Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Shallow SpaceNewsUser Interface Evolution (peek at Update 6)
Community

User Interface Evolution (peek at Update 6)

Shallow Space · published 14 Dec 2016, 19:25 UTC

All newsPlayers around this dateRead on Steam

The 3D UI has been decluttered giving the Zones a more open feel and the 2D UI has matured.

So before we delve into creating the tutorial and adding new stuff we thought it prudent to get rid of the prototype UI elements and really look at how we interact with the game to make things a little more involving and intuitive.

As you can no doubt immediately see, a number of things stand to change in Update 6 as we sweep the prototype user interface under the table and replace it with something altogether a little more mature.

Spatial User Interface (Battlegrid)

Some of the feedback coming from you guys mention that the Overhaul doesn’t yet fully capture the majesty of space. After breaking the scene down into its abstract parts and questioning them we found that the grid and border around the game edge made the maps (or Zones) feel a little claustrophic. What’s more, when polled, 70% of you hinted that we should explore an alternative to the grid based reference plane.

Your wish is our command.

Previously the levels were pizza box shaped; now we’ve changed them to a cylinder shape. Not only does this feel more fitting when combined with the radial camera, it gives us an better sense of scale and to us, feels a little more natural. The proof of the pudding will be in the eating and we look forward to feedback on that.

The overall composition of the UI improves the games general ambiance.

2D User Interface

The fleet panel (top left) has been condensed reducing the full width faction logo icons which looked a little dodgy at resolutions below 2K. Unfortunately we couldn’t keep all the large hologram fleet icons on screen at the same time because it lead to scrolling, but clicking on the smaller tactical icons and Soft Group icons will correctly filter the lists.

We have removed the health bars on the fleet icons and made the hologram image of the ship itself the health bar. Quite a bizarre little tweak but it’s surprising just how much it assists us when looking for damage status and as a bonus it’s more aesthetically appealing.

The situation panel (top right) has also been reworked.

Previously we had square Zone icons with numbers that made the thing look a little like a bingo calling card, now we’ve replaced them with pictorial representations of the contents of a Zone. If a Zone is dark, it’s still listed making it much easier to track changes as you and you allies chart space. It also makes more sense as this is known space – so really as a Commander you would know how to get there just not necessarily what awaits you…

Otherwise we’ve tweaked the fonts, position of the elements and how they react when you use them to give the whole thing a more polished feel.

Zone Map

Picture additional planets orbiting that Sun, with lines joining the Jump gates between them. We're not ruling out orbital mechanics either.

Update 6 will see some cosmetic dressing to the Zone map with large amounts of work going on under the hood to prepare for additional planets. Again the Zone icons have been replaced with images, all Zones are now shown and an orbit line added for the example Planet Ares around the systems Sun.

It’s important to note that the Zone map looks cluttered because we’ve added a larger number of Zones to a single planet than we might normally. As we add additional planets we can expect to spread things out a bit visually.

Lessons from the old Alpha

The old menu screen is back!

We put a lot of work into that old Alpha and in the transition it’s possible that we might have forgotten about some of the advancements it offered us. (Remember you can still access the old Alpha using the BETA tab in the game properties.)

Some more feedback indicates that the dedicated Hangar from the old alpha is quite sorely missed. We’re happy to report once the tutorial has been completed and we've switched on a few more key mechanics we’ll be bringing that back.

We’ve also resurrected the original menu screen showcasing the newest ships as we were missing it!

That’s not all

Throughout the duration of Update 6 we’ll really be addressing the user experience (UX). The tutorial is quite a common request now but that actually tells us that things aren’t quite as obvious or intuitive as they need to be.

An example of this will be the inclusion of a small contextual menu when you click on a Ship or Space Object. This will allow you to quickly access actions such as Open Comms or Attack, perhaps hide in a Space Object without having to mess about with context targets or the ability bar.

We’ll also be looking at the Zone and Space Object tooltips – do they really tell us what we need to know?

What’s more, we have 5 new ships about to land including fixed weapon attack Cruisers and pirate ‘aberrate’ variants and we’ll also be adding in some random encounters.

Update 6 is just being polished off and should land in the next few days.

We hope this demonstrates how quickly things are moving now as we continue the process of adding and refining, and we hope you join us in our excitement as we continue cramming this thing full of win! As always, thanks for the continued support and if you have any feedback please hit the forums or even the comments below – you should know by now that we are very good listeners!

More from Shallow Space

Other announcements

All news
In-game event18 Sep 2021Shallow Space is cancelledWe regret to announce that Shallow Space has been cancelled. About a year ago we designed a new client that ticked a lot of the boxes that the community were looking for originally but we struggled to include, as time went on it became clear that the decision was contentious as it would remove a lot of the current look and feel. We have to admit that it would have been quite a different game to…In-game event11 Apr 20213.0 Progress Update #2Back again, with another summary update. So to recap; as you likely know we took an extended break from the project but coming up to a year ago now we picked things up again. It hasn’t been straightforward, there was lots of pressure back then and some things in 2.0 were designed in a rush without proper consideration and it didn’t really gel as a game when we tried to finish it into something…In-game event27 Feb 20213.0 Progress Update #1So a bunch of time had past since we last spoke, but that doesn’t mean we haven’t been busy. As you know the project is in a bit of a weird state. It’s a rescue. Some years ago we became overwhelmed and stepped away for the sake of our sanity. We’re back but we’re keeping the Steam news down to a minimum until we’re ready to pick up a public release cycle again and have you guys play this thing…