I-Novae: Engine Screenshot Thread!

A week is long enough!

Infinity Blues

I HATE YOU ALL!!! I so hate you all so much!!! :stuck_out_tongue: (just kidding)
dangle that carrot out in front of me like that. its just cruel and mean(STOP TEASING ME!!!). i have been waiting for this game to come out and want it to come out so bad i cant sit still!! better have that in the game… :stuck_out_tongue:
btw, they are very beautiful.

@Hutchings, any chance of giving us some nice particle effects for the next screenshot?

Flavien is still working on the particle system, so that will have to wait.

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Does that work include integration into your editor?

Bare minimum if at all. Polishing the tools for a production environment (or public release) will not happen until after a successful crowd funding campaign is completed. Right now the artists are using the bare minimum required to get their tasks completed for the KS video, as there are only so many coding hours to go around.

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That hints at some deadline, which is a nice change :slight_smile:

Just don’t schedule too much for “after a successful” KS, you might be just one full-time coder up then.

This is why things such as a public release of the tools/SDK are likely funding level dependent.

I thought the SDK would be pledge level based and not stretch goal based. My opinion is that if you are capable of making a game with it, there is no reason that others shouldn’t be able to do the same. You guys designed and have been working on an engine that is supposed to be used for making games, it would be a shame that the engine needs years worth of familiarity in order to be used.

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I think that is still up in the air somewhat. IMO, there needs to be a level of professionalism to the tools/documentation/support. I myself, would prefer modding tools to be a stretch goal to ensure an adequately user friendly toolset.

Fair enough, yet you also need a KS bait for all developers that are intrigued by your tech :slight_smile:

[quote=“cybercritic, post:170, topic:582”]
My opinion is that if you are capable of making a game with it, there is no reason that others shouldn’t be able to do the same.[/quote]

A tool set that can be used to build game A is only guaranteed to build game A. So other people could duplicate game A, but that may well be the limit of that tool set. It might seem that having the ability to change scripts and models would allow many different games to be built, but if the tools are geared to the characteristics and capabilities of those scripts and models then we’re back to building game A.

Sometimes a tool set is really just application code in a tool-like framework, waiting to be made more general purpose.

I hope that the team will focus on the API level stuff and ignore the usability. Function before form. Where usability is critical, you can be sure that other developers will tackle the problem - but only if INS has built the functionality.

That’s a bit funny @JB47394, because the devs have been pretty clear that they are building a game engine and not a game, development on IBS has not even been started. And what purpose does a game engine…

I’m not gonna write a 500 word argument on what a game engine is and why, here is a link for your enjoyment.

The point at which we launch the KS work will have started on the game however it will be in the very early stages.


I’m not sure what your strategy on the INE is and how you want to take it forward, the days of paying thousands or hundreds of thousands dollars for a game engine are about done. There are AAA companies that still have the budget for such thing, but they are few and they already have engines. The new trend seems to be targeting indies with easy to use yet powerful engines and in today’s age there are many such customers. I flipped over in my sleep when Crytek announced they will give away licenses for few buck per month subscription service.

Have you considered your strategy going forward regarding INE, I can imagine how hard this topic is, you have invested a colossal amount of time and effort into this and giving it away as a $75 buck extra during the KS might sound like an insult.

Where do you see the market for the engine that has been in development for the last 10 years?

Or for our modding system & marketplace. :slight_smile:

[quote=“INovaeFlavien, post:121, topic:582”]
I wouldn’t say our rings are better, but I thought they were more or less on the same level ( although we went for a more realistic look / distribution ). More specifically, we got a lot of criticism about the popping… which is even worse in E:D.[/quote]
While I hardly noticed popping in your video, IMHO ED’s asteroids are amazing - no popping at all in their most recent iteration (during Beta it was terrible). You see asteroids from so far out that they are barely more than noise, then they gradually get larger & larger (resolving into individual dots, then discernible rocks, etcs).

Your “realistic look / distribution” is completely opposed to your aim of having dog fights like in Star Wars, where the asteroids are (unrealistically) large. ED goes for the Star Wars look, and is a much better game for it. I suspect a lot of the criticism was people trying to justify their disappointment at how boring & small your asteroids looked.

As someone else pointed out, you weren’t demoing a game, you were showing a graphical tech demo that focused almost entirely on planetary rings. The result was that people focused on your graphics, and specifically your rings, rather than looking at the game as a whole.

I still maintain that you have focus too much on graphics tech, which has delayed the game far too long. The graphics engine can always be improved after the game is released, but you can’t release a game with bad gameplay (although ED stretches that claim to breaking point!).

This is not true. No need to ‘suspect’… you can read the criticism for yourself:

The vast majority of criticism was of the composition of the video. I.e. Not criticism of the engine but of how the engine was shown off.


Don’t know if I’m the only one but I prefer realistic rock distribution far more than Star Wars look and feel with Millenium Falcon dogfights between asteroids. In fact I prefer realistic everything. I want to feel like I’m exploring this universe. Not some fantasy universe “far far away”.