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JonnyƦedhed

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

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Posted · Original PosterOP

Weekly Update #91

 

 

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

 

 

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Hey everyone, it’s time for your weekly update. This week we’re going to discuss some of the gameplay ideas we have for weapons by going through a couple of different scenarios. To quickly recap we’re planning on implementing 3 broad categories of weapon: energy, projectile, and missile. Ships will come with a predetermined set of hardpoints which can be configured with different variations of weapons from those 3 categories. For our first scenario we will start with an interceptor on a recon mission. Sensors/radar are one of the least defined aspects of the game right now but one guiding idea we have is that radar will be dependent on line of sight – specifically it will be blocked by celestial bodies. Ships on the same team will share radar data with each other so you’ll be able to see around an enemy planet or moon if you have a network of scouts to act as relays.

 

 

 

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A blue sunset over a desert planet

 

 

 

 

 

On a scouting mission you want to maximize for speed and radar capabilities – direct contact with the enemy is to be avoided at all costs. Interceptors don’t have many hard points so you must choose your weapons wisely. In this case a suitable loadout could be a handful of missiles, enough to give the enemy pause long enough for you to get away, along with blasters for their unlimited ammunition. In this case, due to the potential for being deep behind enemy lines without the ability to easily reload, energy weapons are probably a better last-ditch choice than a projectile weapon.

 

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A lone interceptor on patrol

 

 

 

 

For our second example lets look at the destroyer – which is meant to protect cruisers and carriers from smaller ships such as the interceptor and bomber. A destroyer is designed to be outfitted with some combination of small caliber projectile weapons, missiles, and anti-missile systems. Where things get interesting is how you decide to allocate your hard points and for which type of weapon. A destroyer is frequently part of a fleet so maybe you can get away with more projectile and missile weapons since you can easily be resupplied from a nearby carrier. Perhaps you’re expecting to be a part of a prolonged battle and you can’t afford to be out of commission long enough to reload and therefore choose more energy weapons. Last but certainly not least how many anti-missile systems do you want? Each one comes at the expense of an offensive weapon.

 

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An orbiting space station

 

 

 

 

Overall weapons can be summarized as trying to make the right set of trade-offs for the set of conditions you expect to encounter. We also want to allow players to make changes to their loadout in the field for certain types of ship by docking with the carrier. We may also have special types of destroyer and/or corvette that provide support in limited capacities such as reloading and/or repair – time/resources will dictate. Our goal is to make weapons easy to quickly get the hang of but somewhat difficult to master.

 

 

 

 

 

 

 



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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

 


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Posted · Original PosterOP

Playing about with a new GPU. Spherical “Photomerge” in Photoshop.

 

 

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

 

 

 

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Interceptor on Semnoz

 

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Bomber on Cinder

 

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Corvette on Sarake

 

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

 

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


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Posted · Original PosterOP

Some screen shots from the latest pre-alpha game update (0.2.4.0).

 

Last weekends meetup.

 

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

 

 

 

 

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d83b40bf50aeaf94197e1f140d37b3d8f0bc04e9

 

 

 

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94c2fd0281cee60223416370fee7c7b5a1d2fdcb

 

 

 

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99d1ecb6d9ac2c1854213ceae520fbdb1a4d7fb2

 

 

 

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Want to see more ?   then go Here.

 

 

 

 

 

 

 

 

 

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

 

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


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Posted · Original PosterOP

Vote for Infinity Battlescape - Indie of the year 2017

 

 

(first round votes! now over)  In the top 100!

 

Now, cast your second vote from as many different PC addresses as you can, including your smart phone!

 

link to vote: http://www.indiedb.com/groups/2017-indie-of-the-year-awards/top100#vote42195

 

^^^

(Scroll to bottom of linked page).

Combat Sym category.

 

 

9 days left to vote


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Posted · Original PosterOP
Weekly Update #92
 
 
Originally posted by I-NovaeKeith CEO & Cofounder - source link
 
 
 
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Hey everyone, it’s time for your weekly update. This will be our last weekly update for 2017 as the team is working on wrapping up as much as they can before taking some time off for the holidays. To that end the primary focus has been on weapons and turrets with the most attention being devoted to missiles. Our next patch should include significant weapon updates, which we’re looking at releasing sometime in January along with another Alpha backer “free play” weekend. Beyond that I’ll save the information on our 2018 roadmap for our initial set of weekly updates in 2018.
 
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A panoramic view of the interceptor cockpit
 
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On the art side the final geometry pass for the destroyer is nearly complete. Once finished the only remaining geometry work, aside from any polishing that pops up, will be for the cruiser, carrier, and mercenary operative interceptor. Out of the 3 of those ships we expect the mercenary operative interceptor will go pretty quickly, since it’s just a variant of the regular interceptor, so the bulk of the work will be on the remaining capital ships. Given their size it will likely take some time to finish them however once that’s complete all that shall remain is materials, special effects, and sound effects.
 
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A panoramic view of the bomber cockpit
 
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That’s it for now, we look forward to seeing all of you in the new year!
 
 
 
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One of our developer access backers figured out how to turn on water
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Infinity: Battlescape website: https://inovaestudios.com/Battlescape
 
Infinity: Battlescape forums: https://forums.inovaestudios.com
 
 
 

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Posted · Original PosterOP

Congratulations to INovaeStudios - Infinity: Battlescape on placing 2nd!



 

Indie games of the year

 

2u6jv3m.png

 

 

 

2ND PLACE

Infinity: Battlescape

From: I-Novae Studios

 

http://www.indiedb.com/groups/2017-indie-of-the-year-awards/features/players-choice-best-upcoming-indie-2017

 

 

 

 

Originally posted by SpaceJay on the I-Novae forums - link


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Posted · Original PosterOP

Weekly Update #93

 

 

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

 

 



dbdbb86761d9fa5a1899ae19a0d4f80a8940c78d

 

 

 

Hey everyone, it’s time for your first weekly update of 2018! To recap 2017 started off with us launching our first Alpha backer weekend which was well received. After an initial burst of momentum, the frequency of released slowed dramatically as we proceeded to tackle the last high-risk items on our to-do list: re-engineering our networking, mitigating the ability of players to cheat, and improving performance through better threading on multi-core systems. This took a bit longer than we had anticipated which made the middle of the year a bit frustrating for the team as we couldn’t release any new patches with deconstructed networking. Fortunately, after we completed the networking overhaul, we were able to finish the year strong as our technology investments began to pay big dividends by allowing us to rapidly iterate in hours on gameplay systems that used to take days. We had our second Alpha backer weekend with the new networking code along with many additional improvements which was, once again, well received.

 

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A closeup of the corvette

 

 

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The final weeks of 2017 were spent fixing bugs from the Alpha weekend, working on capital ships, and implementing new weapons. Due to the holidays and, despite being spread around the world, half the dev team falling ill the second half of December and early January were quite slow. As of right now everybody is back feeling better and we’ve shifted our attention toward what we need to do for 2018. For starters we want to have another Alpha backer weekend to test out the new weapon code as soon as possible. This will follow the previously established release cadence where we first release the patch to Developer Access backers and, if everything goes smoothly, we will open the game up to Alpha backers for a long weekend within a week or two of the patch. It’s still slightly too early to provide a timeline for that patch but we hope to have more information shortly.

 

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A carrier flying above Cinder

 

 

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As we’ve mentioned before our goal is to release the Alpha version of the game in the first half of 2018. It’s going to be a much rougher release than we had initially planned but, due to the delays, we feel it’s better to get something “good enough” out as soon as possible. At a high level the remaining features are: getting all weapon categories mocked up for both small and capital ships, polishing capital ship controls, implementing the resource system, mocking up sensors, creating a basic main menu system, creating our first proper battlescape, adding win conditions, and improving warp. Due to the rough state of the initial Alpha release there will be a lot of work to get done for the Beta which we hope to release by the end of the year with a full release to retail sometime in the first half of 2019. It’s going to be a very busy year for us but we’re done with the major technical hurdles and it’s time to really bring Infinity: Battlescape to life.

 

 

 

 

 

 

 

 

 

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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

 

 


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Posted · Original PosterOP

Weekly Update #94

 

 

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

 

 



d357d2bade335dc54ed4b1ef5fcf32d0d30ed5e8

 

 

 

Hey all it’s that time again – time for your weekly update! As we’ve previously mentioned our primary focus at the moment is weapons. Support for machine guns has been added along with ammunition limitations. A quick balancing pass was performed on both machine guns and blasters however a lot more time will have to be invested in this over the coming months. We’ve also added different damage values for shields vs armor. Work has started on missiles/torpedoes however since they require a reasonable amount of intelligence there’s still a lot left to be done. We have yet to start on anti-missile countermeasures and of course we need to create bigger versions of these weapons for capital ships.

 

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Land bases and factories can be quite large, spanning multiple square kilometers

 

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An emerging priority of ours in the coming weeks is improving our download experience. Currently we are only using a single datacenter in the US to distribute files. Unfortunately, it frequently has disappointing download speeds for users outside the US and we’re working on integrating CDN support. We haven’t decided which regions we’ll use for our CDN locations but most likely we’ll have 1 in the US, 1 in Europe, and 1 somewhere in east Asia. On the art side work is being wrapped up on the destroyer with only the cruiser and the carrier remaining. Kristian also spent some time improving our HUD icons. Once the capital ships are finished there’ll be the bobbleheads, UI, special effects, backer rewards, and a final polish pass left to do.

 

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The final geometry pass for the destroyer is nearly complete

 

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As for the next patch we’re still waiting to make a bit more progress on weapons before we give an estimate on the release date. We touched on this briefly last week but the plan is to release a patch as soon as all of the weapons have been mocked up in the game. This will be an extremely quick and dirty implementation so expect lots of balance problems. Once we release the weapons patch, if initial testing with Developer Access backers doesn’t uncover any showstoppers, we’ll announce the next Alpha backer play weekend. That’s all for this week, until next time!

 

 

 

 

 

 

 

 

 

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

 

 

 

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

 

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

 

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

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Posted · Original PosterOP

Weekly Update #95


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



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Hey everyone, it’s time for your weekly update. Back in late October/early November, when we had our last Alpha backer free-play weekend, a number of issues with our installation process were discovered and then fixed. Unfortunately, when a patch was released, we encountered a previously unknown flaw with our web infrastructure that prevented it from being accessible - thereby putting the poor patch all by itself in purgatory. You probably didn’t notice, but we rolled out some improvements last week to our web infrastructure that resolved these issues which, of course, paves the way for our next patch!

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The nearly complete geometry for the destroyer

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Aside from work on infrastructure we of course spent a lot of time on weapons. The initial implementation of missiles, which is the biggest remaining blocker for the next patch, should be completed in time for the next weekly update however an exact date of the next patch remains just outside of reach. To round out our efforts last week, time was also spent on hardpoints, weapon loadouts, weapon balancing, new sound placeholders, discussing missile locking, discussing the design of re-arming and repairing, discussing improvements to warp, going over the core game loop, and finally our internal roadmap for the coming months. Each of these warrant their own weekly update so we’ll be going over them individually as we move forward.

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A detailed view of the door going on top of the destroyer

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On the art side the final geometry pass for the destroyer will be complete by the next weekly update. Dan has produced a new mockup of the carrier that we all really like and he’ll be handing that off to Kristian and Jan, who will also be working on finishing the cruiser, for further iteration. Dan will instead focus on finishing up the geometry for our bobbleheads and getting started on other backer rewards. We hope to release some screenshots of the new carrier within a month or two, we think you’ll all be pleased!

 

 

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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

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Posted · Original PosterOP

Weekly Update #96


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



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Hey everyone it’s that time again, time for your weekly update! I’m happy to report the final geometry pass for the destroyer has been finished. We still need to do textures/materials however we’ve decided we’ll likely defer that until we’ve had a chance to do one or two balancing passes on the weapon systems. The reason for this is that it will affect the distribution of hardpoints and their size which could have an impact on texturing. The art team is now working on a broad set of tasks including the cruiser, placeholder particle effects, placeholder weapon effects, and some website improvements.

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WIP final cruiser geometry

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On the engineering side work continued on weapons as well as some website and backend improvements. We’re working hard to get that elusive next patch out as soon as possible however our missile locking system has ended up taking considerably longer than anticipated and is the primary source of the delay.

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All of the ships with completed geometry passes

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We’ve had a number of discussions regarding capital ship weapons over the last few days. Our current plan is that capital ship weapon systems, which a pilot is able to organize into different groups, can be aimed at a specific target and fired all at once - similar to games like World of Warships. Turrets that are not facing the right direction can be optionally set to auto-fire on targets within visual range or stay dormant to conserve ammunition and/or energy. Missile turrets will have slightly different behavior than other turrets. Since missiles are intelligent they can fly around the host ship to get to their target regardless of which direction they’re facing as along as the target is far enough away. They can also be set to auto-fire like other turrets. Obviously, the implementation of capital ship weapon systems diverges heavily from that of the smaller ships and won’t be properly implemented until sometime after our next patch. That’s it for this week, until next time!

 

 


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

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

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

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Posted · Original PosterOP

Weekly Update #97


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



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Hey everyone, it’s time for that weekly update! Once again this week’s engineering effort has been primarily focused on missiles. The locking system is nearly complete, though it will need a lot of balancing later, and the HUD integration is being wrapped up. Missiles have proximity detonation if they’re within a close enough radius of their target but their velocity prevents a direct impact. They can also be shot down by bullets or any other projectile, including missile on missile collisions, if you somehow manage to shoot one. Finally, we had an internal playtest to try out the new weapon code. Obviously, as an initial implementation, it’s still quite rough but getting all of the major weapon types mocked up in the game is a major milestone.

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A screenshot of our missile logic simulator

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On the art side we’ve got many different things in motion. Kristian is working on the final geometry pass for the cruiser which is beginning to come together nicely. Jan has been tinkering with weapon and shield effects. These are primarily placeholders but they give a good idea of the general direction we’re thinking of moving in and should be integrated in our next patch. Dan has been working on some stuff for our website, which we need to update soon, as well as the final geometry pass for the space whale bobblehead.

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WIP final cruiser geometry

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That’s pretty much it for this week. We can see the light at the end of the tunnel for our next patch and once it becomes available there will be a lot more to talk about.

 


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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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Posted · Original PosterOP

Weekly Update #98


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



3fba5bfba320efbdefd4dc463b2fe56378d465b3

Hey everyone, it’s time for your weekly update! I’m happy to announce that I can finally give a timeline for the next patch – our plan is to release it by the end of next week (this includes the weekend). If everything goes smoothly we’ll likely announce our next Alpha backer test weekend within a week or two after the patch is released. The patch will contain the initial version 1 implementation of our new weapon code, though capital ship weapons and missile countermeasures will still be a work in progress, and a bunch of art updates. Weapons will require constant tweaking over the coming months and we’ll likely introduce additional variation as we begin preparing to transition from Alpha to Beta.

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Playing around with different shield effects

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Looking toward the future the most obvious next step will be improving capital ship weapons, adding support for countermeasures, and making warp easier to use. Once that’s complete our focus will shift to the resource system, radar/sensors, and re-arming/repairing – which represent the 3 major gameplay systems remaining to be implemented and are pre-requisites for the release of the Alpha. After that, when core gameplay is representative of the final product, we will start the Beta, which will be our polish phase.

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WIP final geometry for the space whale bobblehead

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As we mentioned at the beginning of the year our goal is to release the Alpha in the first half of this year followed by the Beta by the end of the year. The initial implementation of weapons ended up taking 2-3 weeks longer than we had expected but we’re still optimistic we can maintain that schedule. Regardless of the exact dates we release the Alpha or the Beta, the single most important thing for this to be a successful year is that by the end of it we have a fun game. If we need to have an extended Beta period in 2019 to polish everything up for final release so be it but we simply cannot be successful if we don’t have a fun game. That’s all 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

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Posted · Original PosterOP

Weekly Update #99


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



08302d1eb702aa53c45cee7e11ca615eae9763cf


Hey everyone, it’s time for your weekly update. This week’s focus has been on putting the finishing touches on our next patch – which we expect to release within the next few days. As we’ve mentioned previously this will be a big update with lots of new changes primarily concerning weapons. Once the patch is released we’ll post detailed patch notes but a brief summary is new weapons, creating weapon groups, and new HUD elements to support all of this new functionality. One issue that we may or may not be able to resolve before we release the patch is bandwidth usage by missiles. Currently it’s a bit higher than we want, and if we don’t fix it before the release of the patch it’s unclear what sort of impact it’ll have on our server, however we expect it to be sorted out sometime in the near future.

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Backside of the WIP final cruiser geometry

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On the art side Dan has finished up the space whale bobblehead final geometry pass, Kristian is making good progress on the final cruiser geometry, and Jan has been playing around with weapon effects. Everyone has also been working on getting last minute asset tweaks into the next patch. We made some optimizations to how certain types of textures get packaged for distribution which has reduced the download size of the game by 1gb – it’s now 2.x gigabytes instead of 3.x gigabytes. That’s all for now, I’m going to keep this update short and sweet as we’ll have much more to discuss next week after the release of the patch.

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WIP explosion effect

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That’s all 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

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Posted · Original PosterOP

New Patch 0.2.5.0 ( Sunday, 25 Feburary 2018 )

 

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

 

 

This patch introduces the new weapons systems and damage model. In-depth explanations about weapons can be found in the following post:

 

Patch 0.2.5.0 - Weapon systems (more detail)


… therefore, this patch note will simply be a summary.

 

 

Gameplay

  • Introduced hardpoint groups and the ability to switch or toggle on/off groups in the weapons radial menu.
  • Introduced ammo per weapon.
  • Introduced new damage model: kinetic and energetic damage; shields absorb kinetic damage, while armor absorbs energetic damage. To maximize damage, use energetic weapons to destroy shields, then kinetic weapons to destroy hull arrmor.
  • Introduced weapons locking system ( used for missiles ).
  • Introduced missiles and torpedoes. Missiles explode on direct contact, or detonate on proximity after a timer.
  • Added safety lock mechanism that can be toggled on/off, to force missile launch without a lock.
  • Projectiles are now properly synchronized with the server ( previously, they were client generated and could sometimes mismatch ).
  • Added various weapon parameters, ex.: weapon accuracy / spread angle, ammo usage.
  • Added multiple lead reticles on HUD matching weapon groups.
  • Damaged shields ( reaching zero points ) now stay broken, but repair automatically after 30 seconds if not hit.

 


Bug fixes

  • Fixed server crash bug when a station got destroyed by NPC capital ships, over hours of shooting (yes, that’s possible).
  • Fixed memory corruption bug leading to rare, but random crashes.
  • Fixed a bug related to sounds auto-deleting themselves after they complete playing.
  • Fixed various crash bugs in the particles editor.
  • Fixed a scaling bug in particle systems.
  • Fixed a major bug in auto-aiming turrets tracking, which prevented turrets from correctly rotating by 360° - they would get stuck at 180° sometimes.
  • Fixed view angle when resetting third-person camera to default view.


Balance and tweaks

  • All weapons parameters were tweaked due to the heavy changes introduced by the new patch.
  • Ships mobility ( physical parameters ) haven’t been changed, but hitpoints on the interceptor was halved.
  • Tweaked dying / death explosions effects and timings.
  • Added world-space location to camera vibration effects - now the camera only vibrates when close to the vibration source. This also fixed the crazy vibrations when firing weapons in third-person mode.
  • Added a shield icon on top of the selected target on HUD, when the target has its shields up.

 

Assets

  • Added final version of destroyer geometry.
  • Added near-final version of cruiser geometry.
  • New explosion effects, one for small ships, one for capital ships.
  • New sounds ( firing missiles, locking, incoming missile threat, hangar ambience loop, etc… ).
  • New placeholder visual effects ( smoke when damaged, missile trails, blaster fx ).
  • New HUD icons ( weapon types, ammo, etc… ).

 

Misc improvements

  • Minor performance improvements in the way entity components are retrieved all over the code.
  • Added clamp to 0.75 to network time interpolator, to avoid “teleporting” actors around when a desync happens.
  • Added a cooking exclusion flag to the editor, which avoids including redundant planetary textures into the build - this is the reason why this patch is 700 MB lighter, despite having more content than the previous one.

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New cruiser geometry in patch 0.2.5.0

 

b2ccc378c91a39e3c4ae2af6d572e8761140eb95

 

 

Patch 0.2.5.0 - Weapons systems - Feedback thread (with lots more detail of this patch)

 

 



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

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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Posted · Original PosterOP


UPDATE 100!

 

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

 


f35ed4db8b99d9d3a32f3d4807710e70b665262e


Hey everyone, it’s time for your weekly update! As promised this has been an exciting week. We released our new weapons patch last Sunday. You can read the full patch notes on our forums but to give a brief overview: We have new weapons, you can now create weapon groups, new explosion effects, new HUD icons, turret improvements, final destroyer geometry, different damage types, better warp, and numerous bug fixes. One of our community members, Playbenni, created a video showing off some of the new patch features. Needless to say, our goal of having “massive space battles” is starting to be realized.

b2ccc378c91a39e3c4ae2af6d572e8761140eb95

Updated cruiser geometry is included in the patch

 

b2ccc378c91a39e3c4ae2af6d572e8761140eb95


In other, less exciting news we’ve also rolled out some backend improvements and CDN support. This backend patch should solve issues with slow downloads for people who are living outside of the U.S. as well as problems that prevented Chinese players from being able to download. We’re delighted to announce that our next Alpha backer weekend will start next week on Friday, March 9th at around 9am EST. In the interim we’ll be releasing one or two additional patches to make additional improvements based on feedback we’ve gathered from the latest patch.

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Incoming missile…

 

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Looking toward the future, after the Alpha backer weekend, we’ll be focusing on finishing up capital ship weapons, including anti-missile systems, and then shifting focus to the core game loop. The core game loop includes radar/sensors, the resource system, win/lose conditions, and re-arming/repair. Basically, once the core game loop is finished we’ll be entering the home stretch for our full Alpha release. This is going to take a couple of months but I think we’re still on track for release sometime in the first half of this year. During this process we will, of course, be releasing incremental patches as new features are implemented. That’s all for this week, we’ll send out reminders next week for the Alpha backer weekend.

 


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

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

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

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

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Posted · Original PosterOP

Patch update 0.2.5.1 ( Sunday, 4 March 2018 )

 

 

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

 

This patch iterates on the previously released major version 0.2.5.0 which introduced the new weapons system.


Gameplay

  • Modified missiles behavior: will now enter detonation mode within a threshold distance, no longer related to a timer. The missile will try to close the distance to the target but if that distance starts to increase the missile explodes.
  • Added critical hit for weapons systems - these can now be broken like other ships systems. Will repair automatically over time.
  • Improved missiles interception AI.
  • Some weapons can now lock on another weapon group’s reticle - for missiles, this now means the primary reticle is used for locking
  • Visual tweaks to armor, shields, speed and energy bars - now moved closer to the screen center as a curved arc meter.
  • Reticles are now smaller and more transparent unless locked or firing, which should make it easier for new players to aim or see which reticle corresponds to which weapon group.

Bug fixes

  • Weapons lock is now disabled in warp.
  • Missiles lock now have a maximum distance (50 Km) - can no longer target a planet or far away station.
  • Missiles no longer kill each other due to explosion splash damage.
  • HUD no longer shows reticles for weapons that have no reticles.
  • Weapons/missile launchers cannot lock anymore if there’s no ammo left to fire.

Balance and tweaks

  • Increased bounding box size and thrust parameters for missiles.
  • Tweaked muzzle and projectile lights to improve performance in certain scenarios.
  • Made angular thrust and turn rates more asymmetric on most ships besides the interceptor. Pitch is now slightly stronger and yaw slightly weaker.
  • Revamped propulsion overcharge: now gives more boost to the side thrusters (+100%) than the main thrusters (“only” +50%).
  • Turbo boosting is now incompatible with (but takes priority over) propulsion overcharge.
  • Turbo boosting no longer provides a constant boost over time; the boost is now slightly higher when the booster is engaged, and decreases a bit over time
  • Auto-aiming turrets no longer fire when the target is out of the firing cone.
  • Improvements to bots AI: closer separation distance, more variation in flight tactics, improved accuracy etc.
  • Tweaked projectile effects size (especially for blasters, that looked too long).

Assets

  • Removed annoying “locked” buzz sound; replaced by a target-acquired and target-lost sound.
  • Artistic tweaks to the capital ships explosion effect.
  • More tweaks to dying/death explosion effects, the interceptor’s or missile’s should now be more visible.

Misc improvements

  • Removed some debug code that spammed some non-critical information to the log file.
  • Added additional check for stuck bots - after a time, they will now explode / disappear from the server.
  • Added multithreading to particle systems simulation updates.


 


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

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Posted · Original PosterOP

New HUD And Improved Explosions! Infinity Battlescape Patch 0.2.5.1

Kindly shared by Playbenni on the Inovae forum - source

 

 


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Posted · Original PosterOP

Play-test Alpha week-end 9 to 12 March - Feedback, community, pictures, videos

 

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


Hey everybody,

 

The 9th to 12th March 2018 Play-test Alpha week-end has just started. Every backer that pledged at the alpha-test tier or above should now have access ( see https://inovaestudios.com/Battlescape/Access).

 

The game can be downloaded from https://inovaestudios.com/Battlescape/

 

 

 

 

You can also post your feedback and ask for help, comments, pictures, videos or streams in this topic:

https://forums.inovaestudios.com/t/play-test-alpha-week-end-9-to-12-march-feedback-community-pictures-videos/6804


And or join the Infinity Community Discord Server:

https://discord.gg/0ZdJkZXn7z3Ij6tV

Alternative link:

https://discord.gg/0ZdJkZXn7z4Rt5jt


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

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Posted · Original PosterOP

New Patch 0.2.6.0 ( Friday, 9 March 2018 )

 

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


Alpha play-test week-end

 

Welcome to the latest alpha play-test week-end. We’d like to remind you that we’ll be hosting two community events during this week-end:

 

Saturday 10 March at 20:00 UTC ( http://bit.ly/2Fwqfeb )
Sunday 11 March at 20:00 UTC ( http://bit.ly/2Fwf1Xc )


You can join our public Discord here: https://discord.gg/0ZdJkZXn7z3Ij6tV

If you have any trouble installing or running the game, feel free to post or leave us a message on our forums: https://forums.inovaestudios.com/


Finally, one of our artists, Dan Hutchings, will be streaming in our youtube channel ( https://youtu.be/bZwKAE1OZkk1 ).

 

And remember, this is a pre-alpha, so it still looks bare-bones (untextured ships, placeholder effects…). Expect issues, but most importantly: have fun !


We’re hoping to see you in game,

-The I-Novae Studios team


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


Patch notes.


Gameplay

  • First iteration of warp drive updates.
  • Experimental: Added max turn/rotation rate based on absolute speed.
  • Added automatic warping when reaching speeds of 2 Km/sec.
  • Entering warp now requires the ship to be aligned with its velocity vector (and have low or zero angular velocity).
  • Warping is interrupted when taking damage or colliding objects.
  • The ship now loses controls temporarily during the warping warmup sequence.
  • Propulsion overchage can no longer be cumulated with warp.
  • Randomized initial spawn location when entering the game for the first time (note: can also spawn at neutral bases).
  • Locked weapon targets are now instantly lost when the player switches to another target.
  • Added spawn locations in military base hangar’s on planets (up to corvette-sized).

HUD

  • Tweaked lead reticles transparency; they now alternative between 3 states (dim, normal and highlighted) based on firing states.
  • Lead reticles are also now a little big bigger.
  • Locked weapons are no longer displayed as red in the weapons group on the HUD. They now get a “locked” warning text next to them.
  • Broken or unavailable weapon groups are now displayed as red.
  • Experimental: showing actual team colors for indicators to help with team awareness.
  • Turrets “aim-at” dots projected movement is now smoothed.
  • Experimental: Revamped displayed targets in exploration versus combat HUD. This should make the HUD less cluttered, and hopefully combat HUD viable.
  • Note that combat HUD doesn’t show threats yet (incoming missiles or enemies targetting you) - this will come in a future patch.
  • Added player name and team color to the HUD (top-right corner), only in cockpit and exploration mode.
  • Added warp exit speed next to the speed meter.
  • Added automatic HUD mode: switches between exploration and combat, based on the presence of enemies within a 20 Km radius.
  • Note that the game still defaults to manual exploration mode - press F3 to cycle between modes.
  • Fixed altitude and maximum air speed indicators near the speed meter.

Bug fixes

  • Fixed a bug with damage model: previously, broken weapons could still fire.
  • Fixed a major crash bug when selecting a far-away target.
  • Tentative fix for OpenAL infrequent crashes.
  • Fixed ambient sounds (like spawning hangar’s) being loud and annoying while still on the loading screen.
  • Missiles splash damage should now be counted towards kills/stats/getting credits.
  • Fixed a bug with warp warmup sound continuying after warp gets interrupted.

AI commander

  • Massive improvements to AI commander: it now has the ability to start battles over ground bases/installations.
  • Better management of team resources/credits.
  • Overall, this update should make the battlefields a lot more fluid and dynamic.
  • Team credits are now split into 3 pools (scouting, battle and for-players).
  • Added an admin command to show bots statistics.
  • Revamped warp-in algorithm for bots, to make them look like they come from a close base.
  • Warp-in algorithm now takes into account planets curvature/horizon and avoids to spawn bots underground.
  • *¨Tweaked attack priorities for capital ships versus bombers.

Assets

Misc

  • Added music director: a system that plays music tracks contextually (space versus planets ambiences versus battle action tracks).
  • Added a way to toggle the music in game (F9 debug/options menu).
  • Added a slider in the game launcher dialog to change the music volume (defaults to 30%).
  • Note that music selections can be modded by editing the Music.xml config file in the game’s data folder.
  • Removed voice-chat random spam from bots.

 



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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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Posted · Original PosterOP

Weekly Update #101


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



0e9cf21203bc49a47849570da18bf1e004946f97

Hey everyone, it’s time for your weekly update! For starters I’d like to remind our Alpha backers that today at 0900 EST/1400 UTC we’ll be starting our next Alpha backer weekend which will continue until Monday, March 12th at 0900 EST/1400 UTC. If you aren’t an Alpha backer but want in on the fun you can upgrade your pledge on our website at any time during the weekend for instant access. You can verify your access level by visiting our access page and the game will be available for download on the Infinity: Battlescape website. Lastly, we’ll be holding community events over the weekend at 2000 UTC on both Saturday (http://bit.ly/2Fwqfeb) and Sunday (http://bit.ly/2Fwf1Xc). These will be organized on our public Discord server by one of our artists – Dan Hutchings.

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Two cruisers duke it out over the volcanic moon of Cinder

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Earlier in the week we released an intermediate update that addressed some of the feedback from our weapons patch. This was also the first patch to use our new CDN for faster downloads which, so far, seems to be a significant improvement over the old system. If you’re interested you can read about the details of the patch on our forums. Speaking of patches we’ll be releasing another patch just before the Alpha weekend goes live. This patch will include some stability improvements, audio improvements, AI improvements, an attempt to made HUD clutter more manageable in large battles, and our first iteration on making warp more accessible. Per-usual, once the patch goes live, you’ll be able to read the details on our forums.

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A large battle above Cinder

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That’s all for this week. Another email will go out once the Alpha weekend has officially started, we look forward to seeing everyone with Alpha access in the game!


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

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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Posted · Original PosterOP

Scenes From The Alpha Backer Free Fly Weekend + Patch 0.2.6.0

 

Kindly shared by Playbenni on the Inovae forum - source

 

 


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