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Thread: Infinity Battlescape

  1. #1156
    Watched some of the live stream last night. The game looks pretty solid. Any particularly good bits i missed ?

    Flimley

  2. #1157
    Perhaps it's just a HUD, but space combat reminded me of Babylon 5: I've Found Her quite a bit. Damn shame it has to be a PvP battle-for-territory borefest.

  3. #1158
    Patch update 0.2.1.0


    Spacebattlemix

    By SpaceJay - on the Inovae forums - source






    Patch 0.2.x.x - Feedback thread
    https://forums.inovaestudios.com/t/p...ck-thread/6095


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

  4. #1159
    Some screen shots from the latest game update (0.2.1.0).

    From SpaceJay on the Inovae forums - source
















































    Patch 0.2.x.x - Feedback thread
    https://forums.inovaestudios.com/t/p...ck-thread/6095




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

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

  5. #1160
    Some screen shots from the latest game update (0.2.1.0).

    Kindly shared by Naiba on the Inovae forums - source











    Kindly shared by Argopeilacos on the Inovae forums - source

    Carrier WIP (work in progress testing)






















    Patch 0.2.x.x - Feedback thread
    https://forums.inovaestudios.com/t/p...ck-thread/6095




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


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

  6. #1161
    Weekly Update #85


    Originally posted by #INovaeFlavien CTO/President & Cofounder - source link



    Hi everybody, this is Flavien. First I would like to congratulate Keith on becoming a father ! Of course, he’s been pretty busy ( what an understatement ) this week with the arrival of his child. But although the timing was pretty bad, I’m happy to report that we successully released the pre-alpha patch 0.2 as we announced last week. So far the feedback from dev-tier backers has been very good and they seem to have a lot of fun with the new build. That being said, let’s have a look at the main features of the new version. A fan-made video is also available, thanks to SpaceJay:




    Battle test



    Patch 0.2 main features:

    Scalable network refactoring: we do now support hundreds of ships / potential players in a single battle. This is no longer a far-distance dream; this has already been tested with our US-East server and seems to be working well, even with larger battles and no instancing.

    • AI / bots: the server is now populated by dozens of bots that fly around and hunt each other ( or hunt players ), around points of interests such as space stations. Bots are still experimental and not guaranteed for the release, but we feel like they add a lot to the game experience so we’ll do our best to integrate them into the final game. There’s also an AI commander that controls the flow of the battle and spends team credits to calls for reinforcements on hot battle spots.
    • Improved HUD / UI: while those are still placeholders for the most part, we’ve introduced a number of enhancements such as a chat, mission objectives, warnings, new target indicators and more. We’re aware that battle / teammates awareness is an issue, but we have a lot of ideas to improve it in the future. Placeholder voice commands have been introduced, as well as wheel-based radial menus for various ship systems.
    • New content: a brand new icy planet is now available. Check out the pictures or the video stream below to have a taste of how it looks like. It’s personally become my new favorite planet There’s also a giant asteroid ( almost a miniature moon ) available around the gas giant.
    • Capital ships are now available: again, they’re mostly placeholders ( don’t forget ships are mostly unfinished and untextured )… but for the first time, players can experience them, and even try to fly them on a planet’s surface… which can lead to some pretty hilarious moments.



    I streamed a presentation of the new patch last monday; if you haven’t seen it yet, you can see the game in action here:




    Next steps:

    Now that this pre-alpha patch is out of the door, which has sorted out most of the technical / refactoring issues, iterating on gameplay is going much faster. However, before we can deliver the alpha ( probably around Q1 next year ), we still need to add more content and gameplay:

    • Functionnal factories and land bases, so that players can attack / destroy / protect them. Those will generate credits for your team which then gets redistributed. The art for those is almost ready.
    • New weapons and missiles, as there’s only one weapon implemented in game at the moment ( generic blasters ). Also, auto-aiming turrets, which will make capital ships playable. At the moment they fire in a straight line, and they’re so slow that aiming smaller ships is impossible. But this will get fixed before the alpha is out.
    • A star-system map, showing the various objectives and hot spots, allowing players to coordinate with each others.
    • And of course, there will be a lot of bug fixing and polishing before we can deliver this alpha. More work on the atmospheric flight model ( which is pretty basic right in the current version ), more work on warping, shields, controllers, interface etc.
    • If you want to see more, you can head on to our forums where you can find more screenshots and videos of the latest patch. That’s all for now !



    Battlescape Player Videos
    https://forums.inovaestudios.com/t/b...videos/3479/96


    Patch 0.2+ - Feedback thread

    https://forums.inovaestudios.com/t/p...thread/6095/15





    Reflections on ice at night





    -Flavien






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

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

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

  7. #1162
    An improved fan made Battlemix video kindly shared by SpaceJay on the Inovae forums - source



  8. #1163
    I am sorely tempted to upgrade just to be able to test the dev builds or at least to gain earlier access to SOMETHING because I really want to test it.

  9. #1164
    Originally posted by INovaeFlavien CTO/President & Cofounder - source


    I’m still reading all the feedback so don’t stop

    Concerning warp, it’s easily the most rushed system of the new patch. I’ve had a bit of time to rework the other ones ( another exception would be the atmospheric flight model: I did a bit of work on drag but none on lift, that will come back soon ). But the warp was basically reimplemented in a day and is in a rough spot. It needs better balancing especially in relation to the planet speed limits.

    The current warp system has two main factors to balance. The first one is the warp coefficient, which acts as a multiplied factor ( in the order of thousands ) to the normal acceleration. An infinite warp value would be equivalent to sudden instant velocity changes to whatever you want. I’m kind of opposed to setting the velocity directly ( physics engines don’t usually like that ), but increasing the warp coefficient even higher is certainly doable.

    The current warp coefficient is actually a function of the speed. This essentially acts like a differential equation, for those of you with a maths background. There’s a feedback effect, since the warp coefficient is a function of speed, then this coefficient is applied to acceleration, which itself gets applied to change the velocity. That’s why the warp coefficient is smaller when you go slowly, but increases to very high values when you go faster, kind of “warming up”. That’s the intended effect, which I quite like.

    The other factor to take into account for the warp system, is the warp speed limit. I want to state that this speed isn't really part of the warp drive, but intended to be a part of the “flight-assist” system, and is supposed to guarantee a safe trip. Without it, you’d pass close to a planet around light speed without slowing down, making it extremely hard to navigate through the system, requiring constant manual adjustments; I know, I tried before, before it, and it was just painful. However, this system isn't yet correctly adjusted and sometimes will make you come too fast on a collision course with the planet. There’s a secondary safety layer coming into consideration; whenever you come too close to the max air speed ( currently set at x2 that speed ), the warp drive disengages automatically. Without it, the effect is that you instantly burn into the atmosphere and die. It looked extremely brutal and un-natural, to be honest, which is why I introduced this “disengage warp” mechanism.

    If you want to see what it looks like without that safety mechanism, go to the asteroid. No atmosphere = no max air speed = this safety mechanism never comes into play.

    Finally, the last parameter is the entry speed, which is getting conserved and used as the exit speed. I thought it was a pretty interesting idea, because in the last build, people were usually exiting at 3-4 Km/sec and kept overshooting their targets, wasting minutes to come back. This is supposed to address this issue. However, for testing I've set this entry speed to a really low value ( 100 m/s IIRC ), simply for the goal of being able to fly quickly to another part of the system. I've never intended to keep it to such a low value forever; in fact I'm thinking of increasing it a a new threshold, that might be dynamic, maybe depending on gravity. It could be as low as 500 m/s in deep space, but maybe 1-2 Km/sec close to a planet. Not sure yet.


    Patch 0.2+ - Feedback thread



    Patch and Updates Notes - 0.2.0.0 and 0.2.1.0

  10. #1165
    I've always had an open ear for Infinity (still from the time where it just was named like that, without the 'Battlescape'). Unfortunately, I'm afraid the time of big money crowdfunding has gone, thanks to... you know him, no need to name that sucker.

    I wish them all the luck anyway, they certainly deserve it.

  11. #1166
    Looking impressive wish I had the funds to buy into the game.

    I do also wish they receive a fund injection so they could do a lot more. They really should start promoting it a bit more to journalists and the gaming community now their prototype out to play.

    Not entirely clean on the flight model, it looks a bit to slow, compare to elite. Probably one of the compromises they had to make for collision and rendering hundreds of players in a single scene.

  12. #1167
    Originally Posted by knowles2 View Post (Source)
    Looking impressive wish I had the funds to buy into the game.

    I do also wish they receive a fund injection so they could do a lot more. They really should start promoting it a bit more to journalists and the gaming community now their prototype out to play.

    Not entirely clean on the flight model, it looks a bit to slow, compare to elite. Probably one of the compromises they had to make for collision and rendering hundreds of players in a single scene.
    That sounds worrying considering Elite is already slow.

  13. #1168
    Some screen shots from the latest game update (0.2.1.0).

    From SpaceJay on the Inovae forums - source


    Icy planet 'Semny'































































    Patch 0.2.x.x - Feedback thread
    https://forums.inovaestudios.com/t/p...ck-thread/6095




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

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


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

  14. #1169
    Originally Posted by knowles2 View Post (Source)
    Not entirely clean on the flight model, it looks a bit to slow, compare to elite. Probably one of the compromises they had to make for collision and rendering hundreds of players in a single scene.
    Top speed (warp-speed) in space is 300 000 kilometres per second.

    Top speed for the Interceptor in atmosphere is 500 to 1000 meters per second, with flight-assist off, it reaches around 1200 meters per second, but that damages your hull and could destroy your ship. Depending on the density of the atmosphere.

    Anything above 200 meters per second is simply too fast for combat (you 'll never hit any target at higher speeds than that, it's physically impossible).

    The scale may make it seem that flight is slow. That long space station is 15 kilometres.

  15. #1170
    Fan made videos based on the current pre-alpha patch 0.2.1.0


    Infinity: Battlescape - new scenes - pre-alpha

    By Playbenni - on the Inovae forums - source






    Spacebattlemix v02

    By SpaceJay - on the Inovae forums - source






    Patch 0.2.x.x - Feedback thread
    https://forums.inovaestudios.com/t/p...ck-thread/6095


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