch of 1’s and 0’s on a crystal wafer and somehow it led the PLC straight to them. And now they were going to die.
Jack threw the Trojan Horse through another curve. “If I can get enough Corvettes between me and them, we may have a chance.”
Eve’s mind was elsewhere. “Do you have your own PAD?”
“Galley. Go.”
Eve unbuckled, crashed to the floor as Jack pulled another turn, and pulled herself forward. She found the PAD, belted into the nearest seat and began furiously typing.
To whoever finds this: Please ensure it gets to the offices of The Guardian anywhere in the Imperium where the truth is valued. Make sure the people find out what the PLC are up to. Make sure they prepare. Make sure they know the truth.
God Speed,
Eve Walters, Reporter.
The ship slammed downward, as if punched by a dietic fist. Klaxons screamed. The light dimmed. The roar of the air conditioners putted out. Impacts sung a song against the hull, the tempo increasing.
“We’re in trouble,” Jack yelled.
Eve kept typing. She couldn’t copy over the data. The legitimate documents, the proof. None of it. All she could do was summarise.
Hopefully it would be enough.
She unbuckled, ran for the escape pod. There was no escaping this. She knew how the PLC worked. The only thing that might escape today was the truth. She dumped her bugged PAD into the escape pod and launched it.
It whooshed away silently, engines pulsing, then dying, drifting, turning-
Then it exploded, pulses of plasma ripping through it.
Eve shied away, then struggled back to the cockpit. “Bug’s gone,” she said. Might be easier to get away from them now.
Jack was sweating. His hands looked slick on the controls. He was white. “Get away where?” There’s only one other jump gate in this system now and they control it.” He was shaking.
Eve placed her hand on his. He hadn’t signed up for death. Eve hadn’t either, but she was attempting to take solace in the fact that her death might mean something. Jack didn’t have that. “I need you to get away from them enough for me dump the unbugged PAD. Then one day someone will find it and the truth will get out. That’s what we’re fighting for now Jack. Can you do it?”
Jack straightened. A goal was a goal, she knew. Jack swung them around and the pattering on the hull lessened. “Get ready,” Jack said. We should be in the clear in about-” he stopped as he just pulled up and over a KBO – “twenty seconds.”
Eve rushed to the back. There was a secondary airlock or dumping small items. Waste canisters, rubbish, etc. It was the perfect size for the PAD. She placed in it, sealed it, waited.
“Now,” Jack yelled. Eve slammed the button down and the PAD shot away, disappearing into the black. She watched, waiting or an explosion, but there was simply nothing.
Victorious, she returned to the cockpit.
Just as a VEEP appeared before them.
Green flashes sighted near the menacing turret hardpoints, hynotic balls of plasma energy, headed straight for them.
They watched it for a moment, dumbstruck.
“I think your dad is going to owe me after this,” Jack said numbly.
“I think so too,” Eve said, taking his hand. What else could she say?
The plasma fire addressed the cockpit squarely breaching the hull and killing them both instantly, the Trojan Horse was destroyed.
As the pair braced themselves for a worthy death, little did they know the far reaching ramifications of their sacrifice that day. Stay tuned for some articles from the various faction press outlets exploring Eves demise...
Dev Ramble #2: Living the Dream
The last couple of weeks have been a whirlwind here, I’m desperate to get into the code but as the rest of the team continue to remind me, actually making the game represents about 15% of the total job, and if you let the remainder slip it all quickly goes south.
Been a little quiet because I received a letter stating saying basically ‘move house, now’ which isn't a fantastic position to be in when you’re in the process of creating something this complex, but it was time to move. When coding absolute silence is best or some light prescribed noise – buses and motorbikes most definitely aren’t on the freaking list.
A serenity most surreal compared to the bustle of the city I just left.
So for me personally, the last two to three weeks has been focusing on finding a nice place with room enough for an office where we can cultivate some magic. Ideally quiet with a bit of space and a scenic view so I could setup a camera and start shooting some needed video logs. Happy to say, found that place – am practically moved in now and I have to say the feels are great. It’s a converted office block in a commercial area so it literally smells of business, which is good, because there is a lot of business to be done here.
No rest for me once the unpacking and move admin is done, yearly business accounts are due and with that comes a mountain of paperwork. But while I’m forced to deal with life, the team continue to forge in the background and we have some 3D SFX, models, particle effects and additional music all ready to be folded into the mix.
It really cheers you up after carrying a 200kg sofa down four flights of stairs when a message arrives from Russia with love in the form of a new space station.
All hail the 'Valhalla' trading post, they'll be ships aplenty passing through her guts soon enough. More shots here.
I have to say though, despite the gigantic steaming turd that has been dropped on me from the heavens; I’m still really excited for what is to come and definitely see it as a positive. That’s because the interruption, although unwelcome, has granted me a moment of clairvoyance. Heh, I guess it’s easy to lose your objectivity when you wake up, down a coffee and code for a 12 hour stint.
So while I hissed and screamed as I was forcefully wheeled away and my beloved man cave disassembled, I was forced to contemplate the state of affairs and deal with a bit of that other 85% of business - all in the name of bringing order and organisation to things which will undoubtedly reflect in the project.
Still, it won’t be long until we’ve rounded off the edges and put that beta online and with all the planned forum bustle, new models, voice overs and interview videos and my mailbox now full of story from John Harper, it’s clear that things will get torrential around here pretty soon.
On that note, I’d better get back to unpacking!
James
Progress Update
Two exciting new videos for you to take a look at Commander, a short promo clip and an extended version below that’ll give you a little more insight!
One of 10 new models added in the Overhaul, this one inspired by an Angel.
We’ve added a crucial mechanism for understanding events in-game now with the notification panel. It’ll provide contextual notices along with links allowing you to move very easily between Zones, Ships and Space Objects.
You’ll also notice in the videos that unit groupings are now dynamic as promised, with ‘soft’ groupings enabling quick formation moves of ships and ‘hard’ groupings further adding keyboard shortcuts and distinguishing icons shown in tactical and on the map. With all those ships in play you’ll notice the fleet panel getting a little crowded there, but shortly soft groups will be listed under the emblem for each faction and they (and the Players hard grouping icons) will enable filtering of the fleet list.
Putting a unit into a group hides the tactical icon which declutters the main view. Units launched from a carrier are automatically put into soft groups.
Clarity is the name of the game for the UI in general at the moment, if the right parts are noticed at the right times and its obvious what the elements do then we consider it a win. Though some colours still need tweaking and some icons redesigned – functionally it certainly does the job, it’s a lot more inviting now with the feedback animation and we’re looking forward to hearing your thoughts on it.
Swinging development chat back round to combat, we needed a decision to make as to how exactly we would display damage. When polled over on the forums, the majority of people wanted to see rolling damage counters which kinda fits with the finding and fitting of better weapons and support modules you’ll come across on your travels. The alternative is health-bars, which really add a lot of visual load especially in dense scenes. Considering the scale we’ve now adopted which allows us to view more of those glorious details, we think a touch of realistic damage modelling might instead suffice to indicate health, if you’re too busy drooling at the battle to spare a cursory glance at the fleet panel.
https://www.youtube.com/watch?v=h5U_6QBz4W8
On that note, you might notice nothing is exploding just yet – we’re implementing a number of solutions there including smoldering wrecks, damage decals to tear open those bulk heads and toying with the idea of mesh deformation. We’re also looking at really using the physics engine to decorate the battles with ships spinning out of control, visibly reacting to shots hitting the hull.
Under the hood is also progressing well, taking the time to rewrite the base layers has paid its dues. With the implementation of NVIDIA Physx and all the background concurrency stuff we feared it might perform a little worse than the current alpha, but surprisingly not so. We’ve tested over a hundred ships in a zone and let them fight and the framerate doesn’t really drop and we can have much more NPC traffic milling around in the background zones than we actually need so it certainly all bodes well for the inclusion of other Planets and perhaps even other concurrent planetary systems.
Modular stations have evolved into clusters of supporting structures, each NPC cluster will have a main function ie. Shipyards or Trading Post which will define the services it offers the Player.
You’ll probably also notice that all the ships have names, we’ve gone through all the suggestions over the years, filtered them into good names and evil names and put them in. I think after we discarded the unsuitable ones we have over 300 hundred but it’s not enough. For the crack we added a few of our favorite sci-fi TV show characters to pad it out which hopefully made you chuckle but we should probably add some more… mature suggestions, we sure would appreciate it if you could pop some in the comments below!
The focus now is completing combat which is pretty much there, implementing the mission and dialogue system so we get some meaningful enemy unit placement, we also need a very basic tutorial and then we’ll put up the Beta. That’s obviously going to be a very exciting time as we have a series of tests and topics planned to get some constructive criticism flowing but the most exciting bit being you guys actually getting your hands on it!
On that point, it’s really tricky knowing just when is the right time to put it up and honestly, I say this with meaning – thanks for remaining patient. We’re pushing to get the Overhaul into the public domain very soon even with a rough alpha so we can get back to the normality of testing and updating.