Infinity: Battlescape (with seamless planetary transitions)

Discussion in 'Games, Gaming & Game-demos' started by JonnyRedHed, Nov 1, 2015.

  1. JonnyRedHed

    JonnyRedHed Member Guru

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    Weekly Update #62


    Originally posted by I-NovaeKeith CEO & Cofounder - source link


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    Hey everyone it's time for your weekly update. On the engineering side we've ported the camera system to the new networking code and added support for the name pools that will be used to choose names for NPC ships, space stations, and land bases. For those of you who pledged reward tiers that allow you to submit a name we'll probably end up creating a custom page on our website where you can submit your name(s). Aside from that Flavien is still working through some stuff with his new apartment and I had another week where I was heavily focused on administrative tasks.

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    Pre-rendered shot of the land base command center




    On the art side we have some new videos for your viewing pleasure! They are simple turntable animations showing off the geometric detail we've put into our smaller ships:

    Interceptor:

    https://www.youtube.com/watch?v=pIWMkOr6syg


    Bomber:

    https://www.youtube.com/watch?v=PG94hXRofys


    Corvette:

    https://www.youtube.com/watch?time_continue=15&v=HkozH7AiB_w




    In parallel to creating these videos Kristian is continuing his work on the land base final geometry pass and Jan is still focused on station materials. That's all for this week, until next time!











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

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

    Denial Ancient Guru

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    I'm glad you keep posting updates. It's pretty cool to see the game take shape week after week.
     
  3. JonnyRedHed

    JonnyRedHed Member Guru

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    Weekly Update #63


    Originally posted by I-NovaeKeith CEO & Cofounder - source link


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    Hey everyone time for your weekly update. On the engineering side we've been working on a couple of different things. For starters the large shape support for UI rendering has entered the final testing phase. Once complete there'll be a code cleanup phase before work starts on font rendering. In parallel to that work continues on merging the new networking code into the game. The system for recording matches for playback has been ported over along with some threading improvements. Flavien still has another week or 2 before he gets fully settled into his new apartment, there were some unexpected issues which were wreaking havoc on his schedule, but that should all be resolved soon.

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    Initial material pass on the land base command center




    On the art side Kristian has started on the material pass for the land base command center - pictured above. Once completed he'll move onto other "modules" such as hangars, power plants, radar, and orbital defense. Each of these provide specific services for a land base and when destroyed affect its ability to function. For example if a hangar is destroyed it can no longer spawn ships. When a land base module is damaged it will slowly repair itself unless it has been damaged beyond a certain threshold, i.e. if it loses 80% of its health or more it can no longer repair itself. Power plants will affect the rate at which a land base is able to repair itself among other things so it's critical they are protected. Jan has been out of town for the last week but once he gets back he'll resume work on station materials.

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    Another shot of the initial material pass on the land base command center



    That's all for this week. Once Flavien finishes moving into his new apartment we hope to progress quickly toward finishing the merging of the new networking code and releasing the next patch.











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

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

    kapu Ancient Guru

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    When it's going to be released more or less ? and how it's different from star citizen ?

    In short :)
     

  5. JonnyRedHed

    JonnyRedHed Member Guru

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  6. JonnyRedHed

    JonnyRedHed Member Guru

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    Weekly Update #64


    Originally posted by I-NovaeKeith CEO & Cofounder - source link


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    Hey all it’s time for your weekly update. As I mentioned last week Flavien is now moving into his new apartment and will be without internet access until next week. I’ve combined code cleanup with the final testing for the UI path rendering which I hope to have wrapped up soon. Once that’s all finished I’ll move onto font rendering which is the last step before I can begin building UI widgets. You may recall from a weekly update a few months ago that the new UI code supports Vulkan in addition to D3D11. After working with Vulkan for the last few months I’ve reached the conclusion that it isn’t mature enough yet for our purposes and I’ve decided to replace it with D3D12.

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    Initial material pass on the land base command center





    Why do Vulkan and D3D12 matter? They contain special new optimizations that are particularly relevant to how we generate and render procedural planets. Obviously procedural planets are a cornerstone of Infinity: Battlescape and we want to be able to take full advantage of these performance enhancements at some point in the future. For now the majority of the game will continue to run on our legacy renderer, including our procedural planet generation, but sometime after the game ships to retail we’ll move everything over to the new rendering system so we can fully realize all available compute power.

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    A view of an orbiting space station




    On the art side things continue to move along at a good pace. Jan recently returned from being out of town for a week and is resuming his work on station materials. Kristian is working on the support modules for the land base which includes power generators, orbital defense, communications, etc. Lastly Dan is focused on the final geometry pass for the destroyer. Capital ships are something we haven’t really discussed much yet. Flavien already has an idea for how he wants to implement the initial control scheme and it will be a high priority item after we release the next patch.


    [​IMG]

    A piece of space station geometry




    That’s it for this week. Once Flavien gets back and finishes merging the new network code we’ll get that next patch out and move on to more exciting things!







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

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

    JonnyRedHed Member Guru

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    Weekly Update #65


    Originally posted by I-NovaeKeith CEO & Cofounder - source link


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    Hey everyone it’s time for your weekly update. I would like to start off apologizing if anyone was confused by our update last week concerning Windows 7 support. I mentioned that we were integrating a D3D12 backend into our new multi-threaded renderer, which is what the new UI system is being built on top of, and some people interpreted that as meaning the game would only be able to run on Windows 10. I would like to clear up any confusion and state that Infinity: Battlescape will be supported on Windows 7 via D3D11 at least until Microsoft drops extended support (currently January 14th, 2020). That being said I do encourage anyone still running Windows 7 to heavily consider upgrading to Windows 10. It’s a much better OS, there are numerous security and performance enhancements, and since our entire team is running Windows 10 the bulk of our testing will be on Windows 10.

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    Another pre-rendered shot of the land base CoC





    On my end during the last week I was able to more or less complete our D3D12 renderer. There’s still about another day’s worth of work to get it running with our new UI system but that should be all. After that it’s back to finishing up the code cleanup pass on the UI and moving onto text rendering. As mentioned before Flavien has been without internet access all week while he moved into his new apartment so I don’t have anything new to report from him. Hopefully he’s been catching up on his sleep.

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    More station pieces in-editor




    There's not much new to report on the art side this week – everybody has been working on the usual things which includes the land base, destroyer, and station textures. The art team is currently way ahead of the engineering team so they aren’t always working full weeks which allows us to save money. That’s it for this update, until next time!







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

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

    JonnyRedHed Member Guru

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    Weekly Update #66


    Originally posted by I-NovaeKeith CEO & Cofounder - source link


    [​IMG]

    Hey everyone it’s time for your weekly update. I’m happy to report that Flavien has finished moving into his new apartment and is now getting back into the swing of things. On my end I finished the initial implementation of our D3D12 renderer. There seems to be an incredibly odd driver bug on NVIDIA hardware, or at least on my NVIDIA hardware, that makes it impossible to run certain types of compute shaders. In a cruel twist of irony the majority of our UI code happens to be compute shaders written in a way that causes this bug to rear its ugly head so, for now, I can’t get our new UI up and running with the D3D12 renderer. Thus, I’m moving forward with the rest of the UI code cleanup, polish, and testing with only our D3D11 renderer. At some point in the future I’ll have to validate it against our D3D12 renderer once the driver bug has been fixed.

    [​IMG]

    Pre-rendered image of the hauler docking with a land base





    On the art side Kristian has gone on vacation to take advantage of the short but sweet northern European summer so not much new to report from him until he returns. Aside from that Dan is continuing his work on the destroyer while Jan is still working on materials for the various station pieces.

    [​IMG]

    Editor shot of more WIP station materials




    Now that Flavien has returned we’re working on getting back on track for finishing up the merge of the new networking code and releasing the next patch. Shortly thereafter we’ll do another free-play weekend for Alpha backers. Obviously we didn’t expect his move was going to be so disruptive but we’re going to push through it and work on releasing the Alpha as soon as we can.







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

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

    RealNC Ancient Guru

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    If this is only playable for alpha-backers, why are you constantly posting updates here? Don't you have an alpha backers forum?
     
  10. JonnyRedHed

    JonnyRedHed Member Guru

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  11. JonnyRedHed

    JonnyRedHed Member Guru

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  12. JonnyRedHed

    JonnyRedHed Member Guru

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  13. JonnyRedHed

    JonnyRedHed Member Guru

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  14. JonnyRedHed

    JonnyRedHed Member Guru

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    Weekly Update #86


    Originally posted by #INovaeFlavien CTO/President & Cofounder - source link


    [​IMG]



    New alpha+ play-test week-end !

    Hey everybody. As we’ve done last January, we’re going to organize a new alpha play-test week-end next week. Anybody that pledged at the alpha (or above) tier level on Kickstarter or IndieGoGo is eligible to participate.

    • Starting date/time: Friday, 10th of November, 20:00 GMT // 21:00 CET // 15:00 EST
    • Ending date/time: Monday, 13th of November, 20:00 GMT // 21:00 CET // 15:00 EST



    [​IMG]

    Destroyer flying over the new icy planet




    Quick FAQ

    Q. Where can I check my current access level ?

    A. Assuming you’re logged into your I-Novae account, use this link: https://inovaestudios.com/Battlescape/Access2

    Note that if you’re an alpha backer, it will show up as negative (red) until we launch the alpha week-end at the date/time given above. At which point, your access should go green.


    Q. I do not have an I-Novae account, or did not link it to my Kickstarter/IndieGoGo pledge yet, how do I do that ?


    A. Create an I-Novae account on our website using the same e-mail than you used for pledging: https://inovaestudios.com/

    If you already registered an account using a different e-mail address, you can simply add your backer’s e-mail to your I-Novae account here: https://inovaestudios.com/Account/AddEmail

    Once your I-Novae account is properly linked to your backer’s e-mail, you can verify that your reward tier is registered here: https://inovaestudios.com/Battlescape/Access2


    Q. I linked my backer’s e-mail to my I-Novae account but no pledge appears in the access check page

    A. You can contact us at: contact (AT) inovaestudios.com

    Please mention your I-Novae account name/e-mail, your backer’s original e-mail as well as your pledge/tier level. Note that Keith is currently busy with his newborn baby, so please give us some time to investigate your situation and answer; it might take many days.


    Q. Once the alpha week-end starts, how/where do I download and install the game ?

    A. A download button will appear on top of the Battlescape website: https://inovaestudios.com/Battlescape/1

    Download the installer, then log in to your I-Novae account. In the launcher, you’ll see a button to install and play the game. Note that once you’ve launched the game, the loading times can be pretty long (many minutes) as we haven’t optimized these yet. This is normal, do not kill the process.


    Q. Is there a community chat or something where I can meet other players, or interact with the developers ?

    A. Yes, we have a Discord channel: https://discord.gg/0ZdJkZXn7z3Ij6tV

    A global chat is also available in-game once you’ve joined.


    Q. What are the system specs recommendations to play ?

    A. A mid-end current-gen computer or a high-end older-gen computer should run the game pretty well. For example, a 3.4 Ghz+ Intel (or amd-equivalent) quad-core + 8 GB of RAM + an Nvidia 970 GTX should allow you to play in good conditions (~60 fps) in 1080p.

    For intensive battles/scenes in 4K, you might need a modern high-end video-card ( NVidia 1070/1080 GTX ).

    Operating system: Windows 7 64-bits or above with up to date DirectX 11 drivers.


    Q. I pledged for the beta, can I participate ? If not, when will I have the chance to ?

    A. As we’ve explained multiple times in the past updates, development has been going slower than originally estimated, so the new estimate dates are around early 2018 for alpha release and mid-to-end 2018 for the beta release. During this time we’re going to organize more “open” test week-ends. This one is for alpha+ backers only, but starting next year, we’re going to organize play week-ends for beta testers too. Your time will come :slight_smile:


    If you cannot wait, you can still upgrade your pledge to alpha level or above in your account settings:

    https://inovaestudios.com/Account#products




    Other development news


    [​IMG]

    Storage building asset WIP




    In other news, we’re doing good progress on importing all the new factory / military base assets to the project and prepare them for integration into the next patch, which is currently planned for this week-end. It will also contain for the first time auto-aiming turrets for capital ships and experimental gimbal weapons. Note that it’s still a very early implementation, and we haven’t figured out the target selection mechanism for capital ships yet (atm it uses the current, single-target manual selection system of small ships), so in this first version it will likely feel pretty clunky to use.


    -Flavien






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


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

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

    JonnyRedHed Member Guru

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  16. JonnyRedHed

    JonnyRedHed Member Guru

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    Patch 0.2.2.0 ( Sunday, 05 November 2017 )



    Originally posted by INovae Flavien CTO/President & Cofounder - source



    This patch introduces military land bases and gimbal weapons / auto-turrets.

    Unfortunately it also seems a lot more unstable, so expect a patchfix soon !


    Notes:

    • This version has a client crash whenever another player is in range and selecting something. Conclusion: don’t get in range with other players
    • This version will also most likely crash when pressing the M key - beware, especially if trying to chat


    Download link: https://inovaestudios.com/Battlescape/Access


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    Land bases

    • Land bases have been added, they’re now available in various locations around planets / moons of Rethe Prime.

    • They’re all called “Factor 1” in game - forgot to set the name properly. They’re also lacking a polish pass on their properties, will do that later this week.

    • The smoke industrial effect on top of some modules isn’t correctly affected by daylight, so expect it to look white even at sunset, or bright even in the night side on a planet. Will also get addressed later :)


    Weapons

    • Introduced gimbal weapons. Small weapons have a little bit of degrees of freedom - around 1 degree for the interceptor at the moment

    • Added auto-aiming turrets, which you can test on the corvette and capital ships

    • Currently this is a very very rough implementation, there’s no targets prioritizing, the weapons will all aim at the currently selected target

    • When a target is out-of-reach by a weapon, or not well aligned, the weapon will not fire, even if you press the fire button; this is normal behavior
    • However one downside is that for gimbal weapons, like on the interceptor, it’s no longer possible to aim at an offset from the center of the target (especially if that target is huge on screen), the weapon will not fire. While this is not a bug, this is only a temporary effect, and will get addressed in a future update.

    • Each weapon / turret aim-at direction is represented by a small dot on the HUD

    • Added energy cooldown for NPC AI bots, they should no longer fire without ever running out of energy. They’re still pretty bruttal (especially in this patch with the gimbal weapons), so difficulity will probably be reviewed soon too.



    Ships

    • Turbo boost now increases maximum turn rate of all ships by +25%

    • Interceptor turn speed increased from 1.0 to 1.25

    • Interceptor linear thrust increased by 5 to 10%

    • Interceptor angular thrust increased by 50% (for yaw only)



    HUD / UI


    • Active players are now displayed on top of the leaderboard

    • Indicator bleep in/out sounds only happen when the actor is within a 1000 Km radius now. No more bleep spam from battles a million Kms away.

    • Target direction indicators around screen center are now using a filled color to be more easily readable, and are smaller

    • Planet name is now displayed in addition to point-of-interest name in the mission objective window

    • Fixed a small issue that could display 0 for hitpoints on HUD, yet the ship hasn't died yet (HP might equal 0.7, but HUD was rounding it at 0 instead of 1)



    Misc

    • Since all ships are now much more effective at killing / focusing an enemy, balance is totally off. Ships will probably get a huge boost in survivability later this week.

    • New explosion effect: replace the old “fire” explosion with the Kickstarter’s plasma explosion. It looks a bit too dim, and pretty ugly for large explosions / capital ships. Need more feedback from players.

    • Fixed incorrect interpolation glitch with camera system, wasn't always taking the shortest route angle when being reset

    • Updates to AI commander, now sending multiple scout ships at once if has enough credits. Revamped credits timing a bit too.

    • Fixed some forgotten experimental code that disabled entities rejection in the distance when too small on screen. This optimization is now back in.



    Bug fixes

    • Air speed friction effect and sound are now matching better

    • Fixed incorrect selection targetting (using hidden mouse cursor) in direct control scheme. Now uses ship center.

    • Fixed a crash when you were loading a ship that doesn't have any hardpoints






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

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


    Pledge upgrade: https://inovaestudios.com/Account#products
     
  17. JonnyRedHed

    JonnyRedHed Member Guru

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  18. Hilbert Hagedoorn

    Hilbert Hagedoorn Don Vito Corleone Staff Member

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    Question, are you financially, or in any other way involved in this game?
     
  19. JonnyRedHed

    JonnyRedHed Member Guru

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    Nope, just a fan who has backed the game and likes to spread news of its updates. Nothing more. Delete the thread if its not of any use to the community.
     
    Last edited: Nov 9, 2017
  20. Hilbert Hagedoorn

    Hilbert Hagedoorn Don Vito Corleone Staff Member

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    No, you can continue, I just wanted to make very sure this is not some sort of advertising.
     
    JonnyRedHed likes this.

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