That depends on whether the developers need useful feedback or emotional support. They’re only as intelligent as they believe they are.
By the way, this is George.
That depends on whether the developers need useful feedback or emotional support. They’re only as intelligent as they believe they are.
By the way, this is George.
There is a difference between nicely written opionated feedback and flat out slamming a developer without rightful reason.
Intelligence is a somewhat quantifiable property, I think you are talking about emotion or self worth there rather than intelligence. 
I was so waiting for a video and when I saw the duration and the content I was very disappointed. Even if it was very wonderful this is not enough and this is so obvious that we should have seen a whole new planet or a travel between two ones… I wait for this game since much years now and I know, as a developer, that you guys are awesome, but your communication is too unbearable and THIS makes your game reputation, as game quality do. PLEASE take more time to deploy the game but give us more news !!
You are so right!!!
You wrote exactly what I am thinking!
Please. They are clearly going for a shock and awe kickstarter. They cant do that if they release all their shiny new things beforehand.
You know, there’s being disappointed because something didn’t live up to your hopes, and then there’s just being entitled. “I was hoping for something different” or “I didn’t think ____ lived up to the hype” is one thing. This:
Is completely different.
This is not enough
This is so obvious that we should have seen a whole new planet
I’m sorry, but we don’t get to tell content providers what is enough, or what they should have included. That’s not a criticism. It’s not constructive feedback. It’s whining. There’s a huge gap between “I would have liked to have seen” and “you should have”.
At some point, sure. Now? No.
I used to think that Infinity should be shared far and wide for everyone to see, but that wasn’t the plan at the time, and the same argument holds true now.
If Infinity was all over the mainstream media, the hype machine would be rolling pretty strong, especially with the competition around at the moment, which would drive more people here and grow this community.
That sounds like a good thing, but the problem here is that once they turn up, there’s nothing to feed them, the problems this community already faces with the relative lack of developer updates and tangible indicators of progress would be felt a thousandfold. The community would fairly quickly collapse, with many people going to lurk and returning every few months/years to check in, some remaining fairly active, and some lost forever.
Out of all this, the developers gain nothing apart from an unhappy fanbase.
The marketing will inevitably happen when the Kickstarter is launched. There is no point hurrying the developers to finish it, nor dragging more people in to be met with fairly little to see.
Kichae, please start reading between the lines. Then you’ll get that its about emotions.
kamui clearly points out that he knows why the video looks like this.
This is about pointing out, that INovae raised the expectation-bar to something very high and then didn’t reach it.
Thinking about other What-If scenarios I would even not say that they did anything wrong. It just didn’t went as expected and now they have to accept the critics… Thats fine for them I guess. And it will change absolutely nothing about the Kickstarter.
Is it a characteristic of the rocks in the rings in the new video to be sparse and dusty compared to the 2010 rings or will they all look so gassy?
I was wondering how the current rings fit into the battle concept.
Large meteorites would be great for hiding and dogfighting tactics.
I think making the rings very gassy could be realistic, but may not be the best choice gameplay wise.
(assuming the battlescape concept is still the direction the team is taking)
We don’t know anything about how big or how far appart those meteors are compared to a common spaceship found in Infinity:Battlescape. That also means we can’t tell yet if it is too sparse or dense enough to make the dogfight inside of it more interesting.
Further there needs to be something inside or another incentive for people to fly into it. In game resources, scanner interference or simple mission objectives could all be placed near or inside such a ring and thus influence behaviour of players.
It looks as though Kichae was more or less speaking indirectly to kamui. He just happened to be an easy target but intentions were toward all whiners these last few days.
This makes me think of an interesting question: Currently the rocks are appearing at a certain distance. This popping is clearly visible and annoying. However, how will this work in combat? I expect that other vessles will not pop up at a certain distance. So if my enemy hides behind a rock, will I be able to see him until the rock pops up?
Again. We don’t know how far away and big those rocks are. If they are several hundreds of Killometers away only the most giant ships will be visible.
The asteroid popping isn’t as annoying if in the middle of the belt …
Isn’t it possible to fade in asteroids as they pop or is that heavy on the hardware for some strange reasons? Maybe a setting for high power computers to extend the view range (many other games have it).
I haven’t given my thoughts on the video yet… And I think to myself: Why not?
Well, perhaps it was because I was a little disappointed not to see more grandeur. Instead I got wooshing through some rings very quickly and watching little rocks pop in. The one thing that stunned me in the 2010 demo was flying into a ring, then flying up to one of those rocks and discovering it was huge.
On the other hand, as has already been pointed out, I-Novae don’t want to get people too excited before the Kickstarter has even begun. Also, once I got over my initial grumpiness, I began to appreciate the slick nature of the engine, which seemed to handle that generation very well (though I’m beginning to suspect my laptop would melt if I tried it).
And my last point, in the last few seconds of the video where they left the rings, entered the atmosphere and looked up… I got the shivers and suddenly remembered why I have been following this project for years.
All hail I-Novae!
I would hope so. Or at least using 2D imposters until closer would do me. Popping out of nowhere makes me go like
, bringing it in gradually makes me :).
Then again, it could just be an inevitable result of them travelling through the rings so fast.
I think instead of alpha fading, using LOD to draw a simpler version of the meteorites further away will look nicer.
If the rocks have static velocity (relative to the rings), you could use impostor textures to make them seen from far away (at least the bigger rocks).
You would see small dots on the rings and when you move in, they would become objects with increasing LOD ending in high level meteorites. You could have 10 different meteorite meshes making them look different.
When using a particle renderer you could render 1000’s of meteorites on GPU without hurting the performance.
They will have the exact same problem with Forrests. But there they won’t get away with ‘Forrest Mist’ … or maybe they might. The alpha Animation is a simple way to slap a little polish into that pop when Devtime isn’t available to make it look good and also perform acceptable.
Alpha’s are not that cheap performance wise. They require reading of the render buffer to make the blending possible. LOD is much faster and better looking I think.
What a thing of beauty, bravo! The sense of scale is amazing! Hoping to see a comeback of the motion blur effect, I really liked that in the motion blur and pysics video.
Congratulations on getting the video out!