Infinity Battlescape

Some new procedurally generated screen shots from the latest development build.

kindly Shared by - SpaceJay - on the I-Novae forums (link)


Sarake with modded atmosphere. (4K)

Just one body in a solar system roughly the size of ours, @1:1 scale.


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The I-Novae Engine - Pure Digital Art

Pledge now via this website (indiegogo)


(New pledges and pledge upgrades are coming soon to the I:B website)


Infinity: Battlescape forums: https://forums.inovaestudios.com
 
I was thinking, since those play areas are enormous how that will work out in terms of gameplay? Is it like a huge free 4 all map or are there objectives like "Defend Outpost X" ? Capture the flag? What's the plan?
 
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I was thinking, since those play areas are enormous how that will work out in terms of gameplay? Is it like a huge free 4 all map or are there objectives like "Defend Outpost X" ? Capture the flag? What's the plan?

Its a battle for resources and maintaining control of them once your side has them across the solar system. From cargo ships and the runs they make to and from bases, to space stations to mining bases on planets and Moons. Maybe even floating gas processing stations inside the atmosphere of a gas giant.

Matches might last a long time. And there will also be a free fly exploration mode for single player. And or flying with friends (I think).

We'll know more later this year.
 
Its a battle for resources and maintaining control of them once your side has them across the solar system. From cargo ships and the runs they make to and from bases, to space stations to mining bases on planets and Moons. Maybe even floating gas processing stations inside the atmosphere of a gas giant.

Matches might last a long time. And there will also be a free fly exploration mode for single player. And or flying with friends (I think).

We'll know more later this year.
Ah I see... like a continuous Alterac Valley battle [big grin] Sounds intriguing.
 
Weekly Update #29

source link

Posted by I-NovaeKeith CEO & Cofounder

Hey all it’s peanut butter weekly update time. During the last week work continued on what is quickly becoming Forever Patch 2.0. The reason for that is due to running into some unexpected problems with networking. Our networking code was originally conceived back in 2007 for the Infinity Combat Prototype. It has been left largely untouched since then whereas the rest of the engine has evolved quite a bit. For our Kickstarter, due to a lack of time, we threw everything together pretty quickly which meant a lot of our game logic ended up running on the client and we knew we’d have to pay a price for that later on. We figured it was a good tradeoff since we had no idea if our Kickstarter would succeed. Needless to say that bill has come due.

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The initial material pass on the corvette cockpit

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For those of you who either don’t know or don’t care about game networking allow me to summarize client-side game logic as being really, really bad. It makes the game easy for hackers to, well, hack and cause general unpleasantness for everyone but themselves. Obviously for a multiplayer game like Infinity: Battlescape this would be catastrophic so it’s of the utmost importance that we spend however much time is necessary to properly update our networking code.

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The full geometry view of the corvette cockpit

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Our pledge upgrade system is coming along nicely. Credit card, bitcoin, and PayPal payment integration is now complete. We have some additional work to do for processing chargebacks followed by a legal review of our pledge upgrade Terms of Service but after that we’ll be ready to roll it out. On the art side the bomber cockpit is finished and work has begun on the corvette cockpit. The NPC hauler continues to come together nicely and we should have some more screen shots of it over the coming weeks!














Pledge now via this website (indiegogo)

(Pledge upgrades coming soon to the I:B website)


The I-Novae Engine - Pure Digital Art


Infinity: Battlescape forums: https://forums.inovaestudios.com
 
"allow me to summarize client-side game logic as being really, really bad."

I really like this guy , Infinity: Battlescape is going to be a great game !!
 
Given the P2P instant world we all live in now, and the realization of just how bad that is, magical NPC. A true Multiplayer server side space game, will and always will be, the dream of all space pilots,
and now its slowly coming true!
 
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Given the P2P instant world we all live in now, and the realization of just how bad that is, magical NPC. A true Multiplayer server side space game, will and always will be, the dream of all space pilots,
and now its slowly coming true!

To tell the truth, before ED I've never played client-based p2p multiplayer game, and yeah... this concept is exactly what I've been hearing about it: cheap, but not very reliable solution. I-Novae is small indie company, I hope that they will be able to afford quality servers and fast connection.
 
Some new procedurally generated screen shots from the latest development build.

kindly Shared by - Sab1e - on the I-Novae forums (link)


Some time admiring Aresthia in the corvette!. (1080p)

Just one body in a solar system roughly the size of ours, @1:1 scale.


Aresthia (Mars like): 5000 Km

Multiply by 2 for diameter.


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Descent to the surface

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A desolate, eerie, silent world

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Planetrise (cockpit - zoomed in)

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So many places to visit...

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The I-Novae Engine - Pure Digital Art

Pledge now via this website (indiegogo)


(New pledges and pledge upgrades are coming soon to the I:B website)


Infinity: Battlescape forums: https://forums.inovaestudios.com
 
To tell the truth, before ED I've never played client-based p2p multiplayer game, and yeah... this concept is exactly what I've been hearing about it: cheap, but not very reliable solution. I-Novae is small indie company, I hope that they will be able to afford quality servers and fast connection.

Its not just about money, but also time segmentation. Using servers is simply slower than p2p. When you take that into account at the very start of game design, and have combat be based around ticks as games like WoW and EvE do, it looks smoother. However, the actual temporal resolution is lower. You can counter that to some extent the way Planetside does, but that leads to other issues (invisible enemies who can shoot you, for example). Servers vs p2p is not merely about money. Its about temporal resolution, smoothness and how many players you expect to use mechanics with a certain amount of depth and skill required.
 
A lot of games today are trying to go for a hybrid solution of serves/p2p, frontier is one.

Yeah, and its interesting what new ideas studios can come up with in the coming decade. :) However, for any real change we're gonna need a next-gen global network infrastructure going, and we're going to need a seriously booming global economy to get that rolling.
 
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