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JonnyƦedhed

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  1. Like
    JonnyƦedhed reacted to Noctus in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    Doing gods work here with the constant updates, much appreciated !
  2. Like
    JonnyƦedhed got a reaction from Zando_ in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    Check in on the forums, lots of current alpha access members playing the alpha dev build.     The scope is small for a very small team scattered all around the world.  New features being added weekly and mostly focusing on gameplay work at the moment.
     
     
    Infinity: Battlescape forums: https://forums.inovaestudios.com 
     
    Infinity: Battlescape website: https://inovaestudios.com/Battlescape 
     
    Get on Discord  Infinity Community Discord Server


     
  3. Like
  4. Like
    JonnyƦedhed reacted to Zando_ in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    Just found this thread, game looks interesting... (like a cross between No Man's Sky and Star Citizen). How is it to play?
  5. Informative
    JonnyƦedhed got a reaction from Rupe in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    Some screen shots from latest pre-Alpha game patch 0.2.8.2

    Kindly shared by SpaceJay on the I-Novae forums - source










     
    Infinity: Battlescape website: https://inovaestudios.com/Battlescape           

    Infinity: Battlescape forums: https://forums.inovaestudios.com
  6. Like
    JonnyƦedhed reacted to 8uhbbhu8 in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    I have to say this is turning out to be one beautiful game.
  7. Like
    JonnyƦedhed got a reaction from 8uhbbhu8 in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    The small developer I-Novae studios are doing a kickstarter for their space battle sim Infinity: Battlescape (used to be called Infinity:The Quest for Earth). Their game uses very detailed procedural generation with full planets, moons and gas giants in one large solar system. With totally seamless transitioning through planetary/gas giants atmosphere's.  Land anywhere on a moon or planet's surface.  Fly low through Cynon and valleys whilst dog fighting or escaping.   Dog fight as your fly through a planetary atmosphere or cloud layers of a massive gas giant.
     
    I just like this game idea, but don't take my word for it,  go discover Infinity: Battlescape for yourself:
     
     
    * Update - The game was fully kickstarter funded.  Now you can Pledge now via the website (indiegogo)
     
     
     
    Pledge upgrade: https://inovaestudios.com/Account#products
     
     
     
     
    Website:
    https://www.inovaestudios.com/Battlescape
     
    Kickstarter:
    https://www.kickstarter.com/projects/309114309/infinity-battlescape
     
     
    The I-Novae Engine - Pure Digital Art
     
    Pledge now via the website (indiegogo)
     
     
     

     
     
     
     
     
     
     
     
    What they have right now is a fully working prototype (for media and streamers to access), not even pre alpha.  And using a lot of prototype assets.  In my opinion,  So much more detail and polish will be added the dev's have said.  Two years of heads down development to go.  the procedurally generated planets, moons and layered atmospheres will have a lot more 'math' and algorithm work done.
    The cockpit will be greatly refined for the many various ships.  The atmospheric entry effects (physics) of heating and types of different plasmas will be added.    I gather if your ship cockpit is damaged then a heavy atmospheric entry might run the risk of a hull breach.
    The flight models will be quite different for space flight, atmospheric entry flight (the various types of upper atmospheres). And the types of ship,  for example the ship in the prototype we see in the videos is more like a flying wing, with other ships being more suited to in-atmosphere flight than others.   One can also dog fight with other ships as one enters or exits the atmosphere of a planets of moon or even a gas giant.  With the deeper layers of cloud in a gas giant posing serious pressure and other harmful storm and lightning damage on the the ships.
    And potentially large battles in space just above planets surface, with larger ships and weapons fire could be seen from the planets surface.  Again all polish and further development that another two years or so will bring to the game.
    It's certainly going to be a very interesting time for procedurally generated space games over the next 2-3 years, for all four games,  ED, SC, No Man's Sky and Infinity:Battlescape.   Although I think it's a bit too early at this point to say one way or another what Star Citizen will deliver with regards to PG.  Elite with New Horizons and then onto season 3 with atmospheres looks to be very good indeed.  Each game with there own unique take on PG (Procedural generation).
     
     
     
    Scott Manley has made a video reviewing the Infinity:Battlescape prototype.
    He demonstrates the totally seamless way one can transition a planets atmosphere.
    It is a very interesting time right now for seamless space to planet transitioning. Certainly the next few years with ED's season 3 will be a good thing to look forward to. And I think it's a little too early to say one way or another as regards to Star Citizen, and we know almost nothing about their PG plans.
     
     
     
     
     

     
     
     
    I-Novae Studios: the engine was in development many years ago. But only by one person in his spare time as a hobby project. We only started as a company in 2010, and got to this point without funding. We're absolutely committed to this game and everybody seems to love the prototype so far.
    There is already gravity based orbital mechanics in place. That being said, every ship has enough thrust to make orbital mechanics completely unnecessary, although you could still use such methods to manoeuvre if you wanted.
    Entering the gas giant. There a currently two layers of gas. One is moving very fast (a little noticeable from afar) the other one very slowly (almost noticeable from afar). The closer you get the faster they are, this gas giant is really huge.
     

     
     
     
    Inside the deeper layer. There are already particle effects in place.

     
     
     
    Hutchings - Developer/Artist - 30km station, hovering above a new WIP planet. Keep in mind, the asset was produced primarily for the campaign trailer, and is not an indication of final quality, but rather should be taken as an example of what's possible with the tech we've built.
    Additionally, it is situated just above the rings, with the central tower crossing through the rings below. A sort of transfer station for extracted or refined goods.
    (images by INovaeAndre- Developer/Artist)

     
     

     
     

     
     
     
    Today on Rethe prime, lovely clear skies and brisk 350kph winds.
     

     
     

     
     
     
    I-Novae: Hutchings - Developer/Artist
    As some of you may have already guessed this, but we're still adding content to the Prototype. Many will recognize the station from the 2010 tech demo video.
    Now an abandoned Astralis outpost in a SFC controlled system... it lay quietly in a low orbit around the Gas Giant, just outside the massive planet's atmosphere. 4 Corvette class ships "Hellions" investigate.

     
     

     
     
     
     
     
    Big! space is really big in this game. One solar system @1:1 takes some time to get around.
    You may get a good ballpark from the apparent respect of real planet sizes. So the gas giant is probably something like Jupiter @1:1 scale, or smaller. Dwarf gas giants are at most "just" 4 Earth radius, and the upper bound for gas giants is basically Jupiter size (gravity quickly limits larger volume). I reckon it's a safe bet that the current pink gas giant is somewhere in the range of our own gas giants @1:1. Somewhere between Jupiter and Neptune/Uranus.

    Considering how INovae Flavien (Game dev) said they were keen to add as many phenomena and variety as feasible:
    "There's going to be a lot of variety in environments on planets even in the base goal."
    "Wind is already in, but tornadoes, volcanoes that eject rocks, lightning in gas giants ( that could randomly hit your ship ), or even better: a periodic stellar flare that would damage any ship not in the night side of the planets closest to the star. Those are a few ideas that we're playing with. But yeah, as you can see there's potential."
    "I've seen many people play for 20-30 hours in the prototype so far, simply flying around and exploring. Doing nothing at all."
    "And that's with 2 planets ( err, moons ). The final solar system will have dozens."
     
     
     
     
     
     
     

     
     

     
     
     

     
     
     

     
     
     

     
     

     
     
     
     
     
     
     
    There will be additional effects for both warp speed and for atmospheric entry, and it IS dangerous to be going warp speeds in the atmosphere for too long, though it seems also as if auto-assist will automatically turn off your warp drive before you take damage from the atmosphere.
    And the dev's have some ideas for gas giants such as putting 'Bespin style' floating factories in the cloud layers of gas giants. transition down and up from these places. With Gravity and pressure effecting the ships. The effects we expect to see and experience after two more years of development. "We'd like to spend a lot more time making gas giants awesome" -game devs.
    As far as I know your be able to fly down through the various cloud layers to floating factories and outposts floating between the layers of gas giants. This is already implemented for the release. The more funding means more of these cool game features like Volumetric clouds in addition to what's already implemented in the final release. The prototype your seeing in the live streams is all mostly place holder assets. Another two years of heads down development will produce so much more detail to these features.
    There is already gravity based orbital mechanics in place. The marks on the speed bar is the orbital velocity. That being said, every ship has enough thrust to make orbital mechanics completely unnecessary, although you could still use such methods to manoeuvre if you wanted.
    Some more information on the semi-persistent  stretch goal.
    The $1.5 million stretch goal is to make Battlescape semi-persistent with the opportunity for players to build infrastructure. You will be able to place new space stations, planetary bases, and factories. Space stations will come in two different sizes: large and small. Both small space stations and planetary bases can spawn small to medium sized spacecraft. Large space stations will be the only entity in the game capable of spawning, rearming, and refuelling capital starships.
    If the semi-persistent stretch goal is achieved, every time a team receives credits its members will have some additional choices to make:
         Buy powerful new ships and weapons for a better offence.      Build more factories to increase the team's rate of resource acquisition.      Build more space stations and planetary bases so that you can spawn closer to your objectives, be they offensive or defensive in nature. A video of transitioning from space, out by the planetary rings,  flying through the rings and pretty much belly flops right onto the planet's surface. Remember the prototype your seeing here has a lot of place holder assets and effects.  It will become so much more.
     
    Watch from 17m40s
     
     
    The current 2015 kickstarter prototype which is available to the media and streamers is a small snap shot of some planets, its rings and a derelict space station.   @ 1:1 scale.   So it takes time to reach places.  Space is really big.
    And another transitioning from a planetary surface dogfight over a mountain range right up through the atmosphere into space. And then into warp to escape the enemy fire.
    Watch from 6m33s
     
     
    A smaller and more deliverable goal for the development team is something they are keen to put across.  I was one of those wanting the original game idea but this new reduced scope is still something worth backing, even at the lowest pledge level. 
    The engine is pure digital art!
    Features to look forward to:
       Seamless interplanetary warfare across a procedurally generated, true to scale solar system.    Dozens of planets and moons to explore and fight over.    Volumetric clouds and atmospheric effects are in the $600,000 stretch goal. Volumetric clouds are rather computationally expensive, especially when you're using ray scattering models like I believe the I-Novae engine uses for its atmospheres. Keep in mind that those sky colours you see in game are calculated using physical scattering models. It's not just setting a sky colour. There's actual physics being done.     Gas giants - Already implemented.     Gas Giants - floating factories and outposts floating in the cloud layers.     Gravity - Implemented. You can already freely orbit planets in the prototype. The surface gravity of gas giants isn't that impressive, though.     Even Jupiter's surface gravity is only a little more than 2x that of Earth's.     Atmospheric drag is already implemented. Weather would compound that. Again, that's the $600,000 stretch goal. From station fly-through, then onto crater scared desert planet surface.
     
     
     

     
     
     
     
    Discover Infinity: Battlescape for yourself - The engine is pure digital art!
     
     
    You can always post a question on the comments section of the kickstarter page here:
    https://www.kickstarter.com/projects/309114309/infinity-battlescape/comments
     
     
    And a summary of the recent Reddit AMA:
    https://forums.robertsspaceindustries.com/discussion/comment/5853093/#Comment_5853093
    And the FAQ is here:
    https://forums.inovaestudios.com/t/infinity-battlescape-faq/1112
    https://twitter.com/INovaeStudios
  8. Like
    JonnyƦedhed got a reaction from mohajem in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    And a couple of screen shots and lastly some concept artwork from Andre (Orbital bombardment)









    Concept artwork from Andre (Orbital bombardment) - You wouldn't want to be caught on the ground when this happens.

  9. Like
    JonnyƦedhed got a reaction from Miguel Batista in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    Procedurally generated in-game screen shots from the latest development build. All WIP.
     
     
    kindly Shared by - magni1200s - on the I-Novae forums (link)
     
     
     
    All bodies in a solar system roughly the size of ours @1:1 scale, is what's currently planned.
     
    Radiuses:
     
    Rethe Prime (Gas Giant): 78000 Km
    Sarake (Earth like): 6360 Km
    Aresthia (Mars like): 5000 Km
    Cinder (Volcanic): 3850 Km
     
    *more to follow*
     
    Multiply by 2 for diameters.
     
     
     

     
    (4k)
     
     

     
    (4k)
     
     

     
    (4k)
     
     
     
     
     
     
     
     


    -----------------------------------------------------------------------------------------


    Infinity: Battlescape website: https://inovaestudios.com/Battlescape

     
    Infinity: Battlescape forums: https://forums.inovaestudios.com


    The I-Novae Engine
  10. Like
    JonnyƦedhed got a reaction from Miguel Batista in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    Procedurally generated in-game screen shots from the latest development build. All WIP.
     
     
    These are outstanding new Progen screen shots.
     
    kindly Shared by - SpaceJay - on the I-Novae forums (link)
     
     
     
    All bodies in a solar system roughly the size of ours @1:1 scale, is what's currently planned.
     
    Radiuses:
     
    Rethe Prime (Gas Giant): 78000 Km
    Sarake (Earth like): 6360 Km
    Aresthia (Mars like): 5000 Km
    Cinder (Volcanic): 3850 Km
     
    *more to follow*
     
    Multiply by 2 for diameters.
     
     
     

     
    (4k)

     
     

     
    (4k)
    (4k)
     
     

     
    (4k)
     
     

     
    (4k)
    (4k)
     
     

     
    (4k)
     
     
     
     
     
     
     
     



    The I-Novae Engine - Pure Digital Art

     

     Pledge now via the website (indiegogo)

     

     

    *pledge upgrades coming soon to the I:B website.  (PayPal inc)

     

      

    Infinity: Battlescape forums: https://forums.inovaestudios.com

  11. Agree
    JonnyƦedhed reacted to Syntaxvgm in Jake's LTT forum fixes   
    I will when it's completed, update coming tomorrow. 
  12. Informative
    JonnyƦedhed reacted to Syntaxvgm in Jake's LTT forum fixes   
    Don't feel comfortable in the new theme? 
    Well this is a work in progress fix for it!
    While the new IP board 4 theme looks good, it's not really user friendly. Most forums that follow modern design have that issue- message boards should be designed like you are making a gui for a complex program, not a website. 
    What does my fix do? It tries to make this a little better, without hurting the style too much. It's not gonna look perfect, but it will hopefully be more comfortable. 
    This is a work in progress, but I wanted to get my first fixes out immediately. In the mean time, I encourage you to use it, and make suggestions. 
    There's a dark theme version, but hte light theme looks better. I'll work on the dark theme more when I've finished adding to this mostly. 
    Keep in mind that since I'm not making plugins or greasemonkey/tampermonkey scripts (as of yet, I just don't have time ), these are CSS fixes only. CSS has limits on its own, including annoying things like the fact there's  a child selector but no parent selector. 
    Change list so far-
    -Made it full width on high resolution monitors 
    (I enjoy responsiveness, but not filling high res screens on a tech forum? shame)
    -Added shadows on ui elements to make them pop more 
    -Bumped topic replies closer
    -Made avatars part of the post, removed rounded edges 
    -fixed some of the padding
    -added shadow to the nav bar. It had one, but only when scrolling
    -Some button changes
    -Made reputation options colorful and larger
    I wish I could force this on all users. The main issue with the small and thin buttons is it doens't encourage people to use them in my expierence. THe nice thing about he IP Board 3 big fat blue button was people actually used it, verses some forums with a  small rep link 
    -Made page headers look like the rest of the content (work in progress)
    -Limited size of embedded videos
    a problem that grew out of hand with widescreen fix (Will apply reponsive fixes as well in future )
    To come-
    A lot of stuff 
     
    Preview
    Before

    After

    Before 

    After

    Before

    After

    How to install
    First, install the Stylish plugin. The stylish plugin allows you to specify custom CSS for webpages. 
    Chrome Firefox
    Firefox users
    Stylish icon> Manage styles
    Click "Write new style"
    Give it a title
    Insert this code, click save, enable
    Code for light theme 
    Dark theme 
    Chrome users 
    Click stylish icon > Mange installed styles
    Click "Write new style"
    By "Applies to" specify "URLS Starting with"
    https://linustechtips.com/main/ For the code box 
    Light theme
    Dark theme 
    Give it a name in the left panel, check "enable" and click save. 
  13. Like
    JonnyƦedhed reacted to Miguel Batista in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    You are doing an amazing job promoting this game. Kudos.
    Ps: I backed this game. Lets make it happen.
  14. Like
    JonnyƦedhed reacted to Bobe in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    Anyone who pledges $60 or more will now receive an SFC Mercenary Operative Interceptor, a unique ship available only to Kickstarter backers.
     

     
    Don't forget that the devs will host another live stream this Sunday (November 15) at 3PM EST.
  15. Like
    JonnyƦedhed reacted to CatCloud in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    Oh I remember this from somewhere.
    Not sure if I want to support yet another space Sim. But I'll keep an eye on it at least.
  16. Like
    JonnyƦedhed reacted to ManOfDisguise in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    looks cool. can't wait to see what will come out of it.
  17. Like
    JonnyƦedhed reacted to Bobe in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    I've never followed a Kickstarter campaign this closely. I'm really impressed with what started as a single developer has managed to produce from scratch. This truly looks like it can deliver that "real" space experience we've all been searching for.
     
    So many space games of late have relied on flashy graphics and cunning marketing to arouse the masses, but the technology of the I-Novae Engine and how it can evolve and expand is what really sells this game.
  18. Like
    JonnyƦedhed got a reaction from Jerakl in Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*   
    The small developer I-Novae studios are doing a kickstarter for their space battle sim Infinity: Battlescape (used to be called Infinity:The Quest for Earth). Their game uses very detailed procedural generation with full planets, moons and gas giants in one large solar system. With totally seamless transitioning through planetary/gas giants atmosphere's.  Land anywhere on a moon or planet's surface.  Fly low through Cynon and valleys whilst dog fighting or escaping.   Dog fight as your fly through a planetary atmosphere or cloud layers of a massive gas giant.
     
    I just like this game idea, but don't take my word for it,  go discover Infinity: Battlescape for yourself:
     
     
    * Update - The game was fully kickstarter funded.  Now you can Pledge now via the website (indiegogo)
     
     
     
    Pledge upgrade: https://inovaestudios.com/Account#products
     
     
     
     
    Website:
    https://www.inovaestudios.com/Battlescape
     
    Kickstarter:
    https://www.kickstarter.com/projects/309114309/infinity-battlescape
     
     
    The I-Novae Engine - Pure Digital Art
     
    Pledge now via the website (indiegogo)
     
     
     

     
     
     
     
     
     
     
     
    What they have right now is a fully working prototype (for media and streamers to access), not even pre alpha.  And using a lot of prototype assets.  In my opinion,  So much more detail and polish will be added the dev's have said.  Two years of heads down development to go.  the procedurally generated planets, moons and layered atmospheres will have a lot more 'math' and algorithm work done.
    The cockpit will be greatly refined for the many various ships.  The atmospheric entry effects (physics) of heating and types of different plasmas will be added.    I gather if your ship cockpit is damaged then a heavy atmospheric entry might run the risk of a hull breach.
    The flight models will be quite different for space flight, atmospheric entry flight (the various types of upper atmospheres). And the types of ship,  for example the ship in the prototype we see in the videos is more like a flying wing, with other ships being more suited to in-atmosphere flight than others.   One can also dog fight with other ships as one enters or exits the atmosphere of a planets of moon or even a gas giant.  With the deeper layers of cloud in a gas giant posing serious pressure and other harmful storm and lightning damage on the the ships.
    And potentially large battles in space just above planets surface, with larger ships and weapons fire could be seen from the planets surface.  Again all polish and further development that another two years or so will bring to the game.
    It's certainly going to be a very interesting time for procedurally generated space games over the next 2-3 years, for all four games,  ED, SC, No Man's Sky and Infinity:Battlescape.   Although I think it's a bit too early at this point to say one way or another what Star Citizen will deliver with regards to PG.  Elite with New Horizons and then onto season 3 with atmospheres looks to be very good indeed.  Each game with there own unique take on PG (Procedural generation).
     
     
     
    Scott Manley has made a video reviewing the Infinity:Battlescape prototype.
    He demonstrates the totally seamless way one can transition a planets atmosphere.
    It is a very interesting time right now for seamless space to planet transitioning. Certainly the next few years with ED's season 3 will be a good thing to look forward to. And I think it's a little too early to say one way or another as regards to Star Citizen, and we know almost nothing about their PG plans.
     
     
     
     
     

     
     
     
    I-Novae Studios: the engine was in development many years ago. But only by one person in his spare time as a hobby project. We only started as a company in 2010, and got to this point without funding. We're absolutely committed to this game and everybody seems to love the prototype so far.
    There is already gravity based orbital mechanics in place. That being said, every ship has enough thrust to make orbital mechanics completely unnecessary, although you could still use such methods to manoeuvre if you wanted.
    Entering the gas giant. There a currently two layers of gas. One is moving very fast (a little noticeable from afar) the other one very slowly (almost noticeable from afar). The closer you get the faster they are, this gas giant is really huge.
     

     
     
     
    Inside the deeper layer. There are already particle effects in place.

     
     
     
    Hutchings - Developer/Artist - 30km station, hovering above a new WIP planet. Keep in mind, the asset was produced primarily for the campaign trailer, and is not an indication of final quality, but rather should be taken as an example of what's possible with the tech we've built.
    Additionally, it is situated just above the rings, with the central tower crossing through the rings below. A sort of transfer station for extracted or refined goods.
    (images by INovaeAndre- Developer/Artist)

     
     

     
     

     
     
     
    Today on Rethe prime, lovely clear skies and brisk 350kph winds.
     

     
     

     
     
     
    I-Novae: Hutchings - Developer/Artist
    As some of you may have already guessed this, but we're still adding content to the Prototype. Many will recognize the station from the 2010 tech demo video.
    Now an abandoned Astralis outpost in a SFC controlled system... it lay quietly in a low orbit around the Gas Giant, just outside the massive planet's atmosphere. 4 Corvette class ships "Hellions" investigate.

     
     

     
     
     
     
     
    Big! space is really big in this game. One solar system @1:1 takes some time to get around.
    You may get a good ballpark from the apparent respect of real planet sizes. So the gas giant is probably something like Jupiter @1:1 scale, or smaller. Dwarf gas giants are at most "just" 4 Earth radius, and the upper bound for gas giants is basically Jupiter size (gravity quickly limits larger volume). I reckon it's a safe bet that the current pink gas giant is somewhere in the range of our own gas giants @1:1. Somewhere between Jupiter and Neptune/Uranus.

    Considering how INovae Flavien (Game dev) said they were keen to add as many phenomena and variety as feasible:
    "There's going to be a lot of variety in environments on planets even in the base goal."
    "Wind is already in, but tornadoes, volcanoes that eject rocks, lightning in gas giants ( that could randomly hit your ship ), or even better: a periodic stellar flare that would damage any ship not in the night side of the planets closest to the star. Those are a few ideas that we're playing with. But yeah, as you can see there's potential."
    "I've seen many people play for 20-30 hours in the prototype so far, simply flying around and exploring. Doing nothing at all."
    "And that's with 2 planets ( err, moons ). The final solar system will have dozens."
     
     
     
     
     
     
     

     
     

     
     
     

     
     
     

     
     
     

     
     

     
     
     
     
     
     
     
    There will be additional effects for both warp speed and for atmospheric entry, and it IS dangerous to be going warp speeds in the atmosphere for too long, though it seems also as if auto-assist will automatically turn off your warp drive before you take damage from the atmosphere.
    And the dev's have some ideas for gas giants such as putting 'Bespin style' floating factories in the cloud layers of gas giants. transition down and up from these places. With Gravity and pressure effecting the ships. The effects we expect to see and experience after two more years of development. "We'd like to spend a lot more time making gas giants awesome" -game devs.
    As far as I know your be able to fly down through the various cloud layers to floating factories and outposts floating between the layers of gas giants. This is already implemented for the release. The more funding means more of these cool game features like Volumetric clouds in addition to what's already implemented in the final release. The prototype your seeing in the live streams is all mostly place holder assets. Another two years of heads down development will produce so much more detail to these features.
    There is already gravity based orbital mechanics in place. The marks on the speed bar is the orbital velocity. That being said, every ship has enough thrust to make orbital mechanics completely unnecessary, although you could still use such methods to manoeuvre if you wanted.
    Some more information on the semi-persistent  stretch goal.
    The $1.5 million stretch goal is to make Battlescape semi-persistent with the opportunity for players to build infrastructure. You will be able to place new space stations, planetary bases, and factories. Space stations will come in two different sizes: large and small. Both small space stations and planetary bases can spawn small to medium sized spacecraft. Large space stations will be the only entity in the game capable of spawning, rearming, and refuelling capital starships.
    If the semi-persistent stretch goal is achieved, every time a team receives credits its members will have some additional choices to make:
         Buy powerful new ships and weapons for a better offence.      Build more factories to increase the team's rate of resource acquisition.      Build more space stations and planetary bases so that you can spawn closer to your objectives, be they offensive or defensive in nature. A video of transitioning from space, out by the planetary rings,  flying through the rings and pretty much belly flops right onto the planet's surface. Remember the prototype your seeing here has a lot of place holder assets and effects.  It will become so much more.
     
    Watch from 17m40s
     
     
    The current 2015 kickstarter prototype which is available to the media and streamers is a small snap shot of some planets, its rings and a derelict space station.   @ 1:1 scale.   So it takes time to reach places.  Space is really big.
    And another transitioning from a planetary surface dogfight over a mountain range right up through the atmosphere into space. And then into warp to escape the enemy fire.
    Watch from 6m33s
     
     
    A smaller and more deliverable goal for the development team is something they are keen to put across.  I was one of those wanting the original game idea but this new reduced scope is still something worth backing, even at the lowest pledge level. 
    The engine is pure digital art!
    Features to look forward to:
       Seamless interplanetary warfare across a procedurally generated, true to scale solar system.    Dozens of planets and moons to explore and fight over.    Volumetric clouds and atmospheric effects are in the $600,000 stretch goal. Volumetric clouds are rather computationally expensive, especially when you're using ray scattering models like I believe the I-Novae engine uses for its atmospheres. Keep in mind that those sky colours you see in game are calculated using physical scattering models. It's not just setting a sky colour. There's actual physics being done.     Gas giants - Already implemented.     Gas Giants - floating factories and outposts floating in the cloud layers.     Gravity - Implemented. You can already freely orbit planets in the prototype. The surface gravity of gas giants isn't that impressive, though.     Even Jupiter's surface gravity is only a little more than 2x that of Earth's.     Atmospheric drag is already implemented. Weather would compound that. Again, that's the $600,000 stretch goal. From station fly-through, then onto crater scared desert planet surface.
     
     
     

     
     
     
     
    Discover Infinity: Battlescape for yourself - The engine is pure digital art!
     
     
    You can always post a question on the comments section of the kickstarter page here:
    https://www.kickstarter.com/projects/309114309/infinity-battlescape/comments
     
     
    And a summary of the recent Reddit AMA:
    https://forums.robertsspaceindustries.com/discussion/comment/5853093/#Comment_5853093
    And the FAQ is here:
    https://forums.inovaestudios.com/t/infinity-battlescape-faq/1112
    https://twitter.com/INovaeStudios
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