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Thread: Infinity Battlescape

  1. #1351
    Some new 4K rendered screen shots from latest pre-Alpha game of some of the current ships

    All plain clay renders, no textures or materials.


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










































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

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

  2. #1352
    New Game Patch 0.3.0.0 ( Friday, 15 June 2018 )


    Welcome to Infinity: Battlescape - Alpha 0.3



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



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

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



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

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



    Please keep in mind that we’ve barely reached the alpha stage. The game lacks proper menus, UI, feedback/mission objectives and assets are still untextured or placeholder. We will be iterating on the gameplay features and balance from now on.



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


    See you in game and good luck !








    Gameplay


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







    HUD / input

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




    Bug fixes

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




    Assets, visual effects, performance, Sound

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




    Networking, AI, server

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




    Misc

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











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



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

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

    Pledge via : https://www.indiegogo.com/projects/infinity-battlescape

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

  3. #1353
    Wow, looks like a ton of new content being added. This project seems to be coming along very nicely. Right now, you only get to try it out on specific dates right?

    Edit: never mind, I see now that they've just released the alpha.

  4. #1354
    I backed at 'Lunar' tier, is that beta access ?
    anyone know..

  5. #1355
    ALPHA LAUNCH - Infinity: Battlescape

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









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



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

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

    Pledge via : https://www.indiegogo.com/projects/infinity-battlescape

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

  6. #1356
    So I tried the alpha just now. It's *very* rough around the edges. It starts with the keyboard help not showing basic controls like how to fire missiles (right control) and countermeasures (left alt). Roll is inverted by default in the option but it's the right way in the game, so if you disable that your roll is all weird. No way to rebind stuff inside the game, only in the launcher, etc.

    But it's fun! It needs a LOT of work to communicate what you should actually do (just kill ships? Or is there some way to capture stuff? Or destroy bases?)

  7. #1357
    Originally Posted by cpbtrading View Post (Source)
    I backed at 'Lunar' tier, is that beta access ?
    anyone know..
    Yes the Lunar tier offers beta access.

    But the team will be holding some beta tier weekends soon I believe.



    Posts about Alpha and beta access by I-NovaeFlavien CTO/President & Cofounder - source - Alpha FAQ


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

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



    Q. Who is elligible to participate in the alpha ?

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



    Originally posted by I-NovaeFlavien CTO/President & Cofounder - source: https://forums.inovaestudios.com/t/a...copies/7128/32

    Thanks for the support Please note that once the alpha is out, we’re probably going to host a bunch of “beta week-ends”, so you won’t have to wait until the end of the year to get a taste of the game

    ) So make sure to check out our emails from times to times to not miss our announcements.

  8. #1358
    Originally Posted by JonnyRedHed View Post (Source)
    Yes the Lunar tier offers beta access.

    But the team will be holding some beta tier weekends soon I believe.



    Posts about Alpha and beta access by I-NovaeFlavien CTO/President & Cofounder - source - Alpha FAQ






    Originally posted by I-NovaeFlavien CTO/President & Cofounder - source: https://forums.inovaestudios.com/t/a...copies/7128/32
    Thanks for the info. I thought it was beta. I'll look forward to it at beta stage then.

  9. #1359
    Me too. Those videos of the planetscapes did it for me.

  10. #1360

  11. #1361
    Some new screen shots from Alpha 0.3.0.0


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










































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

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

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

  12. #1362
    Tutorial for Beginners


    Kindly shared by mattk50 - on the I-Novae forums - source

  13. #1363
    Some screen shots from latest Alpha game patch 0.3.0.0

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




























































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

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

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

  14. #1364
    Has anyone managed to get the following working?


    - X-55 HOTAS Stick
    - X-55 HOTAS Throttle
    - Flight Pedals

    I can get 1 or 2 working but not all three.


    And finally

    - Headtracking?

  15. #1365
    Originally Posted by Snarfbuckle View Post (Source)
    Has anyone managed to get the following working?


    - X-55 HOTAS Stick
    - X-55 HOTAS Throttle
    - Flight Pedals

    I can get 1 or 2 working but not all three.


    And finally

    - Headtracking?
    Some help with your question. LINK


    Also dev comment.

    We’ll probably add support for 3-4 simultaneous joysticks at some point, but right now it’s very low priority, as the number of potential players with that many is… very low.

    Headtracking I definitely want to add native support before release if I can ( it should be fairly easy ), so the current way of using it as a mouse input is just a hacky workaround.