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JonnyƦedhed

Infinity: Battlescape (with seamless planetary transitions) *FUNDED 300k+*

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Posted · Original PosterOP

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)

 

 

 

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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.

 

 

 

 

 

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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.

 

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

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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)

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

 

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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.

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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.

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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."

 

 

 

 

 

 

 

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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.

 

 

 

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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


JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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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.

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Posted · Original PosterOP

I have questions as well about the dev's idea's for 'Bespin (Star Wars floating city) style floating factories in the cloud layers of gas giants'. How you fly down to them, the pressure, the storms and lightning, and docking for resources etc, and what effects will be felt by the ship/s (various), which will be hard to fly between cloud layers of gas giants, what will we see and experience as a player as we traverse these gas giant layers.

What the combat will be like in-between these cloud layers.  Dog fighting with other ships, or escaping from space through into the cloud layers of these gas giants.

This stuff conjures up all sorts of new and unique game play. I know I want to hear a lot more.

 

 

*****Summary of a quick Q&A session from Sat 31st oct *******

Edit*:  The dev's given this answer about floating cities/factories, and more:

"Gas giants have no surface so there will be a limit to how deep in the atmosphere you can fly before your ship gets crushed by pressure. We’re planning on having some battlescapes ( like flying mining outputs/stations ) in their high atmosphere similar to Bespin in Star Wars. The environment could be hazardous ( massive storms, lightning that could randomly hit your ship if you’re not careful ). If we raise enough money we’ll improve the visuals with volumetric clouds / storms.



Q. How many planets will the finished game feature and what type of planets are they?

"This will ultimately be determined by playtesting during development however we're going to have at least 5 planets and quite a few moons. Planet types, likely subject to change, are currently earth-like, volcanic, gas giant, mars-like, and archipelago/water world."




And...

"We're trying to strike a balance between realism and fun. While we tend to lean a bit toward realism there will be elements of the game that are unrealistic, such as sound in space or cockpit windows, because we believe it will result in a better game."





"While we believe our prototype represents an excellent foundation there's still a lot of work to be done! This is both on the engine side and of course the gameplay. Moving forward our primary focus will be on creating the best space combat sim that we can which primarily centers around gameplay. We still need to implement capital starships, add various different weapon systems, improve our networking code, model internal ship systems, etc. It's a really long list."


"On the engine side there's still a lot of room for performance optimization. We want to continue to improve the quality of our planets, various post-processing effects, implement more robust 2d rendering for HUD/UI, and begin adding support for d3d12/vulkan. Overall there's still a tremendous amount to be done and I think once the game ships you'll see a huge difference between now and then."




On Game/match progression: "The progression of the game will be such that each team starts with a set of factories, land bases, and space stations. If we raise enough money players will be able to build additional infrastructure as the game progresses otherwise what a team starts with is all they'll have. Every X interval each factory/mining facility spawns a little ship that carries these resources to the nearest land base or space station to be processed into credits. If the cargo ship is destroyed the team loses those resources."


"Credits are evenly distributed across members of the team so they can purchase better ships, weapons, etc. Thus the expectation is that as the game progresses teams will build up more powerful fleets and the ensuing battles will become more intense - culminating in the destruction of individual teams. There will also be opportunities for sniping the infrastructure of opposing teams if they are incapable of defending it."




The Factions.
"Three corporations are fighting for control of a true to scale solar system with seamless planetary transitions. One team wins when they destroy the infrastructure of the opposing teams such that they are incapable of respawning."





"Different ships will have different radar capabilities and each team will need to have scouts that are out looking for enemy installations. A solar system is quite large so the sensitivities and mechanics of the radar will be determined by play testing as we don't want it to be too hard for a team to hide something forever. This is also part of the reason our servers will support 100's of players."





Some cockpit related questions:

    Will the cockpits have functional displays (in the finished product)?

    Will the game have retro style (a.k.a Alien style) cockpits as it is now?

And one question that's not cockpit related:

    Will different planets have ACTUAL different atmospheres (so when you fly on one planet it's not the same as flying on another)?


"Yes they'll have function displays resources permitting. The art style for the Starfold Confederacy is industrial and retro/Alien so yes that style will be maintained for that faction. Other factions have much different art styles. Different planets have different atmospheres which affect the flight model for those planets. Thus every planet/ship combination represents a unique experience."

"Each small to medium ship will have a unique cockpit and some may have common elements. Capital starships will use a 3rd person view and won't have cockpits."





Q. Will you be bringing you engine up to modern spec with Vulkan and DX12?  


"The advantages of Vulkan/D3D12 are perfect for our tech however it's going to take significant engineering effort to properly leverage the capabilities of those API's. We want to do it but it'll likely be an iterative process unless we acquire enough resources to hire more engineers."




Q. What kind of weapon types will be in the final game? Missiles/Lasers? Bombs? Mines?


"Missiles & torpedo's, kinetic weapons (machine guns & cannons), energy weapons (lasers and possibly plasma), and possibly bombs and rockets resources permitting"




And to end with:

Q. Why should I be excited about this game? What does this offer in comparison to other space sims?
"We're working to recreate the epic space battles seen in popular movies and TV series such as Star Wars, Serenity, and Battlestar: Galactica. Combined with our ability to handle seamless planetary transitions and our focus on perfecting space combat we're going to create a well polished experience that really distinguishing itself from other space games. Our technology by itself provides an unforgettable experience and the media types that have received the prototype have spent entire days just flying around and exploring."

JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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looks cool. can't wait to see what will come out of it.


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Posted · Original PosterOP

Some more screen shots, featuring the 'Mars like' planet recently added to the prototype.  

Not even pre-alpha assets remember.   Another two years of heads down development to go, with a lot more to be added.  One very large solar system @1:1 scale, with plenty of places the 3 factions can battle it out over essential resources and territory.


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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.

 

 

"Gas giants have no surface so there will be a limit to how deep in the atmosphere you can fly before your ship gets crushed by pressure. We’re planning on having some battlescapes ( like flying mining outputs/stations ) in their high atmosphere similar to Bespin in Star Wars. The environment could be hazardous ( massive storms, lightning that could randomly hit your ship if you’re not careful ). If we raise enough money we’ll improve the visuals with volumetric clouds / storms."

 

 

 

 

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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.

screenshot29.jpg
 


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Posted · Original PosterOP

The Moon's of Infinity: Battlescape  

 

Game engine prototype (not even pre alpha)

 

 

 

 

Infinity: Battlescape - incredible visuals set to some soothing piano music.

By Planet Explorer (TARS)


JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Ok ... that looks insanely amazing


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Posted · Original PosterOP

About the game:

 

Different people like different games. Battlescape isn't a MMO and isn't designed to be content-driven. Battlescape is round based and you play the game because you like the mechanics and game-play (in a way just like I played Brood War or Battlefield 1942 long after the games were 'finished' and no new content was added). Instead of playing to get new loot you play to constantly get better at piloting your ship, to constantly come up with new tactics and strategies. You play to learn how to best counter the other two teams plans. You play to scheme with your friends under and between rounds. Just like you continuously play RISK or SETTLERS OF CATHAN or any other board game, for example.

HOWEVER, Flavien (Game engine creator) has worked on Infinity and the I-Novae-engine for the last ten years, I don't think he will ever stop to develop it and release new things. How grand those things are will of course depend of the level of backing the project gets (just as with literally any game).

 

 

 

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I-Novae: Flavien (CTO/President & Cofounder)

Said:

 

 

The game isn't trying to compete with Star Citizen or Elite Dangerous. It's an indy game. I know a lot of people like to imagine it as "the next big thing" ( aka the whole MMO ) but as a matter of a fact Battlescape is much, much smaller. It's also much cheaper. $20 isn't that expensive IMO and even in terms of exploring planets and discovering areas, I think you can easily have many hours of fun if you're at least a little bit interested in that aspect of the game. Add to that the massive battles that could last days or be different every time due to team dynamics/strategies, environment hazards and random events, and for $20 I think it'll be hard to say it wasn't worth it..

 

 

 

 

About VR and controller support:

 

The dev's have said:

 

"We have already added support to VR headsets such as the Oculus Rift in our I-Novae Engine. However it would take a lot of effort, money, and increased risk to solve problems such as performance (VR pretty much halves the framerate) and a separate UI dedicated to VR. This is why we aren't making any promise at this stage."

"As VR enthusiasts ourselves this is definitely something we will try to add on our own, especially if we are able to hit our higher stretch goals."

and:

 

"Our plan is to support mouse/keyboard, joystick/HOTAS, as well as console controllers for xbox1 and ps4."

 

 

 

 

 

And here's the longer Scott Manley video with voice over on the Infinity: Battlescape prototype.

 

(added Tuesday eve 2nd Nov)

 

Scott Manley - Test space and planetary battle


JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Damn. Gonna pledge 500 dollars I think. If this makes it... It will be to space sims what facon bms is for flight sims. Especially if you can upgrade planets.


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Posted · Original PosterOP

Damn. Gonna pledge 500 dollars I think. If this makes it... It will be to space sims what facon bms is for flight sims. Especially if you can upgrade planets.

Every pledge is greatly appreciated by the game dev's.

Some new screen shots. A little purple haze, my favourite reflected atmospheric light colour from a planet.

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And a Mars like cratered world with a thinner orangey red atmosphere.

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And finally a space bound screen shot. Makes a good desktop wallpaper.

in-game from the I-Novae: Engine - Pure Digital Art

 

 

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JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Posted · Original PosterOP

Angry Joe joined in smile.png

https://twitter.com/AngryJoeShow/status/661359567834447873

 

Plus some new screens

 

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Concept art for a damaged Hellion ship in the full game.

 

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The I-Novae: Engine - Pure digital art!

 

 

 

Discover Infinity: Battlescape for yourself here:

https://www.kickstarter.com/projects/309114309/infinity-battlescape


JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Posted · Original PosterOP

Someone asked a question in a recent reddit AMA: Why should they be excited for Infinity.

One of the dev's (INovaeKeith) replied:

"We're working to recreate the epic space battles seen in popular movies and TV series such as Star Wars, Serenity, and Battlesctar: Galactica. Combined with our ability to handle seamless planetary transitions and our focus on perfecting space combat we're going to create a well polished experience that really distinguishing itself from other space games. Our technology by itself provides an unforgettable experience and the media types that have received the prototype have spent entire days just flying around and exploring."

JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Posted · Original PosterOP

Star Citizen is officially promoting Infinity Battlescape Kickstarter:
 
https://robertsspaceindustries.com/comm-link/transmission/15037-Note-From-The-Chairman-Infinity-Battlescape
 
 

To quote Chris Roberts:
 



"They’ve kicked off the campaign with a working prototype that looks, in a word, spectacular"


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Posted · Original PosterOP

Infinity: Battlescape Introduction to Gameplay Mechanics - part 2 of 3

Infinity: Battlescape Introduction to Gameplay Mechanics - part 1 of 3


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Posted · Original PosterOP

Solar system structure & Environments

“How big will the solar ( /stellar ) system be, what can we expect to find in it ?”

 

Is one of the questions that we see the most often. Today I would like to expand a bit on that. We haven’t put in stone the exact structure of the solar system yet but there are a few ideas that we are exploring. One of them is setting the game in a binary star system with a bunch of planets orbiting each of the two stars. On the technical side this is a bit tricky: it requires rendering of 2 infinite light sources which are computationally expensive ( dynamic lighting and shadowing.. ) so that will require additional optimizations if we decide to go that way, but I personally think it would look pretty cool so it’s something I would like to experiment with.

We’ve already defined planet archetypes that we would like to integrate into the game. Terrestrial planets, moons and gas giants are a given, but we’d also like to do some more exotic environments that could really affect gameplay and combat:

  • An icy planet with giant crystals.
  • A volcanic or dusty planet with massive volcanoes erupting rocks that could hit your ship and smoke reducing its visibility.
  • An ocean planet with a few islands.
  • A comet with its tail and micro meteorites that could damage your ship.
  • Solar flares that would require you to hide on the night side of a nearby planet close to the star at regular intervals.
  • Massive storms and lightning that could hit your ship in a gas giant.
  • A radioactive moon which would require ships to keep their shields on at all times.
  • A desertic planet with lots of dunes, sand and.. angry worms.. ( I’m a fan of Frank Herbert’s Dune universe, if that wasn’t obvious ).
  • Some organic-floating lifeforms like balloons floating in a thick atmosphere ( that would explode on contact, like mines ).
  • Tornadoes.

    And much more.. ( if you have ideas that don't require new art assets, feel free to leave a comment on the Kickstarter page here LINK! )

 

 

Keep in mind that everything described above is our vision of the game and will not necessarily be implemented, as this will largely depend on our funding level and how comfortable we can get with our budget.

  • Of course, different planets or moons will have different atmospheric conditions. Some lighter moons or big asteroids will have no atmosphere at all, while more massive planets might have a thicker atmosphere. Wind will be a factor to take into account when flying, and if we ever reach our volumetric clouds stretch goal, visibility could be severely reduced when flying in clouds or storms. Add to that environmental hazards and we think the number of combinations and variations between each point of interest ( factories, ground installations, cities.. ) and planet will grow exponentially, making each battle different and interesting.

JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Posted · Original PosterOP

A few comments made recently regarding the Infinity: Battlescape kickstarter.


Chris Roberts -

 

"A working prototype that looks, in a word, spectacular!"

 

source


Scott Manley -


 

"I've been playing the barebones prototype and there's lots to recommend"

 

source from comments section


Angry Joe -


 

"I just backed Infinity: Battlescape"

 

source



And on Reverse the Verse 10 Ben commented about how, quote "genuinely thrilled" end quote, Chris was to see the game in action. Ben has been working closely with Chris since the kickstarter so he means what he says.


https://www.youtube.com/watch?v=V92M6587oGw&feature=youtu.be&t=21m9s








I-Novae: Engine driving Infinity: Battlescape - Pure Digital Art

https://www.kickstarter.com/projects/309114309/infinity-battlescape


JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Posted · Original PosterOP

I'm re-posting this again for those that missed the live stream on Sunday 8th Nov.  And for those that requested the SC reverse the verse video where Ben Lesnic talks about how keen Chris Roberts is to get into the game prototype.


On

Ben  commented about how, quote "Genuinely thrilled"end quote, Chris was to see the game in action. Ben has been working closely with Chris since the kickstarter so he means what he says.  

*At time of posting ( a couple of days ago) CR had not as of yet got into the prototype but was keen to do so from what Ben said in the video below.  Of course that was days ago now and CR might well have installed the Infinity: Battlescape prototype by now.


Watch from 21m 9s






Infinity: Battlescape Live Stream from Sunday 8th Nov.

Some formation flying with buddies in space and down on the surface of one of the planets along deep canyons. Pretty cool stuff!





A short video from Planet Explorer (TARS)

Recorded during the live stream on reddit r/gaming, search in new for "Laser battle on a Mars-like planet" if you want to give it an upvote.





I-Novae: Engine driving Infinity: Battlescape - Pure Digital Art

JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Anyone who pledges $60 or more will now receive an SFC Mercenary Operative Interceptor, a unique ship available only to Kickstarter backers.

 

rCIGGQC.png

 

Don't forget that the devs will host another live stream this Sunday (November 15) at 3PM EST.

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