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Thread: Infinity Battlescape

  1. #1216
    Have to agree, looking ace. Are there plans to add different weapon types / effects? Big Freespace 2 beams would suit this game

  2. #1217
    Originally Posted by bliss View Post (Source)
    Have to agree, looking ace. Are there plans to add different weapon types / effects? Big Freespace 2 beams would suit this game
    From the above newsletter:

    Along with the aforementioned tasks we’ve also started work on the next major gameplay update – which will focus on weapons. Weapons will fall into a handful of broad categories: energy weapons such as lasers and blasters, projectile weapons such as machine guns and cannons, and missile weapons such as torpedoes and, well, missiles. On top of these weapon categories we currently have 2 major design goals regarding weapons. The first is that ammunition limits will be a serious consideration within Infinity: Battlescape and we want them to be in the general ballpark of modern aircraft. It will be possible to use up all your ammunition thereby leaving yourself with 2 choices: either re-arm at a carrier, land base, or station or become a kamikaze pilot and pay the cost of a new ship.
    With regards to effects, big and small. Yes as time goes on and also into the late game polish stage (Beta) there will be more effects work done.

  3. #1218
    Some screen shots from the latest pre-alpha game update (0.2.4.0).

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





























    Want to see more ? then go Here.









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

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

  4. #1219
    How is this game related to VR support? Without it, a game of this type, it is reduced by half. You have to do as the FD did with the develpmente of ED, if you are not paying attention to it.

  5. #1220
    Originally Posted by NMS View Post (Source)
    How is this game related to VR support? Without it, a game of this type, it is reduced by half. You have to do as the FD did with the develpmente of ED, if you are not paying attention to it.
    VR is not within the current scope of the game, only what was promised from Kickstarter. If the game does well post release then the devs have said VR might then be implemented. Its a small dev team spread out around the world and the KS campaign and current indiegogo funding is still under $400k in total. This does not allow for VR development.

    Many KS backers have asked these same questions about VR. Although once released, there will be some dedicated backers that will at least try and get the game working to some degree in VR.

  6. #1221
    They got TIR support if I remember correct, that will be ok to start with, VR requires more money and they don't have this luxury.

  7. #1222
    Originally Posted by JonnyRedHed View Post (Source)
    Weekly Update #89


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




    Hey everyone it’s time for your weekly update. Last week mostly consisted of working on making improvements to the game from feedback we received during our latest Alpha backer free-play weekend. The biggest areas of improvement included HUD icons and situational awareness, simplifying warp, fixing a server crash, optimization, and some bugs we discovered in our backend infrastructure. Overall the game ran pretty good however its VRAM consumption is becoming a serious concern. On extreme detail the game is currently using ~6.5gb of VRAM which is ~81% of your available VRAM on a GTX 1080. This is a common issue during game development. For example, when I was working on Gears of War 2, the entire engine team had to focus on optimizing memory usage with only ~2 months to go before shipping for all maps to be playable. Infinity: Battlescape will likely follow a similar trajectory.

    https://inovaestudios.blob.core.wind..._1_690x388.jpg

    [Alpha Backer Image] A destroyer over a factory





    Along with the aforementioned tasks we’ve also started work on the next major gameplay update – which will focus on weapons. Weapons will fall into a handful of broad categories: energy weapons such as lasers and blasters, projectile weapons such as machine guns and cannons, and missile weapons such as torpedoes and, well, missiles. On top of these weapon categories we currently have 2 major design goals regarding weapons. The first is that ammunition limits will be a serious consideration within Infinity: Battlescape and we want them to be in the general ballpark of modern aircraft. It will be possible to use up all your ammunition thereby leaving yourself with 2 choices: either re-arm at a carrier, land base, or station or become a kamikaze pilot and pay the cost of a new ship.

    https://inovaestudios.blob.core.wind..._1_690x388.jpg

    [Alpha Backer Image] A battle over the volcanic moon of Cinder




    Secondly, one of the major selling points of I:B is massive space battles. We want to balance gameplay such that around 30% to 40% of participants will die within the first ~30 seconds once the shooting begins. Missiles will have the highest degree of lethality however they will be in short supply. The expectation is that at the beginning of a battle the first wave, which will primarily consist of smaller ships, will unleash all its missiles and a whole bunch of pilots will immediately die in a massive fireball. At this point the war of tactics and attrition will begin as each side switches to energy and projectile weapons while selectively firing any missiles held in reserve. Lastly, just because someone shoots a missile at you it doesn’t mean you’re guaranteed to die. All ships will be fitted with some form of anti-missile countermeasures – which will also be finite. In smaller ships this will take the form of chaff/flares that help you evade missiles whereas capital ships will be fitted with anti-missile systems similar to what you see on modern warships.

    https://inovaestudios.blob.core.wind..._1_690x388.jpg

    [Alpha Backer Image] Ice worlds are particularly beautiful at night




    There’s still a lot to say about weapons so we’ll continue with more details next week. Please keep in mind that weapons will require a tremendous amount of balancing and everything is subject to change in service to “fun”. That’s all for this week, until next time!

    https://inovaestudios.blob.core.wind..._1_690x388.jpg

    [Alpha Backer Image] On approach to an icy moon




    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

    I'm really looking forward to the beta on this.

  8. #1223
    Weekly Update #90


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




    Hey everyone, it’s time for your weekly update. Continuing the discussion from last week we’ll be going into more details about weapons. To briefly recap there will be a couple of high level weapon categories: energy, projectile, and missile. Before I get into the details for each category I want to mention that our damage model has its own high-level categories including shield strength, shield HP, armor rating, and finally regular HP which represents the overall health of a ship’s superstructure. Last but not least there is one more variable to throw into this mix – the amount of ammunition you can carry for each of these weapon systems.







    [Alpha Backer Image] An interceptor from the green team in the upper atmosphere





    To kick things off I’ll start with energy weapons which come in two separate flavors: lasers and blasters. Lasers will be beam weapons similar to real life except that you’ll be able to see them because let’s be honest, lasers are so boring when you can’t see them. Lasers require enormous amounts of energy and therefore will only be available to capital ships and may come in different sizes. Blasters will be the equivalent of Star Wars style lasers and therefore have no foundation in reality. We just wanted a second energy weapon and we all love Star Wars so blasters, which can be mounted on smaller ships, is what we arrived at. Pilots flying ships heavily armed with energy weapons will have to be careful. On the one hand, you have weapons with an unlimited supply of ammunition in a game where ammunition matters, which is great if you’re going deep behind enemy lines. On the other hand, energy weapons draw from the same pool of energy as your shields and engines and depleting your energy can leave you extremely vulnerable. Damage attenuation from atmosphere and shields will be significant however energy weapons are largely immune to the effects of gravity. The weapon you currently see in the pre-Alpha builds of the game are blasters along with a mockup of our energy management system.



    [[Alpha Backer Image] Blasters being fired in combat over Cinder




    Next up is projectile weapons such as machine guns for smaller ships and cannons for capital ships. These will more or less behave as you would expect. Shields are less effective against projectile weapons however atmosphere and gravity can negatively affect their accuracy and damage output. Ships will be able to care a moderate amount of projectile ammunition which places their long-term effectiveness somewhere between missiles and energy weapons.



    [Alpha Backer Image] A large space station in orbit over a planet




    Lastly, we have missiles which come in two separate flavors: missiles and torpedoes. You may be wondering, since our space ships can’t fly in water, what exactly is a torpedo? Within Infinity: Battlescape a torpedo is a large missile that has been designed to maximize damage output against heavily armored targets at the expense of speed and maneuverability. Missiles will be largely impervious to atmosphere, gravity, and shields. Combined with significant damage output they will be extremely lethal however they do come with their own set of weaknesses. For starters you won’t be able to carry many of them. If your ship is configured to rely entirely on missiles and you find yourself in a protracted engagement you may, after an initial burst of lethality, quickly find yourself completely combat ineffective. Missiles are large and dumb enough to be targeted and destroyed by anti-missile systems or confused by chaff/flares. Countermeasures are quite cheap and each missile that doesn’t reach its target represents a significant loss of resources.



    [Alpha Backer Image] The view of the world below an orbiting space station



    As always the standard disclaimer applies - everything described here is subject to change pending the outcome of playtesting and balancing. Next week I’ll wrap up our overview of weapons by spending some more time discussing some of the tradeoffs players will face when choosing different weapon/ship combinations for various gameplay scenarios.








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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


  9. #1224
    Fan made video comparison of three space games planetary tech.


    Planetary tech across ED/SC and I:B

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


  10. #1225
    Weekly Update #91


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




    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.





    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.



    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.



    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


  11. #1226
    The planet tech video actually is very good, it shows that you don't need 170.000.000 USD or a AAA Dev team to make something good, very impressive what they have done with the money they actually got.

    Still looking forward to ED 3.0 planetary tech in PG

  12. #1227
    Playing about with a new GPU. Spherical “Photomerge” in Photoshop.


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





    Interceptor on Semnoz







    Bomber on Cinder







    Corvette on Sarake














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

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

  13. #1228
    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





























    Want to see more ? then go Here.









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

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

  14. #1229
    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-i...p100#vote42195

    ^^^
    (Scroll to bottom of linked page).
    Combat Sym category.


    9 days left to vote

  15. #1230
    Weekly Update #92


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






    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.


    A panoramic view of the interceptor cockpit





    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.


    A panoramic view of the bomber cockpit





    That’s it for now, we look forward to seeing all of you in the new year!




    One of our developer access backers figured out how to turn on water









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



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

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

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