Infinity:Battlescape Known Features

Depends on funding level reached.

Depends on funding level reached.

Base game, artists will design/place the batlescapes in a static solar system. With more funding comes more variation.

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Good to hear it’s not ruled out. I hope you will be able to show of the capabilities of the engine!

I’d be very interested in seeing a video of different planets generated in quick succession, in order to see the range of the variation the engine can produce. Same for landscapes, with a camera close to the planets’ surfaces :smile:

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Nope:

Back to speculation. @cybercritic

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That was 8 minutes ago, I’ll add it, thanks. :smile:

One of the most authoritive sources of information about Battlescape is Flavien’s blog post he wrote last month:

Let’s move on to the good stuff now: gameplay. Now of course, the prototype being pretty recent, it doesn’t feature any advanced gameplay. It’s pretty much a huge sandbox multiplayer game. Players spawn in different areas. There are a multiple points of interest including planetary bodies ( the Earth-like moon has rings ), a gas giant and a bunch of installations on planets or in space. The Hellion is the only player-controlled ship ( there are others in the system though ). There’s only one weapon type. Many ship sub-systems are functional though ( boosters, warping, front lights, energy redirection, detection sensors… ). The physics are completely newtonian, ICP-style. You can fly your ship with auto-assist on, which helps to control your flight direction and speed. It also performs hovering on planets by compensating the gravity by using the lateral thrusters. If you disable your computer’s auto-assist mode though, you get pure newtonian physics including gravity from planetary bodies. Orbital velocity mechanics are also supported.

The HUD is very basic at the moment, but functional. There are also multiple squad ā€œformationā€ modes supported. For example, it is possible to automatically align your velocity to a target’s. It is possible to align not only your velocity, but also your position behind a target to ā€œchaseā€ it. Flying on planets as a formation in canyons is tons of fun, but the leader has to be careful not to lose his teammates with brutal movements. Oh, speaking of planets, there’s an experimental atmospheric flight model, which takes into account friction ( based on your ship’s shape and size ), thrust, lift, stall, gravity, wind and much more. When you fly too fast in atmospheres, you start losing control / maneuverability of your ship, which can sometimes lead to collisions. Different planets have different atmospheric conditions.

Possible stuff from there to add to the OP includes:

  • Boosters, warping, front lights, energy redirection, detection sensors.
  • The physics are completely newtonian, ICP-style. (no longer an inferred feature)
  • Orbital velocity mechanics are also supported.
  • There are also multiple squad ā€œformationā€ modes supported.
  • There’s an experimental atmospheric flight model, which takes into account friction ( based on your ship’s shape and size ), thrust, lift, stall, gravity, wind and much more.
  • Different planets have different atmospheric conditions.
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There’s also the volcanic moon to put in there along with the other planets.

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Alright, added videos that show the known planets/moons.

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