Different people like different games. Battlescape isn't a MMO and isn't designed to be content-driven. Battlescape is round based and you play the game because you like the mechanics and game-play (in a way just like I played Brood War or Battlefield 1942 long after the games were 'finished' and no new content was added). Instead of playing to get new loot you play to constantly get better at piloting your ship, to constantly come up with new tactics and strategies. You play to learn how to best counter the other two teams plans. You play to scheme with your friends under and between rounds. Just like you continuously play RISK or SETTLERS OF CATHAN or any other board game, for example.
HOWEVER, Flavien (Game engine creator) has worked on Infinity and the I-Novae-engine for the last ten years, I don't think he will ever stop to develop it and release new things. How grand those things are will of course depend of the level of backing the project gets (just as with literally any game).
Concept art for a damaged Hellion ship in the full game.
In-engine (prototype) screen shots.
And a Mars like cratered world with a thinner orangey red atmosphere.
I-Novae: Flavien (CTO/President & Cofounder)
The game isn't trying to compete with Star Citizen or Elite Dangerous. It's an indy game. I know a lot of people like to imagine it as "the next big thing" ( aka the whole MMO ) but as a matter of a fact Battlescape is much, much smaller. It's also much cheaper. $20 isn't that expensive IMO and even in terms of exploring planets and discovering areas, I think you can easily have many hours of fun if you're at least a little bit interested in that aspect of the game. Add to that the massive battles that could last days or be different every time due to team dynamics/strategies, environment hazards and random events, and for $20 I think it'll be hard to say it wasn't worth it..
About VR and controller support:
The dev's have said:
"We have already added support to VR headsets such as the Oculus Rift in our I-Novae Engine. However it would take a lot of effort, money, and increased risk to solve problems such as performance (VR pretty much halves the framerate) and a separate UI dedicated to VR. This is why we aren't making any promise at this stage."
"As VR enthusiasts ourselves this is definitely something we will try to add on our own, especially if we are able to hit our higher stretch goals."
"Our plan is to support mouse/keyboard, joystick/HOTAS, as well as console controllers for xbox1 and ps4."
And here's a longer Scott Manley video with voice over
battling it out in the Infinity: Battlescape prototype.
And on Reverse the Verse 10 Ben commented about how, quote "genuinely thrilled" end quote, Chris was to see the game in action. Ben has been working closely with Chris since the kickstarter so he means what he says. And Ben goes on to say that Chris Roberts looking forward to playing the prototype soon.
Thanks to Selbie for brining this to my attention.
Dog fighting over and through the valleys and canyons of rocky moons and planets, or follow from high altitude the rim of an ancient crater to just explore. Fly over the great plains and tundra's of green algae planets, or along lava filled valleys of volcanic moons. Defend or take outposts for mining resources. Fight for your chosen faction as you enter or exit the atmosphere of planets. And descend into the deep cloud layers of gas giants to reach floating factories, where your ship will need to withstand the pressure and atmospheric storms. There will be plenty to see and do, without leaving your ship.
I-Novae: Engine driving Infinity: Battlescape - Pure Digital Art
JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth
I am not really a big fan of open space games, but what you guys are doing is so impressive--the expansiveness, without feeling artificial, and the detail... it looks incredible, and I would say it stands out as being unique in capturing what it is you've set out to capture. It's a proper space flight sim! For some reason I keep thinking Star Wars universe... a mod would be incredible (the DeathStar). A Descent mod--flying the Pyro through asteroid fields would be awesome. But I don't mean to digress, because I think flying the finished product here would be an experience, and a lot of fun.
Maybe "Hunter" (alias) from Descent 3 would take interest enough to bring his HyperSpace mod to this game.
Hey everyone, Flavien here. We have entered our final week with 88% of our goal raised. Only $35K to go and we’ll have a successful campaign. But we can’t do this without your support, so keep up the great work, keep spreading the word and we’ll be there in no time !
Battlescape gameplay scenario storyboard
Jan and Dan have been working on a storyboard to depict scenarios that will let you imagine how a match would typically play. From scouting, gathering intelligence, making strategic decisions as a team, attacking or defending a battlescape in fighters, bombers or doing orbital bombardment with capital ships, it’s all in here:
From I-Novae studios: We've added some additional perks to our existing $100, $150, and $500 reward tiers. For starters the $100 tier now comes with an extra copy of the retail game. Many of you have indicated that it would be great if you had an opportunity to name something within the game and at the $150+ tier you will now be able to name an NPC ship. At the $500+ tier you will be able to name an installation such as a space station, mining facility, etc. In both cases these names will go into a pool and each match new NPC ships and installations will randomly select a name from their respective pool.
And, take a look at some early work in progress screen shot of a new, procedurally generated giant asteroid.
Another screen shot - 'The Sky at Night'.
Infinity: Battlescape - Pure Digital Art
JonnyƦedhed - Browncoat - And I DO kiss'em on the mouth
Narrated Gameplay Video Series, part 3 / 3- by Flavien Brebion
The final part of the “gameplay prototype” video series is up, featuring a little visit to the Earth-type moon factory area and a few more explanations about ship systems like power redirection or flight formations.
Community member Ajay initiated a Thunderclap campaign to be launched a few days before the end of the Kickstarter campaign. He writes,
“The goal is to send out a single message via the Twitter/Facebook/Tumblr accounts of the supporters. If we have enough supporters (and some luck) we could become a trending topic, putting the spotlight on the I:B KS, which will hopefully result in more pledges! “
Hey everyone, this is Flavien. Today’s update is probably going to be the last update of our Kickstarter campaign so we’ll focus on some community questions & answers as well as future plans.
Infinity Battlescape Community Q&A video
Here’s also a bunch of other questions that we frequently saw:
Q. Will I be able to pledge on Paypal, or increase my pledge after the Kickstarter ?
A. Yes, we’ll keep accepting new donations / pledges on our website a few days after the KS campaign has ended. You can also increase your pledge if you want, however we will not have a backer portal to manage all your pledges and rewards until a later stage, so if you donated $50 on KS and donate another $35 on our website later, you will have to wait until we have the backer management system implemented to claim your $85 reward tier. This backer portal should be available within a few months.
Additional funding will be used towards increased development quality and unlocking the next stretch goals.
Q. The modding goal is at $800K, which is quite far away. Does that mean there will be no modding if you don’t reach it ?
A. The $800K modding goal is for “full” modding, completely changing the gameplay or even making new types of games and total reconversions ( like adding walking on planets/stations ). Even if we don’t reach this goal, there is still going to be partial mod support in the game. Players will be able to customize their own dedicated servers, add or modify ships, weapons, planets / solar system setup, sounds and special effects.. this includes the look but also all the gameplay / balance / physics parameters. The gameplay however will pretty much be set in stone until we get more funding.
Modding atmospheric parameters, curtesy of TARS (Planet Explorer on youtube)
Q. I am not much of a combat guy, is it possible to play as an explorer ? Is there a sandbox mode ? Can I play offline ?
A. Absolutely. While Battlescape is focused on combat and large-scale battles, you can choose to play a supporting role on your team as there will be a need for explorers and scouts to determine locations and weaknesses in the enemy infrastructure. If you simply prefer to explore the solar system at your own pace without the threat of being attacked, there will be an offline “sandbox” mode where you will be able to test ships, experiment weapons and train, or simply fly over the majestic landscapes of all the various environments and hazards the game will provide. There will also be some sandbox elements and easter eggs ( hunting for other backer’s statues, anyone ? ). Below you can find an example of modding that could be added to the game to improve the sandbox elements: a canyon-racing mode.
Modding in Battescape: canyon racing example
Q. Now that the Kickstarter has been funded, what is the next step ?
A. In the upcoming 1-2 months, not much will change and developers will continue working part time. It will take a few weeks for Kickstarter to validate the campaign, collect and transfer the funds. There will also be a leave notice of a few months ( at least in EU ) for developers leaving their full-time jobs. I am expecting that we will ramp up the team to full production mode starting in January.
Our first step then will be to review our workflow, tools and prepare deployment of the game prototype to our Stellar supporters. There’s still a fair amount of work to do for that, like network improvements, adding an automatic patching system ( nobody wants to download and reinstall the game manually for every minor patch ), a bugs / statistics report system and many gameplay and visual tweaks.
Some early work in progress screen shot of a new, procedurally generated giant asteroid.
In the past days I have been working on massive, procedural asteroids. In the following example you can see a 500-Km wide asteroid, which you could almost consider a mini planet ( it’s at the limit of where a celestial body starts to become spherical ), in the gameplay prototype. Keep in mind this is a heavy work in progress. It has some pretty sharp lighting and shadows due to the high contrasts in space ( there’s no atmosphere to dim the lighting ), but if you compare it with real asteroid photos, you’ll see it looks pretty realistic thanks to our physical-based lighting and high dynamic range systems. Still, there are many improvements that we’d like to do in the future, like for example procedural texturing which is not yet at the level we aim to achieve.
https://www.youtube.com/watch?v=nK3Gd0qeXiM Infinity : Battlescape - 500km wide procedural asteroid WIP