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Thread: Infinity Battlescape

  1. #1396

  2. #1397
    Infinity: Battlescape - Alpha Community Event


    Originally posted by I-NovaeHutchings - Developer/Artist - source



  3. #1398
    Originally Posted by Viajero View Post (Source)
    Well I jumped into it with barely a glance to the instructions and... I have to admit I may need to read how the flight model works. Managed to get to a planet surface and crash though
    I've had that happen to me a few times with the bigger ships. They just don't slow down fast enough.

  4. #1399
    Is there a release date?

  5. #1400
    Originally Posted by Knightshark View Post (Source)
    Is there a release date?
    At the moment I don't think there is one having not long moved into alpha.

  6. #1401
    Weekly Update #121


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





    Greetings everybody. I apologize for the lack of update last week, as I fell ill to influenza combined to a serious heat wave where I reside ( Belgium ) and I was basically unable to work for the entire week. This is forcing us to postpone the hauler patch to mid-august right after I come back from a trip to France. The good news is that most of the work is done, haulers are now able to fly properly along their navigation paths and to transport resources between planets. There is still a bit of work to do related to spawning / despawning them ( and converting their resources into credits ) and on warp, but this should go a lot faster now once I come back.



    Following a hauler





    Jan has resumed his work on the carrier while Kristian is revamping some factory modules ( plus created some new storage tanks ). Dan has been working on the mercenary op interceptor variant for Kickstarter backers, as you can see in the comparison pictures below ( note that it’s only a variant: its in-game statistics and physics parameters will pretty much be the same, so it’s mostly a cosmetic variant ).



    Interceptor ( current )






    Interceptor ( mercenary op variant )





    -Flavien Brebion









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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

  7. #1402
    Weekly Update #122


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





    Hey everybody. I came back from vacation last week and resumed work on the haulers implementation. We’re getting close and finally putting the last pieces of the puzzle together. What remains is mostly bug fixing and polishing, so the next patch should come soon - current ETA is next Sunday, but it’s not 100% set in stone and could be delayed to the next week, depending on the amount of bugs and problems to finalize.

    One thing which took more time than anticipated was the spawning / despawning of the haulers. We encountered two major issues. One is related to the factory hangar module, whose entrance could not fit the hauler. We had rescaled the hauler months ago by a small factor ( 20% IIRC ) but didn’t check that the hangar door was large enough to fit the new rescaled hauler. Kristian is currently busy remodelling ( and adding more details while he’s at it ) this module.



    Carrier geometry WIP





    The second thing which we overlooked is docking haulers at space stations. The original plan was to reuse the capital ship docking modules, but they’re far bigger than a hauler, so a docking hauler looked out-of-place compared to the size of the module. In addition, these capital ships docks were designed for players, and allowing haulers to dock there generated potential conflicts with spawning players which would require more work to solve via some form of traffic control. For all of these reasons, we decided we’d need a dedicated hauler docking module, which Jan has been working on. All station layouts are currently being updated to add one or many of these hauler docking ports.

    On the topic of docking modules, we’re probably going to need to add a dedicated carrier docking module in the future, too. Since we rescaled the carrier and doubled its size, it no longer fits any of the capital ships docking modules, so at the moment carriers spawn in a random area around the space station. It doesn’t check for the presence of other players or ships in this area, so there’s potential for funky behavior there, but that will be addressed later on once we add dedicated carrier spawns.

    Dan has been doing some good progress on the interceptor spec-ops mercenary variant and added little winglets on the back sides. We’re getting pretty close to the final design now, and we hope you will like it. Keep in mind this ship is just a cosmetic variant of the normal interceptor and will have the same stats. Jan has also been doing more work on the carrier geometry, as you can see in the render above.

    [CENTER]

    Interceptor variant design WIP







    -Flavien Brebion









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



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

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

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

  8. #1403
    Weekly Update #123


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





    Hey everybody. In this week’s update, good news. The last major issues for the haulers implementation have been solved. ETA for the next patch is next sunday (09/16). Haulers are now fully functionnal; they spawn at factory hangars and carry resources (the amount of resources is based on the factory type: small, medium, large; and the state of the factory, and especially the amount of storage tanks that have been destroyed or not). They travel to the nearest space station and dock with it, turning the resources into team credits. These credits then get split amongst all players (or if there aren’t enough players on the server, between players and the AI commander). Obviously, if a hauler gets destroyed on its way the resources are lost and the team will not gain credits from it. Haulers will defend themselves when attacked and resume course on their path once the way is cleared.



    Hauler flying towards a space station





    In the coming days, what remains to be done is mostly tuning and rebalancing the game around haulers. They will become the most important way of earning credits in the game, so protecting them is your team’s responsability. Note that it’s only the first implementation for haulers gameplay. As usual we’ll iterate on it once we figure out what works or not and what causes issues/bugs. Also note that the game still suffers from a lack of awareness problem which we’ll address in the coming months by revamping the HUD and introducing the star system map, and more clear objectives. In the mean time we’re probably going to use small tricks (like “pinging” haulers under attack) but the global picture might still feel confusing.

    [CENTER]

    Hauler docking at the space station





    On the art side, Kristian is almost done with his update of the factory hanglar module; Jan continues to work on the carrier (he’s moved to the back side) and Dan has started to work on designing the statue rewards for Kickstarter backers

    -Flavien Brebion








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

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



  9. #1404
    It's nice to see the pieces slowly fall into place, I need my fix of Allegiance!

  10. #1405
    Game Patch - Alpha 0.3.1.0 ( Sunday, 16 September 2018 )


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



    This is the “haulers” patch, which revamps the resource generation side of the game by introducing haulers that fly between factories and stations to turn their resources into team credits. As usual, this is a first implementation which will probably introduce a fair number of small bugs, please do not hesitate to report them on our forums.

    Of particular interest is watching the behavior of haulers and checking that they have no trouble ferrying resources along their path. If you notice any funny behavior, we would be interested in a description of the behavior and some screenshots.

    Gameplay
    In the previous versions, factories generated credits every few minutes. The amount of generated credits depended on the factory category (small, medium, large) and the amount of tank storages destroyed or alive in the factory.

    In the new system, a hauler spawns every 5 minutes at each factory hangar. An algorithm decides a destination installation which will typically be one of the space stations in orbit of the same planet. The same station will be chosen all the times a hauler spawns, until that station gets destroyed, at which point the algorithm will switch to another station. Haulers follow the same path, slowly taking off from the surface, accelerating to reach low orbit then jump into warp. They’ll exit warp a dozen kilometers away from the destination station, then transition to docking mode and will disappear once docked, turning their ferried resources into team credits.

    Team credits then get split amongst players and AIs as previously, preferring players over AI when the player count is sufficient.

    When flying along their course in warp, haulers will stay in orbit around the planet and fly at 50 km/sec. Since it is not possible to attack when in warp, we’ve introduced a “warp jam” equipment, currently available on corvettes and destroyers. To use them, you need to be in warp yourself, closely following the hauler (< 20 Km away from it) at the same speed of 50 km/sec. To activate warp, open the ship system menu wheel (default: V) and select “Warp Jam”. It will generate a bubble around your ship, which will force out of warp any ship within the bubble (of radius 20 Km). The cooldown is 30 seconds. Warp on affected ships will stay down for the same amount of time.




    Hauler taking off a planet from a factory hangar at sunset




    Another change is the introducion of manual firing towards the mouse cursor for capital ships MK1 and MK2 weapons. Smaller weapons still aim at enemy ships automatically. The goal here is to introduce player skill to capital ships (rather than the more passive select-hold-fire-and-wait). Feedback on this new mode is also welcome.



    HUD / UI / input


    Introduced auto-aim versus manual aim and updated HUD to show reticles when manual aiming.
    Disabled weapon groups no longer display the weapons aim-at dots on the HUD.




    Assets, visual effects, performance, sounds…

    Added hauler assets and lights.
    Added warp jam particle effect and sounds.




    Networking, AI, server

    Server crash fix when player does not exist anymore but a property was set.
    Crash fix for socket sending an ack packet despite being closed.
    Fixed a bug with AI that used incorrect propulsion parameters during warp.
    Revamped AI orientation on planets, should now look more coherent with their travel direction.




    Misc

    Minor fixes for warnings and dumping settings to the log file.
    Fixed a bug that caused shaking/alerts when observing an actor in space.














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



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

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

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

  11. #1406
    A couple of Gif's made from the latest patch showing new effects work.

    Kindly posted by Playbenni on the I-novae forums - link


    https://gfycat.com/DisloyalDazzlingGalapagosmockingbird


    https://gfycat.com/NextScrawnyItalianbrownbear

  12. #1407
    Originally Posted by JonnyRedHed View Post (Source)
    A couple of Gif's made from the latest patch showing new effects work.

    Kindly posted by Playbenni on the I-novae forums - link


    https://gfycat.com/DisloyalDazzlingGalapagosmockingbird


    https://gfycat.com/NextScrawnyItalianbrownbear

    Impressive. Too bad they do not launch a cheaper Alpha access package.

  13. #1408
    Weekly Update #124


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





    Last Sunday we released alpha patch 0.3.1.0 which contains the long-awaited initial haulers implementation. As a reminder, in the previous placeholder implementation prior to this patch, factories generated team credits at a constant rate. In the new patch, haulers spawn in a hangar, take off from the planet until low orbit, then enter warp until they reach a destination space station, converting the resources they carry into team credits.

    This allows players to escort or try to intercept and destroy enemy haulers. To that end, we have introduced a warp jam mechanic to the game, currently available on corvettes and destroyers. Later on, this will become part of the potential ship upgrades.



    Hauler taking off from a planet





    Roadmap

    Now that the initial hauler implementation is done, what is next ?

    Our next goal is the initial implementation of carriers acting as mobile spawn points and revamp resupply/repair mechanics for corvettes. There are also a couple of outstanding technical issues related to collisions between small and large ships so this will be the occasion to do some research on how to address them.

    After that we’ll probably work on the first pass for the star system map to show which installations are under attack, what are the “hot spots” ( battlefields ), which haulers are threatened, etc… It’s very important since the game currently suffers from awareness issues, especially for new players that aren’t familiar yet with controls and how to fly around. We want to address that before beta. We will also probably continue to improve the HUD meanwhile to avoid cluttering the target indicators on top of each others.



    Updated factory hangar render






    Same, from another angle




    In parallel we are going to start working on the new dedicated control scheme for capital ships. The cursor-based navigation solution does not allow independent targets aiming and selection, so it’s a bit awkyard and only works well for the smaller ships. For capital ships, we are going to separate ship movement from camera look, in third-person.

    Coming november / december we are also going to add more weapons and implement upgradable ship equipments / systems which will be the fundation to starting balancing the game.

    Our goal is to deliver the beta version around January 2019. Just like we did for alpha access, we will host some “beta access week-ends” in the coming months. The first one will come in October but no specific date has been decided yet. More on that in the coming weeks.

    Videos

    Here’s a quick animation showing the new warp jam effect: https://gfycat.com/NextScrawnyItalianbrownbear

    I posted a quick tutorial on Youtube showing how to detect and intercep haulers with the warp jam ( sorry for the Frenglish, enable sub-titles ! ):





    -Flavien Brebion








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



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

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



  14. #1409
    Love this game.....Criminally underrated. Should be a huge buzz.

    This should take Steam by storm.


    Suggestion:

    I'd like to have the ability for my targeting computer to select enemy ships with like firepower...I.E. when I'm in an Interceptor, it will cycle through enemies within my power range...NOT target a carrier or destroyer( unless I choose them manually.)

    When I'm in a smaller ship, I'd like to stay out of the big battles and stay on the periphery...

  15. #1410
    Originally Posted by M66 View Post (Source)
    Love this game.....Criminally underrated. Should be a huge buzz.

    This should take Steam by storm.


    Suggestion:

    I'd like to have the ability for my targeting computer to select enemy ships with like firepower...I.E. when I'm in an Interceptor, it will cycle through enemies within my power range...NOT target a carrier or destroyer( unless I choose them manually.)

    When I'm in a smaller ship, I'd like to stay out of the big battles and stay on the periphery...
    I forwarded your suggestion onto the devs on the I:B forum for you. See the replies here.