Infinity Battlescape

I-Novae Studios: the engine was in development many years ago. But only by one person in his spare time as a hobby project. We only started as a company in 2010, and got to this point without funding. We're absolutely committed to this game and everybody seems to love the prototype so far.


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.


Entering the gas giant. There a currently two layers of gas. One is moving very fast (a little noticeable from afar) the other one very slowly (almost noticeable from afar). The closer you get the faster they are, this gas giant is really huge.

013017c23503f5aab7de9fcc3d5fe32acb857aa1.jpg



Inside the deeper layer. There are already particle effects in place.

09c22f1ea060fd70b83be6bb9e8364555c08221e.jpg
 
Last edited:
Too bad, that it won't be available until at least 2017, and the closest day for alpha is October/2016 - 1 year from now.
 
When I backed Elite I believed we would get seamlessness like this. I'm glad someone is doing it, just a shame it wasn't Frontier.
 
Too bad, that it won't be available until at least 2017, and the closest day for alpha is October/2016 - 1 year from now.
It is only my believe but i think the date is not the closest
it is quite the opposite the farthest.

After a years of watching the I-Novae i know one thing.
They are overly cautious.
They don't want to disappoint anyone.

Look at it this way.
Other teams like ones from Elite and Star citizen shown less then what I-Novae is showing now !
And it is still a pre alpha and how that looks ? hmm ? Let that sink in.

They have something that they consider only a beginning.
Others would called this a beta by the quality it shows.

If they can pull this off in PRE-ALPHA, imagine what might happen when it is actually in beta or better yet released. ;-)

It all come down to how much you want to see this happen.

You can talk about how bad is this and that or you can actually do something about it.
You decide what you want.
 
Last edited:
Pledged at the Beta tier. More space games!

According to the description, this seems like a very large scale versus game centered around matches running on a backing server each, that may also be maintained by players. Maybe I missed it, but are players supposed to be able to log out and back into such a match? Is there a "victory condition"? Or do players have to join one match and to see it through?

It's then completely different from what Elite Dangerous is and Star Citizen seems to be becoming. Both of those are MMO-likes playing in a virtual galaxy with some persistence for players, players being matched into instances depending on the region the're in, and a persistent but not necessarily realtime backend simulation, which feeds into the instances (at least in Elite's case). This seems to be more of a PvP game in one solar system with a somewhat automated economy, that allows players of that faction to progress if kept intact, while players of the opposing factions will have to destroy it.
 
Last edited:
Great project! I am watching him a long time ago. And I am happy to support this project on Kickstarter. Pledged!
 
Last edited:
Maybe... But I hope not as much as this game :

[video=youtube;vziIgAtD66s]https://www.youtube.com/watch?v=vziIgAtD66s[/video]
 
Last edited:
Just to recap,


The current 2015 kickstarter prototype which is available to the media and streamers is a small snap shot of a planet/moons, its rings and a derelict space station. @ 1:1 scale. So it takes time to reach places. Space is really big.


There will be additional effects for both warp speed and for atmospheric entry, and it IS dangerous to be going warp speeds in the atmosphere for too long, though it seems also as if auto-assist will automatically turn off your warp drive before you take damage from the atmosphere.

And the dev's have some ideas for gas giants such as putting 'Bespin style' floating factories in the cloud layers of gas giants. transition down and up from these places. With Gravity and pressure effecting the ships. The effects we expect to see and experience after two more years of development. "We'd like to spend a lot more time making gas giants awesome" -game devs.


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 for the release. 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.

There is already gravity based orbital mechanics in place. The marks on the speed bar is the orbital velocity. 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.



Some more information on the semi-persistent stretch goal.

The $1.5 million stretch goal is to make Battlescape semi-persistent with the opportunity for players to build infrastructure. You will be able to place new space stations, planetary bases, and factories. Space stations will come in two different sizes: large and small. Both small space stations and planetary bases can spawn small to medium sized spacecraft. Large space stations will be the only entity in the game capable of spawning, rearming, and refuelling capital starships.

If the semi-persistent stretch goal is achieved, every time a team receives credits its members will have some additional choices to make:

  • Buy powerful new ships and weapons for a better offence.
  • Build more factories to increase the team's rate of resource acquisition.
  • Build more space stations and planetary bases so that you can spawn closer to your objectives, be they offensive or defensive in nature.



It can all be discovered here: https://www.kickstarter.com/projects/309114309/infinity-battlescape


Infinity:Battlescape FAQ link




A video of transitioning from space, out by the planetary rings, flying through the rings and pretty much belly flops right onto the planet's surface. Remember the prototype your seeing here has a lot of place holder assets and effects. It will become so much more.


http://www.youtube.com/watch?v=UsL8kes8_UE&t=17m40s

Watch from 17m40s

[video=youtube;UsL8kes8_UE]http://www.youtube.com/watch?v=UsL8kes8_UE&t=17m40s[/video]




The current 2015 kickstarter prototype which is available to the media and streamers is a small snap shot of some planets, its rings and a derelict space station. @ 1:1 scale. So it takes time to reach places. Space is really big.


And another transitioning from a planetary surface dogfight over a mountain range right up through the atmosphere into space. And then into warp to escape the enemy fire.



https://www.youtube.com/watch?v=dp8RTHR0HWQ&t=6m33s

Watch from 6m33s

[video=youtube;dp8RTHR0HWQ]https://www.youtube.com/watch?v=dp8RTHR0HWQ&t=6m33s[/video]



Infinity: Battlescape and the I-Novae Engine gallery



Remember, prototype assets.

Infinity Battlescape Canyon Tour
[video=youtube;QSnvQsbRLRQ]https://www.youtube.com/watch?v=QSnvQsbRLRQ[/video]


Infinity Battlespace: Cargo Ship Chasing
[video=youtube;cCAxlc8exyo]https://www.youtube.com/watch?v=cCAxlc8exyo[/video]



https://www.kickstarter.com/projects/309114309/infinity-battlescape




A smaller and more deliverable goal for the 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 'Erimus' said




Features to look forward to:

  • Seamless interplanetary warfare across a procedurally generated, true to scale solar system.
  • Dozens of planets and moons to explore and fight over.
  • 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/
 
Last edited:
I'm not sure that the 1+ million stretch goals are realistic. I mean, Elite with its almost mythical aura and legendary David Braben as main spokesman in dev diaries was struggling to touch 2 million mark. Yeah, it would be very nice to get volumetric clouds, weather, modding tools, player corporations and base building all at once in first live version, but I'd be more than happy if we just fulfill that basic 300k goal and move on. Everything listed on KS should come anyway, only later.
 
Last edited:
Back
Top Bottom