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

Screen shots from latest Game update

 

Kindly shared by I-Novae Hutchings Developer/Artist - on the I-Novae forums - source


A look at the Capital ship shadows.

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

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

 

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

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Weekly Update #110


Originally posted by I-NovaeKeith CEO & Cofounder - source link



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Hey everyone, it’s time for your weekly update. As we’ve mentioned previously our current focus is on implementing the core gameplay loop. Along with balancing the lethality and cost of weapons and ships there are some other design challenges we face due to the unique nature of our technology. Specifically, to-scale planets are quite large. So large in fact that until you’ve spent some time in our game it’s likely difficult for you to truly appreciate just how big a solar system really is. Where this presents a problem is encouraging players to congregate around certain “points of interest” within the solar system. Otherwise, with lifelike scales, you could easily spend the entire rest of your life in our game without ever meeting another player.

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WIP carrier leaving a planet

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One way of mitigating this issue is showing you where other players happen to be located. We already do this with our limited implementation of radar/sensors and that will only get better as development progresses. Another way is to give players objectives to guide them towards certain areas. These ideas and many others are explored a recent gameplay discussion we started on our forums.

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A cruiser leaving an orbiting station

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Aside from the ongoing discussion regarding gameplay we’ve also fixed a number of engineering and art bugs and made some improvements to our sound effects. With just over a month to go until our release of the Alpha we may or may not release an intermediate patch. That’s it for this week, until next time!


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

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

Pledge Upgrade: https://inovaestudios.com/Account#products
JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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New Game Patch 0.2.8.1 ( Monday, 14 May 2018 )

 

Originally posted by I-Flavien CTO/President & Cofounder - source link

 


This intermediary patch includes a network fix for ships orientation stuttering, the missing shield impact effect from last patch, new base/factory lights, new damage sound effects, and most importantly: the ability for turrets to automatically select a new target if the primary target is out of view/range.

 

 

Gameplay

  • Added engine critical hit to damage model ( reduces propulsion by half ).
  • Added automatic repairing for broken warp and anti-gravity.
  • Added automatic independent turrets tracking for corvette and capital ships weapons. A turret prioritizes the selected main target on the HUD; however if that target is too far away or out of the view angles, it will select and aim at the closest enemy target instead.
  • Auto-aiming turrets no longer fire when their target isn’t in the fire cone.
  • Tweaked turret weapons stats: fire cone spread, fire rate, damage, projectiles speed/lifetime etc…
  • Made a pass over all hardpoints of capital ships to assign correct and more uniform type of weapons (ex.: the carrier underside had only one blaster). Also, some capital ships had too many hardpoints. The number of active hardpoints on capital ships has been reduced by ~30%.
  • Made a pass over ships hitpoints and shieldpoints. Interceptor stays the same, however other ships were boosted (massively for corvette and capital ships).
  • Tweaked separation distance for bots AI.
  • Doubled interceptor angular momentum to levels close to what they were before last patch’s experimental change.

 

HUD / input

  • fix for not showing trailings other than selected actor in combat mode.
  • Added ship status icon for broken engine.
  • Auto-aiming turrets aim-at points on HUD are now displayed in orange when they’re out of range/view.

 

Bug Fixes

  • Fixed transition bug on server player state which could cause duplicated ships when a player suicides.
  • Fixed server-state crash bug when respawning asap in kill-cam mode.
  • Fixed a bug that caused incorrect auto-turrets default orientation on ships when there’s no selected target or the target is out of firing range.
  • Fix for turrets not firing in default/neutral orientation.
  • Fixed various target acquisition / loss bugs related to new free-targetting turrets code.
  • Fixed a bug with orientation of impact self-hit effects.

 

Assets, visual effects, performance, sounds…

  • Added missing impact shield effect from last patch.
  • Reduced rejection size for weapons geometry. This should allow to see weapons/hardpoints from a higher distance before they’re getting culled. The change affects all graphical settings.
  • Disabled mipmapping for HUD icons / texture (experimental).
  • Added sound effects for new critical hits and for broken shields.
  • Added sound variations and fading parameter to audio manager.
  • Default sounds are not loaded anymore in audio component ( many actors actually do not need these sounds, like a shield broken sound for a missile… ). This avoids creating / instancing sounds which stay at a zero volume forever, but still consume cpu…
  • Fix for warp sound ambience: pitch stayed constant. It will now vary with warp speed.
  • Added and tweaked smoke damage effect size parameter to ship configs.
  • Added experimental ambient occlusion to stations and military base hangars. This should reduce IBL leaking in the hangars, which didn’t look good.
  • Added lights around factories and military bases.

 

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Networking

  • Network quantizer quaternions massive improvements: fixed stuttering caused by lack of precision when encoding orientation

 


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

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

Pledge Upgrade: https://inovaestudios.com/Account#products
JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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New Game Patch 0.2.8.2 ( Saturday, 19 May 2018 )

 

Originally posted by I-Flavien CTO/President & Cofounder - source link


This patch introduces counter-measures ( chaffs ) for small/medium ships ( up to destroyer ) as well as some bug fixes.

 

Gameplay

  • Initial implementation for counter-measures on small/medium ships (chaffs). Default key is Left Alt.
  • AI bots can launch chaffs when they’re being targeted by a missile.
  • Added a friction damage type that prioritize damage on shields over hull. This damage type is used when exceeding max air speed in atmospheres, which previously caused hull damage even if shields were up.

 

HUD / input

  • Added failure check when firing missiles / chaffs and the player does not have enough ammo left (in previous versions, the client sent the request to the server and the server silently rejected it).
  • Remaining chaff count is displayed next to weapon groups on the HUD.

 

Bug Fixes

  • Fixed a server game state related crash bug when player accidentely killed himself ( ex.: via missiles splash or torpedoes ).
  • Added a check to the source actor in the damage function to avoid self-kill messages, friendly fire etc.

 

Assets, visual effects, performance, sounds…

  • Added assets (particle effect and sounds) for chaff/flare effect.
  • Added more lights to the military base hangar interior.
  • Fixed some gamma-correction issues with transparency/alpha channel of some particle effects. This is a WIP, more will be fixed later.

 

Networking

  • New experimental implementation of input queue snapshots for the server. In previous versions, a missed client input snapshot made the player’s ship temporarily static. This in turn indirectly caused strange physics behavior where a single interceptor ramming into a carrier could deflect or make bounce the capital ship. This should no longer be possible; ramming is still doable, but respective physics masses and momentum should make it hard for a lighter ship to affect the trajectory of a heavier/bigger ship.
  • Added a server side command /SetInputBufferSize <value:0 to 10> to change the input buffer size. Default is 2. Lower values might reduce input lag but cause issues with ping variations. If you experience high ping fluctuations and see a lot of error corrections as a result (yellow icon on the bottom-left corner of the HUD), you might want to try increasing this value to 3 or 4 as an experiment. Please let me know if you have any trouble with this value.
  • Experimental change for network bandwidth precision, now only based on actor distance and not screen size.

 


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

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

Pledge Upgrade: https://inovaestudios.com/Account#products

 

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

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Weekly Update #111


Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link



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Greetings everybody, this is Flavien, taking over Keith for this week’s update. With a little less than a month left before alpha is out, we are working hard on the gameplay loop(s) and adding objectives such as destructible stations to the game. Last week, patch 0.2.8.1 introduced free-aiming turrets on capital ships. This part of the code was a dependency to make static stations and bases defenses fully functional. The art team is working on new station modules and sockets so that we can place defense turrets around locations. Later in the week we released patch 0.2.8.2 which introduced for the first time counter-measures for smaller ships. All of these new systems aren’t properly balanced yet. Our goal at the moment is to add all the missing gameplay elements and features to the alpha version, but we’ll keep iterating on every of these sub-systems and properly balance them around the beta, around the end of the year.

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We added lights to bases

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The next step now is to spawn turrets on stations and bases hardpoints. In parallel I’m also working on the match initialization and solar system “battlescapes” layout, generating planets locations, bases/factories/stations and assigning those to their respective teams. The last piece of the puzzle will be resources with factories generating credits for the team owning them. We want to spawn haulers at factories which have to be protected (or attacked by the opposite team) until they reach their destination somewhere else on the planet or solar system. As we haven’t experimented with haulers AI yet, it is a big unknown how long or difficult it will take to implement them, so there is a possibility that this feature will be in a pretty rough state (or even cut) until we can spend more time on its implementation after the alpha. The AI commander will also assign new objectives and missions to the players which in turn will generate credits bonuses once completed.

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Carrier fight around Gemini station

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In terms of contents the game is still far from being finished. After alpha we want to add new planet/moon types, more weapons, implement weapons custom loadouts, add back rings/asteroid fields, work on the final UI/HUD and much more. Once all the final gameplay elements are complete, we’ll focus on bug fixing, balancing, polishing and optimizing the game. There are also a couple of technical tasks that we want to revamp such as HDR, anti-aliasing (which is our #1 quality concern at the moment), better post-processing, better shadows and data streaming. We’ll get more in-depth about these tasks around the end of the year

-Flavien Brebion



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

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

Pledge Upgrade: https://inovaestudios.com/Account#products

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

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Infinity Battlescape Alpha - 15th June


Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link

 


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https://inovaestudios.com/Battlescape/

Thank you for supporting us on

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We are pleased to announce that the Infinity Battlescape Alpha will be available to all alpha and above backers on the 15th of June 2018.


FAQ


 

Q. Who is elligible to participate in the alpha ?

 

A. Any backer from Kickstarter or IndieGoGo that pledged at the “Planetary Supporter” level or above ( typically, your reward tier will mention “alpha access” ).

 


 

Q. How do I upgrade my pledge to participate in the alpha ?

 

A. You can upgrade your pledge at any moment from your I-Novae account ( see below for instructions on how to create one and link it to your pledge ):

https://inovaestudios.com/Account#products

 


 

Q. What should I do to download the alpha ?

 

A. You must create an I-Novae account with the same e-mail than you used on Kickstarter or IndieGoGo. You can verify that your pledges are correctly detected on this page:

https://inovaestudios.com/Battlescape/Access1

However, your access will stay negative until we launch the alpha on the 15th. At this time, a download button will appear at the top of the main Battlescape page:

https://inovaestudios.com/Battlescape/

 


 

Q. I already have an I-Novae account but it uses a different e-mail address than the one I used for pledging, what do I do ?

 

A. You can add a secondary e-mail address to your I-Novae account settings:

https://inovaestudios.com/Account#/

 


 

Q. I changed my e-mail on Kickstarter / IndieGoGo since I pledged in 2015. How do I use my new e-mail address ?

 

A. There is currently no automatic way to do this, as we are matching your I-Novae account to the e-mail that was used for pledging no matter what.

To verify your identity, please send us a private message from your Kickstarter or IndieGoGo account, and include your new e-mail address as well as your pledge ID#, and we’ll manually update our records as soon as we can.

 


 

Q. I only have a beta access. When will I be able to play the game ?

 

A. Full beta access will probably come around the end of the year or early next year. Although steady, development has progressed a bit slower than we originally anticipated. To make up for it, just like we did for alpha, we’ll probably host “beta access week-ends” a few times before the end of the year. The first “beta week-end” might be available this summer; stay tuned for a more official announcement.

 


 

Q. How can I learn more about the state of development and progress of the game ?

 

A. We send a progress update e-mail every week through Kickstarter or IndieGoGo ( also reposted on our forums ).

 


 

Q. Is streaming allowed ?

 

A. Yes, absolutely. We’re only asking that you do not misrepresent the state of the game ( alpha ) and make it clear we are still using placeholder / untextured assets.

 


 

Q. Why is the game so expensive ? When will you get on Steam ?

 

A. The game is currently developped through crowd-funding so you are primarily pledging to help fund the development and support the team. Prices will decrease as development goes along. We are planning on releasing on Steam next year in 2019 at a mid-range price point ( $30-$40 ).

 


 

Q. Are the servers always up ?

 

A. The server is up 24h/24 ( US East ), except a couple hours every once in a while due to crashing / restarting or patching. Due to the limited amount of people who currently have access to the game, there aren’t many players online, but we are hosting community events every few weeks-ends. The game also includes bots as fillers, so no matter when you log in, there will be massive battles going on.

More servers will be added to other locations around the world for improved latency once we reach the release stage.

 


 

Q. Is the game fully playable yet ? What can we do in game ?

 

A. We are still working on the main game loop and objectives so at the moment the game is like a giant sandbox. You can fly seamlessly between ( or fly over ) planets / moons, spawn around stations / bases, participate in battles, fight against other players or AI, get credits and upgrade your ship. Capital ships are partially playable. The alpha will also offer more objectives such as damaging / destroying bases, scouting locations, attacking / protecting haulers etc…

 


 

Q. Are there non-combat things to do ? Missions, trading, pirating, etc… ?

 

A. Infinity Battlescape is not a sandbox MMO like Elite Dangerous or Star Citizen. We are a small indy development team with a fraction of their budget. We are only aiming at recreating massive space warfare in a single seamless solar system. While there will be secondary objectives, most of them will be combat or team-support oriented. Think of the game as Battlefield or Planetside with spaceships.

 


 

Q. How many concurrent players can play on a single server ?

 

A. While we only have a single solar system, it is true to scale and massive. There is no instancing, so all players can potentially participate in a single, big battle. We are aiming at supporting at least 200-300 players per server, but that number can increase later on once we get better hardware and optimize the server code. 500 to 1000 players could theorically be achievable.

 



Other topics of interest:

 

Discord community - to discuss the game or play together during events: Infinity Community Discord Server

Screenshots and videos recorded in game by the community: Wallpaper - Give Us Your Best Shot! (Image Intensive) and Battlescape Player Videos

Patch notes - we try to update the game every 1-2 weeks: Patch and Updates Notes

More information about upgrading your pledge through your I-Novae account: Pledge upgrade system is now live

Community events schedule: https://forums.inovaestudios.com/t/i-novae-community-events/6523


-Flavien Brebion

 


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

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

Pledge Upgrade: https://inovaestudios.com/Account#products

 

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

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Weekly Update #113


Originally posted by I-INovaeKeith  CEO & Cofounder - source link



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Hey everyone, it’s time for your weekly update. There’s less than 2 weeks to go until the Alpha! As you can imagine we’re busy trying to get as much done as we can before the big release. The primary focus is on the core game loop which consists of the resource system, spawning, base placement, and win/lose conditions. Another big new feature will be defensive turrets for bases, space stations, and factories. Navigation and warp will also include some improvements however there remains a significant amount of work to do on navigation and radar/sensors beyond the initial release of the Alpha.

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A station with turrets highlighted in red

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We’re hoping to release at least one intermediate patch prior to the release of the Alpha. This will be to get some initial feedback on the larger new systems while also ensuring we haven’t introduced any major bugs before the big release. On top of that we’ll be rolling out some improvements to our installer. It now takes much less time to download the game and there are some optimizations for installation time as well.

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A closeup of a tower turret

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That’s all for now. Once the Alpha has been released we’ll get back to discussing roadmaps and our feature list for the Beta!


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

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

Pledge Upgrade: https://inovaestudios.com/Account#products
JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Weekly Update #114


Originally posted by I-INovaeKeith  CEO & Cofounder - source link



3f5477c66cd78a31330bb29a9c73b657290879e3

Hey everyone, it’s time for your weekly update! Well, it’s been one heck of a week. For starters we’re launching the Alpha this coming Friday, June 15th which is less than a week away! The whole team has been working hard to get everything ready for the big release. I’m not going to get into too many details regarding gameplay changes as we want to save those for after the Alpha is out, but we’ve released a new version of our installation runtime and we’re working on updating our website.

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Updated rendering of all of our ships side-by-side

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Speaking of website updates one of the things we’ve been working on is improving our email infrastructure. As we move from Alpha to Beta we want to begin to slowly ramping up our marketing efforts and email is of course a big part of that. Over the last week we built a mass mailing system and we tried it out for the first time a few days ago with an Alpha launch date announcement. Unfortunately, due a bug that didn’t show up in testing because it uses a significantly smaller set of test accounts, we accidentally emailed a large subset of our users the Alpha launch date announcement up to 12 times. This set off a chain reaction of events that culminated in our entire email backend being taken down for about a day and a half, which was a whole lot of no fun. Everything is back up and running smoothly now and needless to say – for those of you who were affected – we’re sorry for any inconvenience you may have experienced.

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A factory at night - now with lights!

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This of course provides a perfect example of why we try to do “soft launches” of new features as much as possible. Nothing is worse than everything crashing and burning on the big day so we try to figure out where all the fires are beforehand. To that end we’ll probably release one last patch to our Developer Access backers within the next day or 2 to iron out any remaining kinks before the Alpha is released on Friday. We haven’t picked an exact time yet and we may not provide one before the Alpha goes live so keep an eye out on Friday for our announcement email!


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

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

Pledge Upgrade: https://inovaestudios.com/Account#products
JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Some screen shots from latest pre-Alpha game patch 0.2.8.2


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


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

Infinity: Battlescape forums: https://forums.inovaestudios.com
JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Some new 4K rendered screen shots from latest pre-Alpha game of some of the current ships.

 

All plain clay renders, no textures or materials.


Kindly shared by I-Novae Hutchings - Developer/Artist - on the I-Novae forums - source


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

Infinity: Battlescape forums: https://forums.inovaestudios.com
JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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New Game Patch 0.3.0.0 ( Friday, 15 June 2018 )  


Welcome to Infinity: Battlescape - Alpha 0.3

 

Originally posted by I-Flavien CTO/President & Cofounder - source link

 

If you experience any trouble with the game, or simply want to fly and chat with other players, you can join our Discord server at:

https://discordapp.com/invite/0ZdJkZXn7z3Ij6tV

 

For support inquiries, please send a private message to INovaeKeith on the forums (installation/launcher/pledge issues) or to INovaeFlavien (gameplay feedback and bugs) or by email to contact@inovaestudios.com

 

Log files can be found in C:\Users\YourName\Documents\I-Novae Studios\Infinity Battlescape\Logs

 

 

Please keep in mind that we’ve barely reached the alpha stage. The game lacks proper menus, UI, feedback/mission objectives and assets are still untextured or placeholder.

 


We will be iterating on the gameplay features and balance from now on.

 

Most importantly, even if the game is barebone we are hoping that you’ll have fun and see the potential. If you feel we are going in the wrong direction, do not hesitate to post your feedback on the forums.


See you in game and good luck !

 

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Gameplay

 

 

  • Introduced scouting gameplay for permanent detection of enemy installations. Installations can be detected when they enter your ship’s sensor range (many thousands of Km away). However, if you fly away from that installation, it will disappear from your HUD. To make installations
  • permanently detected, they have to be scouted. To do that, a member of the team has to stay within a short range of the target (5-10 Km) and fly at low speed for 30s to one minute without dying. A scouting progress bar will charge up. Scouting enemy installations provides credits.
  • Note that detection is shared amongst all members of the team, so if you see an enemy ship or installation, everybody else on your team can, too.
  • Introduced installations per-module hitpoints and damage effects. Each individual module of an installation can now be destroyed. When a certain threshold/percentage of all modules of an installation are destroyed, shockwaves propagate and destroy all remaining modules. At this
  • point the installation is considered permanently destroyed and will change team to neutral.
  • Installation modules affect some gameplay elements and functions. Every module gives some credits reward to the primary damage source player if he’s still alive at the moment of the destruction. Destroying an entire installation also gives a massive team credits bonus.
  • Some installation modules currently have no function (but can still be destroyed for credits). Some destroyed modules will affect the way the installation behaves:
  • – Defense towers and stations: turrets will pop out (no damage effect there yet) and stop firing.
  • – Reactor: stops providing energy to the installation - currently this doesn’t affect much.
  • – Sensors/communication tower: the installation can not detect long-distance incoming threats anymore.
  • – Shields: currently, installations do not have shields, but in the future, shields will go down permanently, allowing capships to damage the hull of the installation.
  • – Hangar: ships cannot spawn there anymore.
  • – Docking bay: capital ships cannot spawn there anymore.
  • – Storage tank/tower: reduces resources generation/efficiency on a factory.
  • – Supply bay: not implementation yet, but the bay will no longer repair/resupply parked ships.
  • For this alpha, the number of playable teams has been reduced to two. Note that this is just a server setting - opening up the game to three teams when we reach a larger playerbase is still possible.
  • Added team auto balance when a new player joins or is in an invalid team.
  • Added full match game loop: warmup and finish phases (with a countdown timer), victory and defeat conditions (all installations of the enemy team have been destroyed), plus score calculation based on installations owned by the team.
  • Player statistics (kill/death) and credits are now reset upon a new match starting.
  • Added auto-turrets static defenses on installations (land bases, space stations and factories).
  • Added line-of-sight occlusion check to hardpoints targetting logic. Turrets will stop firing if the target is hidden behind something else.
  • Warp has been revamped. It now uses a nearby mass limitation system and will automatically adjust its maximum warp speed based on the distance to the massive bodies. Warp physics should feel more natural and navigation through the star system a lot easier for beginners.
  • It is still possible to set the target warp speed to lower values manually, or to override the limit to warp faster. However after a certain limit above the warp speed, the ship might get damaged due to micrometeorites/space debris.
  • Added new critical hit: HUD targetting system. Indicators on the HUD will blink and might disappear for a couple seconds when this system is damaged. Repair is automatic over time.
  • Added new critical hit: sensors. Damaged sensors no longer detect incoming threats/installations. This sytem will also repair automatically over time.
  • Factories generate resources over time, which get automatically converted to team credits. Note that haulers have not been implemented yet. The amount of generated credits can be reduced if storage tanks have been destroyed in the factory.
  • Team credits now get distributed between players and the AI commander every few minutes. The distribution is based on the number of players in the team. A higher amount of active players means less credits get allocated to the AI. In the extreme case, when the server.
  • player population reaches its limit, the AI commander no longer receives credits to spawn new bots.
  • Added scavenging objectives. A damage installation module has a low probability (which increases based on the volume of the damaged module) of generating a precious metals crate. Collect these crates for a credits bonus. In the future, players will have to store them in
  • their cargo and convert them to credits by returning to a friendly base, but this is not implemented yet.
  • Added basic pseudo-randomized battlescape match generator. When a match is reset, the server generates a new star system with one or many battlescapes (in alpha, due to low player population count, a single battlescape is used). Each battlescape contains one or many
  • planets and moons with pseudo-randomized parameters, locations, installations etc.
  • Added a check for auto-aiming turrets, to switch to another target if they’re the wrong type/cannot damage their current target.
  • Torpedoes now have a tracking system and a small amount of auto-aiming.
  • Added ammo resupply mechanics to corvettes. They now have a certain amount of supply points (max: 100) which charges over time. Use the weapons radial menu (X) or the hotkey (N) to spawn an ammo crate. Ammo crates can be collected by anybody on the battlefield (including
  • enemies), however they only show up on the HUD of your allies.
  •  

 

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HUD / input

 

  • Added a popup notification system to the user interface; informs players of various team objectives, rewards and match states.
  • Installation and planet names now appear on HUD even when not explicitely selected. A distance range check is also done to avoid cluttering the screen.
  • Added score bar/balance (white indicator) to the top of the screen.
  • Added faction icons to leaderboard and score.
  • Fix for UI font size becoming too low in lower resolutions.
  • Dying actor destroys its indicator instantly, so you can switch to another target asap.

Bug fixes

  • Fixes related to input buffer queue and chaffs updates.
  • Major precision fix for ODE raycasts. ODE is our physics library. The default/official implementation had multiple bugs related to raycasting in 64-bits coordinates which caused incorrect hit locations when firing weapons at millions of Kilometers away from the scene origin.
  • Fixed a precision issue with convertion angles between degrees and radians: this caused some turrets to have a degree or two of imprecision when trying to aim at a target.
  • Fixed a bug which prevented lights from blinking when damaged.
  • Fixed memory leak in indicators cleanup.
  • Fixes for planet occluders, they’re now sorted by importance.
  • Fixes for nearest planet computations: wasn’t taking into account planet radius.
  • Fixed lack of gravity being applied to actors not having a propulsion component (ex.: crates
  • Missiles and torpedoes now properly damage hit installation modules.
  • Destroyed modules no longer generate hit sounds / critical hits etc.
  • Fixed roll stability in space and nerfed atmospheric roll unstability on planets.

 

Assets, visual effects, performance, Sound

  • Star light direction and intensity is now properly updated based on location. Getting closer to the sun will increase light intensity to very intense/bright levels - to the point everything would look white-burned. Getting very far away (tens to hundreds of millions of Km) from the sun
  • will dim lighting to the point the star is as small as other stars in the background and direct light cannot be seen anymore with the naked eye.
  • Added ambient transmittance color, used as modular color for various effects.
  • Added victory/defeat musics.
  • Added new visual effects for weapons, explosions and impacts.
  • Added damage effects to installation modules.
  • Tweaks to galaxy background brightness to work better with HDR.

 

Networking, AI, server

  • Added minimum movement speed to bots AI component (avoid getting stuck).
  • Fixed snapshot precision that wasn’t correctly reset when switching to spectator or kill-cam mode.
  • Added full persistency for the match state. If the server crashes, the match will be reloaded in the state it was a few minutes ago. Players might still lose their current ship though.
  • Fix for properties network packets sometimes being too long, which resulted in a server crash. These packets will now be propertly split into sub packets
  • Reduced missile spam from AI.
  • AI bots/turrets no longer fire both kinetic and energy weapons at once. Bots now alternative fire between kinetic and energy weapons. Bots now fire in bursts with pauses, instead of firing constantly.
  • AI commander now has a chance to scout enemy installations automatically (costs team credits).
  • Bots AI corvettes now generates supply crates every once in a while.

 

Misc

  • Added friction damage type that prioritizes shields damage over hull. It’s used for collision and air speed damage;
  • Added a dynamic system to mount/unmount weapons on hardpoints. The current setup is still static, but server-controlled. This is the foundation for a future implementation of weapons customizations/loadouts.
  • Added a buff to small ships strafing, around +10 to +15%.
  • Added a buff to corvette and capital ships hitpoints and shields.

 


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ALPHA LAUNCH - Infinity: Battlescape

 

Kindly shared by Playbenni on the I-Novae forum - source

 

 

 

 

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Some new screen shots from Alpha 0.3.0.0  


Kindly shared by I-NovaeFlavien - CTO/President & Cofounder- on the I-Novae forums - source


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Some screen shots from latest Alpha game patch 0.3.0.0

 

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


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Weekly Update #115


Originally posted by I-INovaeKeith  CEO & Cofounder - source link

 


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Hey everyone, it’s time for your weekly update! With the full release of our Alpha we just finished quite the weekend. There are a ton of new features and bug fixes in the Alpha however the biggest new feature is destructible stations/bases/factories with win conditions! For a full list of new features and fixes check out the patch notes on our forums.

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Infrastructure can now be destroyed

 

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Overall the launch of the Alpha has gone smoothly with the least number of people reporting technical problems out of any of our major releases. The feedback on gameplay has been positive though we obviously still have a lot to do. Looking towards the Beta release our focus over the coming months will be implementing a handful of missing Alpha features including a solar system map, a dynamic mission system, repair/rearming, carrier spawning, and improvements to capital ship weapons. By the time we launch Beta we want to have solid core gameplay providing a satisfying, fun experience. This will be our most important task.

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Zoomed out view of a station exploding

 

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We will also be looking to make improvements to some of our supporting systems such as the launcher, installation runtime, and distribution prior to the launch of the Beta. The first of these will be allowing players to pledge the game directly on our website. After that there are some disk space optimizations that need to be made to the installer as well as the ability to auto-launch the launcher after it has been upgraded. The launcher itself still needs a lot of work and we’ll probably give it some love before the Beta as well. That’s all for this week. It’s been fun and exciting watching our Alpha backers try out the game but we still have a ways left to go!

 


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

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How to win a match - Infinity: Battlescape Alpha

 

Kindly shared by Playbenni on the I-Novae forum - source

 

 


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Game Patch - Alpha 0.3.0.1 ( Sunday, 24 June 2018 )


Originally posted by I-Flavien CTO/President & Cofounder - source link

 

This patch is mostly a “quality of life” patch for the alpha. It includes various crash bug fixes, Direct Mode flight control fixes, a new small Battlescape (with two giant asteroid bases) for shorter matches and a number of balance adjustments.

 

 

Gameplay

  • Updated match defeat conditions so that a team loses when there aren’t any spawns are left available.
  • Fixes for Direct Mode flight controls: DM has been broken for many patches now. It should be back to a good, playable state.
  • Revamped warp travel times by adjusting warp speed to be asymmetrical: getting away from a mass allows faster speeds than approaching a mass.
  • Friction damage now interrupts warp as soon as the hull is getting damaged.
  • Weapons damage now interrupt warp no matter the type ( even due to blasters impact on shield damage ).
  • Removed automatic warp engage; Replaced it by a warning over twice the minimum warp speed.
  • Ships now have different minimum warp speed. It’s still set to 500 m/s for the interceptor, but it goes lower and lower as the ship category increases. Capital ships only need 150 to 250 m/s now.
  • Increased default destruction ratio on installations from 40% to 50%.
  • Set team victory condition score ratio to 20% instead of 1% so that the match ends faster.
  • Increases strafing / side thrusters power on all small ships. The interceptor got a decent boost and now has the same strafing power than the main thrusters. Bomber and corvette also received a small strafing boost.
  • Adjusted hitpoints on all installation modules to reduce matches duration. Reduced a lot the hitpoints on defense towers and stations, so that a single interceptor or bomber can destroy many of them. Previously, the defense towers and stations were in a weird spot where.
  • they were too buffy and required all the ammo of a single interceptor or bomber to get destroyed, but were still too small to get targetted by capital ships.


HUD / UI / input

  • HUD now shows distances as mega-meters and giga-meters instead of kilo-kilometers and million-kilometers.
  • Fixed throttle / SetTargetSpeed in warp, wasn’t implemented, so it was causing a constant failure sound with joysticks.
  • Added support for more buttons + arrows to joysticks interface.
  • Reduced vertical size of edit profile dialog.
  • Fixed UI not being rendered on the spawn menu.
  • Reviewed alert display priorities so that interrupted warp shows up before air speed warning.


Bug fixes

  • Fix for incorrect invariant locale when starting up the engine, resulting in a crash if Windows didn’t have an english locale installed.
  • Fixed a client crash related to receiving an incorrect/non-existing target indicator.
  • Fixed incorrect mapping / collisions of some installations on the asteroid surface (the installation had no collisions).
  • Fixed a bug that caused factories to generate credits in the game warmup / finish states.
  • Voice command no longer generate a “deleted” messages when the source player is undetected.
  • Modules hit by a blaster weapon no longer generate a hit sound despite zero damage.
  • Fixed a bug where credits were consumed when failing to spawn a ship.
  • Fixed carriers spawns at station.
  • Capital ships can no longer spawn at military bases on planets.
  • Fix for deleted target name in spectator mode.
  • Destroyed installations now properly update their HUD indicator as the neutral team instead of showing up as the original team.
  • Minor fix to avoid destroying indestructible modules upon installation death (like asteroid surfaces).


Assets, visual effects, performance, Sound

  • Added back Glimmerfall as giant station / factory hybrid.
  • Introduced another giant asteroid for the opposite team, also acts as a station / factory hybrid.


Networking, AI, server

  • AI no longer missile spam at point blank range.
  • Fixed a server crash related to recreating an already existing indicator.
  • Potential crash fix for server sending property changes to a player that disconnected.
  • AI no longer attacks / generates a battle around a destroyed installation.


Misc

  • Added a mapToPlanet flag and a mapped altitude to make actors mapping consistent (previously, some installations had their “indicator” floating had different altitudes).

 


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Weekly Update #116


Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link



5d01537f99c023ea12892a80fff71750a47c4b4e

This week in Infinity: Battlescape…

It’s been a week since we’ve released our alpha version 0.3. We’ve had some great experiences during “community testing” sessions with a small group of players, trying for the first time to complete ( and compete over ) the match objectives. This is still a very early rough, unbalanced version, but I was very happy to see small strategies emerge with some players coordinating to attack certain locations. Of course, gameplay is still pretty limited at this point in time as we are lacking more content, more weapons and more varied locations. In the coming months, a game changer will be the addition of proper shields, both for ships and installations. Our goal here is to provide “weak points” in some bases, with shield generator modules that must be targetted and destroyed by small ships ( interceptors and bombers ) before capital ships can have a shot at attacking an installation.

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“Habellos” asteroid base

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Yesterday, we released patch 0.3.0.1 which is mostly a “quality of life” improvements patch, fixing major crashes / bugs and issues from the alpha version. Although we are not trying too hard to balance the game yet ( too much content or features are missing and will naturally break the game balance later on ), we still need to provide a minimum amount of balance for players to have some fun to test the game. We reduced travel times between two planets so that players spend more time in the action than in warp. We’ve also adjusted various variables related to the match duration, since the amount of players in this alpha is usually pretty small - we don’t want matches to require a dozen hours of fighting to be completed -

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“Glimmerfall” asteroid base

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Following this train of thought, we added a new, smaller Battlescape involving two planets, each team having a giant asteroid base and a bunch of smaller installations. While we played with a bunch of players yesterday, we were able to complete two matches in respectively an hour and a half and 45 minutes, yesterday evening. Once we reach a higher server population count, it is our goal to open up the game to multiple Battlescapes within the star system the game takes place in, and also increase the size / complexity of each Battlescape. As a reminder, we call “Battlescape” an area of the star system which involves nearby planetary bodies and conflicting team infrastructure ( ex.: a planet and its moons ). You can see in this update two WIP in-game screenshots of the new asteroid bases.

There will be no new patch this week ( time to rest a little after the alpha crunch ), but in two weeks we are hoping to bring for the first time haulers into the game. That’s it for now, see you next week !

-Flavien Brebion



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Some new screen shots from Alpha 0.3.0.1  


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


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

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Some new screen shots from Alpha 0.3.0.1  


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


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

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Weekly Update #117


Originally posted by I-NovaeFlavien CTO/President & Cofounder - source link



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This week we released two short videos showcasing some of the recent updates from the alpha version. First of all, the station destruction propagation effect. For demonstration purposes, the whole station explodes as soon as a single module is destroyed, however in game the players need to reach a destruction threshold before this actually happens. If you watch carefully you’ll see how modules explode after one another until the whole station is damaged:

 

 

In this second video, you can see the Glimmerfall asteroid station / factory hybrid that was mentionned in last week’s update:

 

 

 

Last week I also mentionned that we started to work on haulers. At the moment, factories generate credits directly at a certain rate per minute. These credits get stored in a team-shared pool and redistributed to players and to the AI commander every once in a while. Once we introduce haulers, this will change. Instead of generating credits directly, factories will instead spawn a hauler controlled by the AI that will fly to other stations / bases in the star system. When they reach their destination they will turn their internal cargo resources into credits for the team. So one of the ways to get an advantage over the enemy team is to destroy their haulers in order to shut down some of their credits income. This will also provide more dynamic objectives and points of conflicts between the players.

There are basically three steps to implement them. The first step is generating a realistic navigation path between the factory hangar and the destination installation ( most likely a space station ) hangar. This path must be generated in a smart way. A straight line would be no good, maybe passing through the center of the planet if the destination is on the other side.

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Bomber flying near a land base

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The second step is to make the hauler AI fly along the path and react to being under attack ( sending a distress signal and trying to flee ). This should be relatively easy, as the existing bots can already do that to some extent. One issue is that the distance between the factory and the destination might be very far away ( potentially tens of thousands of Kilometers ), so flying the hauler at low conventional speeds ( < 1 km / s ) means it could take hours for a single hauler to reach its objective. This is no good either as we want to generate credits for the team on a pretty regular basis, every few minutes; so even if there are many haulers flying around, it’d still take too much time to gather credits.

Instead of flying at conventional speed all the way, haulers will enter warp after flying at conventional speed for a few minutes. Enemy players will have to force them out of warp. We’re currently figuring out the mechanics for that, but for our initial implementation we are planning on introducing an active warp interdiction system where you press a key to deploy a warp-jam field around your ship for a few seconds and force any enemy within that range to warp out. Only corvettes or capital ships will be equipped with this device, so that an interceptor cannot force a bigger ship out of warp.

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Land-base on another planet

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More news on the implementation of haulers next week. I currently have no ETA for the next patch including haulers, so I do not guarantee that it will be available this week-end.

-Flavien Brebion



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