Infinity Battlescape

Cargo Ship Chasing is an awesome video! Thinking about upping my pledge!
(had to watch the video with the sound off...'unusual/Alien pickle' sounds like a real jerk...slagged off Elite Dangerous and some space movies...only a matter of time before he's ripping this game
...not someone i want showing my game....alienating a lot of people)



 
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I don't know if I'd really call it slagging off ED. It's fair to point out what Infinity does well that ED doesn't. Afterall, there's a lot that ED does well that Battlescape won't even attempt. It will (hopefully) be a very different game.

I think the interception looks very interesting though. It looks like you have to plot a course and match speed with warp, but deactivating warp keeps you bombing along on your current trajectory while you attack/defend with regular thrusters. Very Newtonian.

The question is how it works when the target is trying to get away? Maybe just that larger ships can't quickly change course and speed at warp? Maybe you need to take out or disrupt the drive somehow?

It's potentially very cool though.
 
Slagging ED is fine, even I do it on occasion and I'm an ardent fan! With all this competition, surely FD will up their game a little bit and add some more polish where needed. I couldn't help but notice a lot of visual similarities between this early build of Infinity and Elite: Dangerous, though it seems that the guys at I-Novae are going for a more photo-realistic approach. I really dig the stretch goals and I've decided I'll back the game as I really want to whizz about those planets!
 
I don't know if I'd really call it slagging off ED. It's fair to point out what Infinity does well that ED doesn't. Afterall, there's a lot that ED does well that Battlescape won't even attempt. It will (hopefully) be a very different game.

I think the interception looks very interesting though. It looks like you have to plot a course and match speed with warp, but deactivating warp keeps you bombing along on your current trajectory while you attack/defend with regular thrusters. Very Newtonian.

The question is how it works when the target is trying to get away? Maybe just that larger ships can't quickly change course and speed at warp? Maybe you need to take out or disrupt the drive somehow?

It's potentially very cool though.

Note; they (still) don't do clouds in their planet landings...

And no; even though their engine is capable of it, they wont commit to a 'sandbox galaxy' game, (as the game was earlier planned).
 
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Marketing 101: Let the consumer make up his or her mind. You don't sell your product by slagging off the other brands......"Coke is great! Because Pepsi sucks!.....And this is why Pepsi sucks.....blah, blah"

You present your case and let the public decide.

And I decided to back I-Novae! Can't wait for this game!
 
Note; they (still) don't do clouds in their planet landings...

And no; even though their engine is capable of it, they wont commit to a 'sandbox galaxy' game, (as the game was earlier planned).

Well Frontier aren't planning clouds OR air for a while yet.

As for the galaxy wide MMO, that was far too ambitious for what was then a one man effort. And even with a few more people onboard, it would still be a bit much. Better to limit scope and try to do less, but do it well.

The announcement of ED, may have something to do with the change of direction too. Why try to directly compete with a bigger company (a real company), when you can find your own niche?
 
Marketing 101: Let the consumer make up his or her mind. You don't sell your product by slagging off the other brands......"Coke is great! Because Pepsi sucks!.....And this is why Pepsi sucks.....blah, blah"

You present your case and let the public decide.

And I decided to back I-Novae! Can't wait for this game!

True. Funnily, even fans slagging off the "competition" can lead to tribalism.

But in this case, it was someone they'd invited to check out the prototype who was talking about elite, not the Devs themselves.

Although, I believe Flavian has previously incured the wrath of No Man's Sky fans by saying he was confused by the multiplayer aspect of it.
 
Well Frontier aren't planning clouds OR air for a while yet.

David Braben showed of prototype cloud tech in their second Kickstarter video years ago...they have also showed off animated weather patterns on gas giants with hints off what that might mean for the future.

They have most certainly planned this for quite a while. ;)

Pretty sure we are going to see this in Season 3, which will still be 1 year before the planned release of Infinity if it gets funded.

Have still backed Infinity though...anyone giving procedural planets a go is worth money in my book. ;)
 
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So looking forward this. I signed up to their site years ago. Thought they had gone away. Was so shocked and surprised when they emailed two days ago with my signed up screen name informing me of the KS. I will be backing.
 
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The announcement of ED, may have something to do with the change of direction too.

I am not sure that ED was reason to put IQFTE on backburner - as you said, at some point he simply realized that he can't do something so huge (practically) alone. However, there is little doubt that these two heavyweight newcomers, ED and SC, have had strong influence. First, their successful KS campaigns showed him that there is a market for space sims after all. Beside that, cockpit, radically new ship designs, even some sounds that can be heard in Battlescape prototype might have been insipired by both ED and SC.
 
David Braben showed of prototype cloud tech in their second Kickstarter video years ago...they have also showed off animated weather patterns on gas giants with hints off what that might mean for the future.

They have most certainly planned this for quite a while. ;)

Pretty sure we are going to see this in Season 3, which will still be 1 year before the planned release of Infinity if it gets funded.

Have still backed Infinity though...anyone giving planetary planets a go is worth money in my book. ;)

Thanks for backing Tinman, all pledges are most appreciated by the dev's.

And I remember the videos you speak of. Yes I think they've been doing lots of work behind the scenes so the next year and a bit should be quite interesting with ED. I'm still yet to download ED, and am waiting until the atmospheric update onwards...plus I'm on the long long and slow save up for a new solid rig. So 2017 really.
 
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So looking forward this. I signed up to their site years ago. Thought they had gone away. Was so shocked and surprised when they emailed two days ago with my signed up screen name informing me of the KS. I will be backing.

Ditto :)

Although I vowed never to trust another kickstarter after the change in direction FD took once theirs ended, Infinty may change my mind.

I think they're in a really good place at the moment. Keeping it relatively small and low key and watching what will work with SC and ED, and what both communities highlight as poor game decisions. Learn from the mistakes of others.

Their engine is a piece of digital art. They can build on that with a successful campaign and reap the rewards should SC fail to live up to the hype and players become disillusioned with ED if it continues down the simplistic gameplay route. What both have done is give an incentive to Indy developers to do their own thing knowing there is an enthusiastic audience out there.

Its a great time to be a space game fan :)
 
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Ditto :)

Although I vowed never to trust another kickstarter after the change in direction FD took once theirs ended, Infinty may change my mind.

I think they're in a really good place at the moment. Keeping it relatively small and low key and watching what will work with SC and ED, and what both communities highlight as poor game decisions. Learn from the mistakes of others.

Their engine is a piece of digital art. They can build on that with a successful campaign and reap the rewards should SC fail to live up to the hype and players become disillusioned with ED if it continues down the simplistic gameplay route. What both have done is give an incentive to Indy developers to do their own thing knowing there is an enthusiastic audience out there.

Its a great time to be a space game fan :)


Yes small and deliverable for a small development team is something they are keen to put across. I was one of those wanting the original game idea but this new reduced scope is still something worth backing, even at the lowest pledge level. The engine is digital art as you put it so elegantly.




Features to look forward to:

  • Volumetric clouds and atmospheric effects are in the $600,000 stretch goal. Volumetric clouds are rather computationally expensive, especially when you're using ray scattering models like I believe the I-Novae engine uses for its atmospheres. Keep in mind that those sky colours you see in game are calculated using physical scattering models. It's not just setting a sky colour. There's actual physics being done.
  • Gas giants - Already implemented.
  • Gas Giants - floating factories and outposts floating in the cloud layers.
  • Gravity - Implemented. You can already freely orbit planets in the prototype. The surface gravity of gas giants isn't that impressive, though.
  • Even Jupiter's surface gravity is only a little more than 2x that of Earth's.
  • Atmospheric drag is already implemented. Weather would compound that. Again, that's the $600,000 stretch goal.



Infinity Battlescape: Race Course
Live stream by 'Unusual Pickle'

Prototype assets - pre-alpha.

[video=youtube;cPmVyizcMGg]https://www.youtube.com/watch?v=cPmVyizcMGg[/video]


You can always post a question on the comments section of the kickstarter page here:
https://www.kickstarter.com/projects/309114309/infinity-battlescape/comments

And the FAQ is here:
https://forums.inovaestudios.com/t/infinity-battlescape-faq/1112

https://twitter.com/INovaeStudios

https://twitter.com/inovae_keith

https://twitter.com/HutchingsINovae


And the very active Reddit thread:
https://www.reddit.com/r/gaming/comments/3q5frd/years_in_the_making_i_got_a_space_boner_seeing/
 
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  • Volumetric clouds and atmospheric effects are in the $600,000 stretch goal.
  • Gas giants - Already implemented.
  • Gas Giants - floating factories and outposts floating in the cloud layers.

Gas giants from orbit, or is there already something implemented related to closer approach or flying within a gas giant's atmosphere?
 
Yes small and deliverable for a small development team is something they are keen to put across. I was one of those wanting the original game idea but this new reduced scope is still something worth backing, even at the lowest pledge level. The engine is digital art as you put it so elegantly.

Decided to go for it. I'm in at $55

I've been following the Quest for Earth since 2007, long before SC and ED came on the scene, so I'm happy to back Battlescape. Hopefully it'll be a stepping stone to a larger QFE-type game further down the line, in a few years, if this proves a success.
 
Gas giants from orbit, or is there already something implemented related to closer approach or flying within a gas giant's atmosphere?

As far as I know your be able to fly down through the various cloud layers to floating factories and outposts floating between the layers of gas giants. This is already implemented. The more funding means more of these cool game features like Volumetric clouds in addition to what's already implemented in the final release. The prototype your seeing in the live streams is all mostly place holder assets. Another two years of heads down development will produce so much more detail to these features.

Volumetric clouds are rather computationally expensive, especially when you're using ray scattering models like I believe the I-Novae engine uses for its atmospheres. Keep in mind that those sky colours you see in game are calculated using physical scattering models. It's not just setting a sky colour. There's actual physics being done.

There is already gravity based orbital mechanics in place. That being said, every ship has enough thrust to make orbital mechanics completely unnecessary, although you could still use such methods to manoeuvre if you wanted.
 
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Volumetric clouds are rather computationally expensive, especially when you're using ray scattering models like I believe the I-Novae engine uses for its atmospheres. Keep in mind that those sky colours you see in game are calculated using physical scattering models. It's not just setting a sky colour. There's actual physics being done.

Yep, I-Novae engine works with rayleigh scattering:

[video=youtube;R6znkfzWoBs]https://www.youtube.com/watch?v=R6znkfzWoBs[/video]
 
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