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Weekly Update #32

 

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Posted by I-NovaeKeith CEO & Cofounder

 

Time for another weekly update. You may have noticed that the forums have been down for the last few days. This seems to have been caused by some sort of hiccup with our hosting provider that corrupted the disk on our server. Unfortunately it coincided with my being out of town traveling which significantly slowed our response. The good news is that other people appear to have experienced the same problem and we hope to have it sorted out soon.

 

2w2kdh1.png



 

The nearly complete NPC hauler - now with lights!

 

 

 

 

Flavien has taken a break from the networking code to focus a bit more on the game. Factories can now be spawned on the surface of a planet. He also significantly improved the quality of shadows cast within a cockpit. The rest of his time was spent working with our artists to improve their workflow for building ships.

 

9u9lqw.png



 

The aft section of the nearly complete NPC hauler

 

 

 

 

On the art side the NPC hauler is pretty much finished. Kristian has moved onto creating the mockups for our UI and HUD. Jan is still working on the corvette cockpit, we hope to have some new pictures to show off soon, and Dan is doing the final geometry pass on various pieces of space station. We were hoping to release the next patch before I went out of town but we weren't quite able to get all of the testing completed. Now that I'm back, and once I finish getting the forums sorted out, we'll get back to releasing that patch. The flip side of the wait is that it should contain quite a bit of new content.

 

i78t3r.png



 

One last shot of the nearly complete NPC hauler

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Pledge now via this website (indiegogo)

 

(Pledge upgrades coming soon to the I:B website)

 

 

The I-Novae Engine - Pure Digital Art

 

 

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

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

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Weekly Update #33

 

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Posted by I-NovaeKeith CEO & Cofounder

 

Hey all time for another weekly update. For starters we released an update yesterday to our installation runtime for Developer Access+ backers. Unfortunately due to a bug in the previous version the upgrade doesn't always complete successfully. If you experience any problems we have a thread on the forums explaining how to resolve them. This update to the installation runtime is in preparation for our next game patch which should be ready soon!

 

a788552f61fcc42c83faddafae79932a94121f06

 

Making progress on the corvette cockpit

 

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We spent a lot of time last week getting the aforementioned patch for the game ready. It will contain a bunch of new content as well as some run-time improvements which we'll go over once it's released. This week I (Keith) will get back to finishing up the last bit of the pledge upgrade system followed by incremental patching while Flavien gets back to working on networking followed by weapons, finally, yay!

 

059976a7d144869226927c46a9f25d39f6255440

 

Another WIP shot of the corvette cockpit

 

059976a7d144869226927c46a9f25d39f6255440

 

 

 

Our goal is to have these last bits of low-level infrastructure work completed by sometime in November so that we can refocus all of our attention on gameplay and UX moving forward.

 

 

 

 

 

 

 

 

 

Pledge now via this website (indiegogo)



 

(Pledge upgrades coming soon to the I:B website)

 

 

The I-Novae Engine - Pure Digital Art

 

 

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

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

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Weekly Update #34

 

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Posted by I-NovaeKeith CEO & Cofounder

 

It's that special time of the week again, weekly update time! This last week has been a particularly busy one as we released a new patch, pre-Alpha 0.1.6.0, yesterday to our Developer Access+ backers! This patch contains a whole bunch of new content including the completed hauler, new cockpits, and the prototype geometry for land bases and factories. If you're interested you can read the full patch notes on our forums.

 

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Screen shot from the new patch of the interceptor cockpit and hauler

 

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There's a good chance this may be the only patch we release this month as we finish up the last pieces of low level infrastructure such as networking, the pledge upgrade system, and incremental patching. On the art side work will continue on finishing up the corvette cockpit and exterior hulls for the small ships. We've also started mocking up our UI which we hope to start integrating into the game in November.

 

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You probably didn't notice but we upgraded the buttons - they're now Super Sexy

 

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Looking further out into the future the first big-ticket new gameplay system will be weapons followed by the resource system. Our primary goal is to get all major gameplay systems mocked up as soon as possible so we can release the Alpha. Once that occurs a process of implementing lesser systems and continual refinement will take us to the Beta. After the Beta ships we'll begin final polish and an optimization pass before going gold. We're just taking it one day at a time while keeping an eye on the prize - shipping Infinity: Battlescape to all of you!

 

06d5c815cec3818bf6b12d1768e66e01d0604b78

 

One last screen shot of the hauler because why not, it's pirty

 

06d5c815cec3818bf6b12d1768e66e01d0604b78

 

 

 

 

 

 

 

 

 

 

 

 

 

Pledge now via this website (indiegogo)

 

(Pledge upgrades coming soon to the I:B website)

 

 

The I-Novae Engine - Pure Digital Art

 

 

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

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Procedurally generated in-game screen shots from the latest development build - Infinity Battlescape Prototype patch 0.1.6.0.

 

 

 

kindly Shared by - SpaceJay - on Imgur (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 images.

 

 

Gcwcb46.jpg

 

lwAzVAU.jpg

 

uFBqFlj.jpg

 

 

jajTAsh.jpg

 

TVvm3MU.jpg

 

dbirOEQ.jpg

 

 

CXGNj8p.jpg

 

8NgZWFt.jpg

 

fxtTib8.jpg

 

 

sMeLTY0.jpg

 

dQAUnVT.jpg

 

0pjNX6R.jpg

 

 

BBg5c6D.jpg

 

Hc8zFPb.jpg

 

LTRem1v.jpg

 

 

 

 

 

 

 

 



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

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

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Weekly Update #35

 

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Posted by I-NovaeKeith CEO & Cofounder

 

Sorry for the delay but here's a new weekly update. Per usual the last week has been quite busy. Flavien has made significant progress on the networking code, unfortunately there isn't anything to show, but it's starting to come together. Despite the progress being made there's still a good chunk of work left concerning client-side prediction and server-side latency compensation. Both are very important for smooth multiplayer gameplay but are equally tricky problems to solve. These improvements should be fairly noticeable once we release the next patch to Developer Access+ backers.

 

3e70fb10ee86a01917fbaed8ddaaffa8a66450f8

 

WIP shot of a space station

 

 

3e70fb10ee86a01917fbaed8ddaaffa8a66450f8

 

 

 

Unfortunately for me last week was one of those weeks where I had to take care of a lot of technical support, administrative stuff like accounting, and infrastructure issues. In mid September our forums went down for a few days due to one of our servers somehow getting magically corrupted. While everything is back up and running there are some lingering issues affecting new accounts that may prevent them from having proper access to the game and/or forums. These are being worked on and I hope to have everything back at 100% soon.

 

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Another WIP station shot next to our ships

 

 

88af0ed8280aab5fe420ce97e9464f87dacc2def

 

 

On the art side we're working on finishing up the corvette cockpit and we've started on the exteriors for the small ships. Kristian has also created some high level HUD mockups. These are focused on the broad look and feel. Composition of HUD items still needs a lot of iteration. The most difficult HUD item will likely be radar. Just like the visual style of Infinity: Battlescape we want our implementation of radar to be a blend of present day realism and futuristic sci-fi. Most of that will likely be determined by playtesting once we begin the Alpha.

 

62e07c02cbeef3c0f87f8862695939caeb04f700

 

High level HUD rough mockup

 

62e07c02cbeef3c0f87f8862695939caeb04f700

 

 

 

 

 

 

 

 

 

 

 

 

 

Pledge now via this website (indiegogo)

 

(Pledge upgrades coming soon to the I:B website)

 

 

The I-Novae Engine - Pure Digital Art

 

 

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

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

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Procedurally generated in-game screen shots from the latest development build. All WIP.

 

 

 

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.

 

 

 

Here are some WIP first shots from patch 0.1.6.0:

 

 

62427d9983e709164254043f438f1f35de9490ef

 

(4k)

62427d9983e709164254043f438f1f35de9490ef

 

 

9a82daceedab72e6492cb250f559505f2fdcfd5c97c60e1753661e43f81bd01d5328a7a41c04a7a9

 

(4k)

9a82daceedab72e6492cb250f559505f2fdcfd5c

(4k)

97c60e1753661e43f81bd01d5328a7a41c04a7a9

 

 

92381afc21030d8b1e2e0abfdebafd14db1a894f

 

(4k)

92381afc21030d8b1e2e0abfdebafd14db1a894f

 

 

b7bf1b6c84b0aa8432728015b9b50651387201bc3068938e0e5f52e7a2be4c2a39b2e52ed34036a3

 

(4k)

b7bf1b6c84b0aa8432728015b9b50651387201bc

(4k)

3068938e0e5f52e7a2be4c2a39b2e52ed34036a3

 

 

7847f913d07e6cdea32a9b1fd3b59cc0f94f4697

 

(4k)

7847f913d07e6cdea32a9b1fd3b59cc0f94f4697

 

 

ae642927d514798d982e1f0a49640470e1769e5d

 

(4k)

ae642927d514798d982e1f0a49640470e1769e5d

 

 

d8df0f59ea01fe8ddb2d3d7579a53a523aa2d36a

 

(4k)

d8df0f59ea01fe8ddb2d3d7579a53a523aa2d36a

 

 

8c740a94f81f2028a5fcc005d5b4ae028b2a0099277b677741313ccb762bb74fb778e81409cf3ae5

 

(4k)

8c740a94f81f2028a5fcc005d5b4ae028b2a0099

(4k)

277b677741313ccb762bb74fb778e81409cf3ae5

 

bf57ec1db5cd146456891cac7752eea5d5de35f8a301ce1a2279b8fde92bac2ba7e32595569a99f5

 

(4k)

bf57ec1db5cd146456891cac7752eea5d5de35f8

(4k)

a301ce1a2279b8fde92bac2ba7e32595569a99f5

 

 

 

72887e8c997a98059d86ebc7577416d0d536117a

 

(4k)

72887e8c997a98059d86ebc7577416d0d536117a

 

 

f8421ac3bbcb2ebc4213fa2e8591518f6bab0df4

 

(4k)

f8421ac3bbcb2ebc4213fa2e8591518f6bab0df4

 

 

1062b233784d2610ef967d0ec54ed1709ef6ca0b

 

(4k)

1062b233784d2610ef967d0ec54ed1709ef6ca0b

 

 

4e4ee32134fa4ec2747b063ad6a38ad56ad74827

 

(4k)

4e4ee32134fa4ec2747b063ad6a38ad56ad74827

 

 

 

 

 

 

 

 

 

 

 



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

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

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Procedurally generated in-game screen shots from the latest development build. All WIP.

 

 

 

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.

 

 

 

Here are some WIP first shots from patch 0.1.6.0:

 

 

6c19d71d5e86043a8d7fb5206693eb5516fea750

 

(4k)

6c19d71d5e86043a8d7fb5206693eb5516fea750

 

 

fd66cd73202e34383581aa875ac3fc5c2467da5d251e144d780b7b560d816be3b2505bcb6a2472a5

 

(4k)

fd66cd73202e34383581aa875ac3fc5c2467da5d

(4k)

251e144d780b7b560d816be3b2505bcb6a2472a5

 

 

f543d9f582a741d035fd1972164b34fed4559919

 

(4k)

f543d9f582a741d035fd1972164b34fed4559919

 

 

48b793291e8b2e892cf7a568883db95f199cd6da1d9d850e159dc43f426e7c7773a12fc90251db00

 

(4k)

48b793291e8b2e892cf7a568883db95f199cd6da

(4k)

1d9d850e159dc43f426e7c7773a12fc90251db00

 

 

c0682c0d050550b399a9a44b55f76c36c20055e4

 

(4k)

c0682c0d050550b399a9a44b55f76c36c20055e4

 

 

(4k)

ClwVPQT.png

 

 

 

(4k)

xjI4vik.png

(4k)

Ekb1n0p.png

 

 

 

d6cebbf47bf52bdb2fa1fc65c046e7ccd0f00920

 

(4k)

d6cebbf47bf52bdb2fa1fc65c046e7ccd0f00920

 

 

5d90447107e93febb59a5e7a131a5f69c5fcf0f7

 

(4k)

5d90447107e93febb59a5e7a131a5f69c5fcf0f7

 

 

 

(4k)

zxolumj.png

 

 

 

 

(4k)

zyj9pl1.png

 

 

 

 

 

 

 

 

 

 

 

 



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

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

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Weekly Update #36

 

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Posted by I-NovaeKeith CEO & Cofounder

 

And another week bites the dust. Some of you may have noticed that our forums went down for a few hours earlier this week. That was due to the maintenance I spoke about during the last weekly update. I'm thrilled to report that the last of the forums issues caused by our outage in September have been resolved.

 

6ba9de4c0044ef21fe56578f2e0d64abc19d78b5

 

Updated WIP mockup of the HUD (not in-game)

 

 

6ba9de4c0044ef21fe56578f2e0d64abc19d78b5

 

 

 

Over the last few days we've spent a lot of time thinking about the HUD of which you can see the latest mockup above. Our guiding theme for the SFC faction is balancing 80's industrial sci-fi with advancements in technology you could expect way out in the future. To that end we want our HUD to be a blending of what you'd see in modern military aircraft and futuristic elements you would need to make newtonian spaceflight manageable.

 

You'll notice in the top left corner we have radar similar to what you'd find in many other space games. This is just a placeholder as radar is currently one of the least defined systems in the game. We expect it will morph heavily over time once we get into Alpha.

 

69f1ca6972097c7c7e806a1e35b629a90f7dcf79

 

WIP mockup of the main menu (not in-game)

 

 

69f1ca6972097c7c7e806a1e35b629a90f7dcf79

 

 

We've also done some mockups of the main menu system. You'll notice from the picture above there's nothing particularly glamorous about them. We've discussed the possibility of zooming around the solar system as you open different menus but that will likely depend on how much time we have during the polish phase (probably not much).

 

3f9775cb5d4248dbc8af9d8418b0728c675efc80

 

A couple of new station mockups

 

3f9775cb5d4248dbc8af9d8418b0728c675efc80

 

 

 

A couple of new patches have been released for the I-Novae launcher and the installation runtime over the last week. We're fixing problems and releasing patches as backers find them. Unfortunately this has come at the expense of finishing the pledge upgrade system however we're currently only aware of 2 remaining outstanding issues with the installation runtime so we'll be getting back to the pledge upgrade system shortly. A lot of backers have been asking us when it'll be ready and it's one of our top priorities.

 

d451e50805f2a7c39689e01c9a31fb630cdbe018

 

Updated shot of the corvette cockpit

 

d451e50805f2a7c39689e01c9a31fb630cdbe018

 

 

 

To summarize we're currently finishing up the networking improvements and pledge upgrade system. Once those are complete we'll be moving onto implementing weapons, our new menu/HUD system, and incremental patching.

 

 

 

 

 

 

 

 

 

 

Pledge now via this website (indiegogo)

 

(Pledge upgrades coming soon to the I:B website)

 

 

The I-Novae Engine - Pure Digital Art

 

 

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

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Procedurally generated in-game screen shots from the latest development build. All WIP.

 

 

 

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.

 

 

 

Here are some WIP first shots from patch 0.1.6.0:

 

 

384f785d6970989d3523740c53c5ea5a1bad645e

 

(4k)

384f785d6970989d3523740c53c5ea5a1bad645e

 

bf08f50fdc861103becdad29d7ce8827a0721025

 

(4k)

bf08f50fdc861103becdad29d7ce8827a0721025

 

 

a1e1fc30fc3234d63011f190b6cff0d098c0b34f47ba817db7e11373c8614c2cead40eab283f9565

 

(4k)

a1e1fc30fc3234d63011f190b6cff0d098c0b34f

(4k)

47ba817db7e11373c8614c2cead40eab283f9565

 

 

5bdc8e54012f99c435568c25ff6879fc14e197c5

 

(4k)

5bdc8e54012f99c435568c25ff6879fc14e197c5

 

 

8919afe263f96c832ff42040af0d9a679727b9724f0281fd22e685f89c292f9b6eafcc6b40146043

 

(4k)

8919afe263f96c832ff42040af0d9a679727b972

(4k)

4f0281fd22e685f89c292f9b6eafcc6b40146043

 

 

1deec6396232a217970d904ac63486bf6becbc84

 

(4k)

1deec6396232a217970d904ac63486bf6becbc84

 

 

10df3aadc1d773d52407d91649b21818b28f8dee

 

(4k)

10df3aadc1d773d52407d91649b21818b28f8dee

 

 

 

(4k)

g6Jbe5T.jpg?fb

 

 

 

 

 

 

 

 

 



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

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

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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.

 

 

 

00bb344dfcc46c59906a1a9ddcccd3436f621a24

 

(4k)

00bb344dfcc46c59906a1a9ddcccd3436f621a24

 

 

f4ae654045fa2e3a17fc8e10ecbb18a15943cf7a95b6c6619ae6886d9dc401a03b05ee6f16e9ff9e

 

(4k)

f4ae654045fa2e3a17fc8e10ecbb18a15943cf7a

(4k)

95b6c6619ae6886d9dc401a03b05ee6f16e9ff9e

 

 

95335209c2af3dba7a1b92cba496ced52901c0a0

 

(4k)

95335209c2af3dba7a1b92cba496ced52901c0a0

 

 

5645b2702125394f3540305e4369df5cbb75afe7b6e9c77ee029830d607774f9d336551e6ae90721

 

(4k)

5645b2702125394f3540305e4369df5cbb75afe7

(4k)

b6e9c77ee029830d607774f9d336551e6ae90721

 

 

1cb020ca7051407bbfa7507a178ad3f9e6ae440b

 

(4k)

1cb020ca7051407bbfa7507a178ad3f9e6ae440b

 

 

 

 

 

 

 

 



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

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

Link to comment
Share on other sites

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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.

 

 

 

2c18df02f2e78ae475abf508e11742c61a8891e1

 

(4k)

2c18df02f2e78ae475abf508e11742c61a8891e1

 

 

755938e91847af98c3697feec33e4e5522c16ac1

 

(4k)

755938e91847af98c3697feec33e4e5522c16ac1

 

 

7da1a140d3c61b4bb178e4e7441a22f16d4aab45

 

(4k)

7da1a140d3c61b4bb178e4e7441a22f16d4aab45

 

 

3b964889f824ba39edab827d1f2fde594c1c81be

 

(4k)

3b964889f824ba39edab827d1f2fde594c1c81be

 

 

3e06a8f6abc28d0bc39cd847e5c3bdf8a96ecd41

 

(4k)

3e06a8f6abc28d0bc39cd847e5c3bdf8a96ecd41

 

 

51ce9f053192afab8c625bfc24884431fec864d9

 

(4k)

51ce9f053192afab8c625bfc24884431fec864d9

 

 

a2b58465163a298a9798c9b71e95aa2264485b0c

 

(4k)

a2b58465163a298a9798c9b71e95aa2264485b0c

 

 

 

 

 

 

 

 



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

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

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Weekly Update #37

 

source link

 

Posted by I-NovaeKeith CEO & Cofounder

 

Another week another update. We released a patch for the installation runtime this week that fixed the last remaining issues we're currently aware of. The corvette cockpit has been completed, the final geometry pass for large station pieces is nearly complete, and work is progressing on final geometry for both the corvette and interceptor exteriors.

 

6b9a9aab9a0815fa90886b27ad1093be6c9c3b6b

 

Blue atmosphere from orbit

 

 

 
6b9a9aab9a0815fa90886b27ad1093be6c9c3b6b

 

 

 

On the engineering side we continue to make good progress on the network interpolation. Hopefully it'll be wrapped up within a couple of weeks so work can begin on small ship weapons. We also started laying some of the low level groundwork for our new UI system that will be used to build our HUD and menu system. If you haven't seen the mockups yet checkout last weeks update.

 

 

ecd8a0d08b0d073c20a41478021bd4bf9e285c26

 

The view from the thin atmosphere around a tall mountain

 

 

 
ecd8a0d08b0d073c20a41478021bd4bf9e285c26

 

 

 

Next month will be a little extra hectic because somehow everyone in the company has a lease that's expiring and we're all moving into cheaper apartments - except Kristian because his lease expired last month lol. Back in weekly update #30 we announced that the Alpha release would be delayed until early 2017. We're currently planning on offering a free weekend to play the game for all Alpha backers to make up for it. The exact date hasn't been nailed down yet, probably after we're finished with the networking fixes, but we'll let everyone know soon. That's about it for this week!

 

 

 

 

 

 

 

 

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

Pledge via this website (indiegogo) 

The I-Novae Engine - Pure Digital Art
JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth

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Weekly Update #38

 

 

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

 

Hey everyone time for an update. This last week has been fairly hectic for all of us. As was mentioned last week most of the team is trying to find new living arrangements within their respective cities because our leases all coincidentally expire at roughly the same time. This has affected our work schedule a bit since finding a new apartment is quite time consuming.

 

4633338081fdecb4b682a1d573cb85171c6345d4

 

WIP final geometry pass for the interceptor

 

 

4633338081fdecb4b682a1d573cb85171c6345d4

 

 

 

Flavien has taken a brief break from the networking code to implement the foundation for what we hope will someday be support for mods. We've implemented a simple racing mod which we intend to maintain throughout development of the game so that the interface between mods and the game will be preserved. I've been working on some low level rendering improvements that will lay the foundation for the new UI system we want to build to power our HUD and menu system.

 

 

339350b9790662de3c70baa9da69a6795c11b44d

 

Another WIP shot of the interceptor final geometry pass

 

 

339350b9790662de3c70baa9da69a6795c11b44d

 

 

 

On the art side work continues on the final geometry passes for the corvette exterior, interceptor exterior, and large station pieces. Aside from the new screen shots in this update there's not much else to say about that at the moment. I've put in an application on a new (cheaper) apartment so I should have a lot less distraction this week which will allow me to refocus on finishing the pledge upgrade system. Unfortunately the other guys are still looking but we hope they'll find something agreeable soon.

 

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One last WIP shot of the final interceptor geometry pass

 

 

1e744ccfd46bd45c67496744488481be7d4e4ef5

 

 

 

Given that we'll all have to pack, move into, and then unpack in our new apartments by the end of November - combined with the upcoming holidays - it's possible that our Alpha launch early next year might be a bit on the rougher side. It's still too early to know for certain but in the end we figure that Alpha backers just want to have something to play sooner rather than later. Lastly we're planning on having our free weekend for Alpha backers to try the game sometime after the pledge upgrade system is completed. Some Beta backers have expressed their desire to upgrade so they can be a part of that free weekend and we want to make that available for them. That's it for this week!

 

 

 

 

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

 

 

 

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

 

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

 

 

 

The I-Novae Engine

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

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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.

 

 

 

a1045c449bab9adbbc9102505edafe9c51e3c7b7

 

(4k)

 

a1045c449bab9adbbc9102505edafe9c51e3c7b7

 

 

d4ea19f3a41b5d43b12baa9cc703fa86cc18b367

 

(4k)

 

d4ea19f3a41b5d43b12baa9cc703fa86cc18b367

 

 

81b174617d9fb2b385670fa8cb65fd0a63afc483

 

(4k)

 

81b174617d9fb2b385670fa8cb65fd0a63afc483

 

 

 

 

 

 

 

 



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


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

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


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

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36 minutes ago, JonnyƦedhed said:

Snip

 

 

Are you playing the pre alpha release? I have access to it and would love to have someone to explore with.

Main rig: Shockwave - MSI Z170 Gaming 7 MOBO, i7-6700k, 16GB DDR4 3000 MHz RAM, KFA2 GTX 980ti HOF, Corsair RM1000 PSU, Samsung 850 EVO 250GB SSD, WD 7200RPM 3TB, Corsair Air 540 White, ASUS P278Q 1440p 144Hz display.

 

Laptop: Lenovo Y510p, i7-4700HQ, 12 GB (8+4) 1600MHz DDR3 RAM, GT755 2GB SLI graphis card, 1366x768 display.

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On 06/11/2016 at 8:52 PM, Miguel Batista said:

Are you playing the pre alpha release? I have access to it and would love to have someone to explore with.

 

No I've not got that level yet of pledge.  But you can stop by the Discord channel:

 

(Unofficial) Infinity Community Discord Server  - forum link with discord channel url

 

If you haven't already done so, join the forums and introduce yourself and ask about others with dev access on the forum and Discord channel.  Your find others with the same access and flying :)

 

 

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

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Weekly Update #39

 

 

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

 

 

Hey everyone it's weekly update time. Unfortunately there's no new screenshots this week because our artists forgot to upload them, they're all asleep right now, and I don't feel like waiting until tomorrow because I'll be distracted by the US election. Despite that good progress continues to be made by the art team. The large detail final geometry pass for stations is nearly complete which will be exciting to get integrated into the game. There's still quite a bit of work left on the small detail geometry, particularly within hangar bays, but the bulk of the station pieces are geometrically completed.

 

The interceptor and corvette exteriors are also really coming together great and we'll hopefully have some new screen shots to show off for the next update. Flavien, to his great dismay, was incapacitated most of the week due to illness so not much progress to report with the networking. The remaining piece of the pledge upgrade system, handling chargebacks, is nearly complete with (currently) only 1 outstanding issue remaining. There's still a bunch of testing still to be conducted and then some legal work to do for a Terms of Service but we're hoping to release it and put it behind us soon - especially because working on it is killing my soul.

 

While we had initially announced support for both credit cards and PayPal with the new pledge upgrade system it will only support credit cards and bitcoin at release. This is because PayPal's integration is a bit of a nightmare and... it's killing my soul. I'll finish it at some point in the future after I have time to replenish my intestinal fortitude - unless a lot of people yell at me because they want to upgrade via PayPal. Funny how that works. Anyway that's it for this week, sorry about the missing screen shots, we'll get you all some new content during the next update for sure!

 

 

 



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

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


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



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

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Weekly Update #40

 

 

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

 

Hey everybody here's your Infinity: Battlescape weekly update! I'm thrilled to report that the coding effort for pledge upgrades via credit cards and bitcoin is now complete! I still have to work with our lawyer to get a Terms of Service written before I can release it but hopefully that'll be sometime this week. While waiting for the legal review I'll be shifting over to some low level engine improvements which lay the groundwork for our new UI system for the game.

 

8e397d79466f3a0451ceb993f1695fddcc60c368

 

WIP geometry for interceptor/bomber hangar

 

 

8e397d79466f3a0451ceb993f1695fddcc60c368

 

 

 

Flavien continues his work on networking. Unfortunately when it comes to planets nothing is easy and it's taking a bit longer than anticipated due to some hiccups with server side hit detection on planet surfaces. Most notably the server needs to generate terrain collision meshes on-demand for every player and particle in the game that happens to be near the ground which, worst case, can be quite a lot over an incredible surface area. This poses some unique technical challenges.

 

 

470fb84fa4adaef611a028a6bd3f7a80078d13c3

 

WIP final geometry pass for the corvette

 

 

470fb84fa4adaef611a028a6bd3f7a80078d13c3

 

 

 

On the art side we're finishing up the large scale final geometry pass for space stations. Once that's complete we'll begin the final geometry pass for factories. Jan and Kristian are still working on the final geometry passes for the corvette and interceptor exteriors. Those are really coming together nicely and they're going to look great once the texturing pass is complete. Lastly if you have an opinion on whether or not our interceptor should have a horizontal bar in the cockpit - please head over to our forums and vote.

 

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WIP geometry for the corvette hangar

 

 

e5c5c18dbb1b4db2d041ffafdbd26a61530f801f

 

 

 

 

 

 

 



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

 

 

 

Infinity: Battlescape website (pledge): 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 #41

 

 

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

 

Hey everybody time for another weekly update. This week I'm going to start with the art update because I'm going to spend a lot of time discussing some of the engineering stuff we're doing. The art team is beginning to wrap up the final geometry pass for the interceptor, bomber, corvette, and large station pieces. This week's screen shots show off the latest progress for the bomber and corvette respectively.

 

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Final geometry for the bomber exterior is almost finished

 

 

7f4a4fe0ded6316fd7705a99cb567039621c805c

 

 

 

Unfortunately we haven't been able to release our new pledge upgrade system yet because the legal review of the new Terms of Service isn't done. This week is a major holiday here in the U.S. which is likely slowing things down for our attorney but the review will hopefully be completed soon. We'll make an announcement once the pledge upgrade system is available.

 

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Some sexy bomber butt

 

 

892400d3ee2a436d1cc483c4914570180284989e

 

 

 

For those of you who've been with us for a while you may recall that Flavien originally started building our technology around 2004/2005. That's a long time ago and it was just before dual core CPU's became a thing. What this means is that our game engine was originally designed around being single-threaded. Over the intervening years between then and now we've optimized specific portions of the engine for modern multi-core CPU's however this was done with the knowledge that at some point we'd have to bite the bullet and upgrade the rest of it. With our goal of supporting 200 players in massive space battles that bill has now come due.

 

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The final geometry for the corvette exterior is also nearly complete

 

 

4a92d2fdde1d88b0806c702c1cad99c5122611e2

 

 

 

 

To that end we actually began this process over the summer when we upgraded our physics engine to be multi-threaded. Unfortunately that still leaves entity/actor/scene updates and rendering. Coincidentally both of these are being upgraded at the same time, right now, because of dependencies in the networking code that Flavien is writing and the new UI system that I've started writing.

 

67abe493523d00d8d365afc164add7bf90b6ba48

 

Top shot of the corvette

 

 

67abe493523d00d8d365afc164add7bf90b6ba48

 

 

 

Flavien is nearly finished with his new entity/actor/scene code and will soon be getting back to the remainder of the networking improvements. This includes client-side prediction (hides latency) and a challenging problem with server-side collision detection against planet terrain that recently popped up. I'm writing our new UI system using an experimental implementation of the new Vulkan graphics API which is designed around multi-threading. Once the UI system gets far enough along that I'm confident in its new rendering abstractions I'll replace Vulkan with D3D11 to finish it.

 

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The corvette underside

 

 

ab4f7854d2e788ca3d08fe57e56c091f55b03fa5

 

 

 

This means for the Alpha the game will have 2 rendering systems. The bad old single-threaded renderer which will draw most of the game and the brand new multi-threaded renderer that will draw the UI. Only D3D11 will be supported at launch so the experimental Vulkan implementation will just hang out until we have time to finish it once the game ships to retail. After the Alpha gets released we'll begin iteratively moving the rest of the game over to the new rendering system so we can make maximum use of all of your CPU cores. We expect that by the time that all of this is done we'll have about 1 - 1.5 months left to implement the majority of the gameplay for the Alpha. Needless to say the release of the Alpha is going to come in hard and fast, it probably won't be pretty, but if you've been following these updates with any regularity that shouldn't come as a surprise.

 

That's it for this week and for those of you in the U.S. enjoy your Thanksgiving!

 

 

 

 

 

 

 



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

 

 

 

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 #42

 

 

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

 

Hey All, this is Flavien. Keith ran into trouble with his computer yesterday ( it's having difficulties booting up apparently ) so I'll be in charge of this weekly update.

 

Keith has been making good progress on the new Vulkan renderer and abstractions. He can almost render a.. triangle. No kidding. Interestingly, to be able to render just a single triangle in Vulkan requires pretty much all systems to be functional, so although it might not look like it, it's a huge step forward ! We still have to experiment with shaders though.

 

If you remember the thread about Vulkan versus DirectX12 on our forums a few months ago, we had expressed some doubts about the built-in Vulkan shader compiler, as it doesn't seem to perform any advanced shader code optmization. Now that the fundation is there, we will soon be able to figure that out and determine whether shader performance is acceptable or not. If it's not, we can still 1) wait for the compiler to mature ( which hopefully should happen by the time the game is released ) or 2) later on, switch to DirectX 12 while maintening a fall back on to DirectX 11 for Windows 7+.

 

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FInterceptor landed on planet ( render )

 

 

ed90ced2e9997bf7f095431eea110741439e184f

 

 

 

On my side, I'm working on our new entity-component system ( ECS ) and refactoring the client / server ( including networking improvements ). It's taking a while, but that was expected. ECS will allow us to utilize more agressive multithreading including for gameplay logic ( in the current build, gameplay logic is single threaded with a couple of independent systems such as sounds, networking or physics running in separate threads ).

 

The client / server refactoring is also a very important step because it allows us to introduce some major concepts for the future game, such as a form of database persistency ( if the server crashes, we don't want players to lose their progression and the state of the match / battles that were running ) or a replay feature ( still experimental, so I can't promise it for the final game, but that's definitely something we want to do ), and even the basics of modding ( through C/C++/C# custom DLLs ). So as you can imagine, this new version is a major milestone in the project, and will also introduce a bunch of new gameplay concepts ( such as team-based gameplay/spawning, credits, etc.. ).

 

There's currently no ETA for that new version, but I can safely say it won't happen until next year. Meanwhile, we're still going to release a bunch of content patchs for the current build with art assets improvements or experiments ( like for the interceptor cockpit's bar, which according to a poll on our forums, most people would like to see removed.. ).

 

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Corvette final geometry pass ( render )

 

 

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On the art side, I'm happy to report that the geometry phase for all 3 "small" ships ( interceptor, bomber and corvette ) is coming to an end. It's still not 100% finished but it's getting close to. Kristian is finishing up the bomber, but still has to rework the landing gears which we found a bit frail for such a bulky ship, and adding some minute details. Jan's detailed the corvette and added various details on the plating and thrusters. Since we haven't posted a real-time preview model yet, it's a good occasion to let you review the Sketchfab model here:

 

https://skfb.ly/WMRn

 

Dan has moved on to working on.. space station windows. They're very important because they're the #1 best way to give a sense of scale to things in space. So we're trying to make the windows as varied as possible to avoid patterns, and include some additional man-scale details here & there, like docking doors. We're planning on making the windows layout unique per station, so even if two stations are reusing the same modules, they'll still look slightly different with their windows on.

 

Also note that next week, Keith is relocating to a new place and might or might not have Internet access, so I might be in charge of the next weekly update too :slight_smile: See you next week,

 

-Flavien Brebion

 

 

 

 

 

 

 

 



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

 

 

 

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 #43

 

 

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

 

Hey everyone time for another update. This week was a bit slower on the engineering side because I was busy moving into a new apartment. I've made some additional progress on the rendering abstraction for the new UI system but not much else of note. Fortunately Flavien was able to finish his new entity/component system with multi-threaded updates and will be resuming work on the remaining pieces of networking code.

 

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Latest WIP of the Bomber exterior geometry

 

 

cf5e0204db572554c647e2a9d64df1337e8ebdd6

 

 

 

On the art side things continue to move along at a good pace. Dan is wrapping up work on station windows, which contribute greatly to a proper sense of scale, and will soon be starting on final factory geometry. Jan has been putting quite a bit of time into generating and optimizing our Level of Detail (LOD) meshes. These are meshes with lower polycounts that get rendered in place of the fully detailed mesh depending on how far away it is. He's also wrapping up the final corvette geometry which we should have some new screen shots of soon. Lastly Kristian is in the polish phase with the final bomber geometry which is coming along great as you can see above.

 

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Examples of the different LOD meshes for the NPC hauler

 

 

3962c30a2ce2925959dfb9247617ae312455a4ad

 

 

 

Our attorney got us the revised version of our crowdfunding terms of service today. There's still some additional review work to be done but we're trying to get that sorted out as soon as possible so we can release the new pledge upgrade system. Jan has started integrating all of the updated art assets into the game as we begin preparing for our next patch. This patch will primarily be a content update and probably our last of 2016. Most of the team will be out of town traveling at the end of the month for the holiday so we're working diligently to get the patch and the pledge upgrade system released by then.

 

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Example of a material for one of our ships

 

 

6a580c682005b17f5b8c5747da7befbbdef1f832

 

 

 

 

 

 

 



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

 

 

 

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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Pledge upgrade system is now live!

 

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

 

 

If you're logged into your account you can upgrade a pledge by visiting your products page: https://inovaestudios.com/Account#products

 

If any of you upgrade your pledge please let me know if you experience any problems or don't receive a confirmation email.

 

 

Also, if you pledged the Kickstarter then you get a discount for your pledge upgrades.

 

 

 

Forum post link:

https://forums.inovaestudios.com/t/pledge-upgrade-system-is-now-live/4545

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

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Weekly Update #44

 

 

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

 

Hey everyone it's time for the weekly update. First off I'm incredibly happy to announce we've released our pledge upgrade platform! If you'd like to upgrade your pledge make sure you're logged into your I-Novae account and click here. In other news Flavien has finished his threading and optimization pass for our entity game update loop. In practical terms what this means is that the game will now make better use of all of your CPU cores which is great because you probably paid a lot of money for them.

 

29a767663ffdcdfad3a108d0b0fd94c76025d133

 

The corvette final geometry is complete, shown here with light markers

 

 

29a767663ffdcdfad3a108d0b0fd94c76025d133

 

 

 

On the art side we've reached a major milestone - all of the geometry work for small ships is now complete! There's still an ongoing debate within the team about the horizontal bar in the cockpit of the interceptor but aside from that it's all done. The art team is currently working on integrating the new models into the game as we want to release a new patch and host a free play weekend for Alpha backers early in the new year. Unfortunately we probably won't begin texturing the ships until after the Alpha is released so they'll continue to be visually boring on the exterior but exciting in the interior for a while longer.

 

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Corvette with light placements from another angle

 

 

7666c66c9fd6e95f5cbeb2086a7e26e6714c94fb

 

 

 

That's pretty much everything for this week. We'll have one more weekly update of 2016 before the team scatters for the holiday. When we come back in the new year we'll do our annual review while plotting our course forward for 2017.

 

 

 

 

 

 

 

 



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

 

 

 

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 #45

 

 

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

 

Hey all here's the last update of the year. This week has primarily consisted of trying to get loose ends tied up before everyone heads out for the holidays. On the coding side I'm continuing work on our new UI system while Flavien is working on cleaning up some low level game code. Everyone is focused on getting all of the new content integrated for our next patch. The new networking code should be available for the first time in the patch following the next one. Due to the upcoming free Alpha weekend we're afraid of breaking everything at the exact moment Alpha backers first get to try the game so new code will be integrated afterward.

 

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WIP editor shot of the bomber. Still needs some cleanup.

 

 

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The art side has been working on asset cleanup and LOD generation. A large portion of the conversation this week has been about our plan for 2017. The items on our immediate to-do list once we get back from holiday vacation are releasing the next patch, the free play weekend for Alpha backers, and then of course shipping the Alpha. The next weekly update, which probably won't be for 2 weeks, will be our 2016 retrospective followed by our high level roadmap for the new year.

 

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Another WIP shot of the back of the bomber in the editor.

 

 

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We'd like to take this opportunity to once again thank all of you for supporting this project. It's been one hell of a journey so far and hopefully it's only the beginning. During the Kickstarter campaign we announced that we'd do our best to be transparent during the development of Infinity: Battlescape and we hope we're living up to that expectation. It's our on-going goal as a company to be engaged with our backers and the members of our community.

 

That's about it for this update, we wish you all the best for the rest of your 2016 and look forward to seeing you in January!

 

 

 

 

 

 

 



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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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