Infinity:Battlescape is pitching itself as a Planetside-esque MMO space combat simulator where three teams consisting of hundreds of players will battle for dominance over an entire star system (SS). Once a team controls the entire SS, a new match is started and the cycle repeats. Matches are expected to last hours if not days but potentially weeks. Game play will revolve not only around combat but fulfilling objectives, planning and most importantly team work. Players will be given freedom to upgrade their existing ship or purchase brand new ships ranging from lowly interceptors and bombers to full sized capital star ships such as carriers and destroyers. A resource system will be in place that will act as some form of currency with players allowed to share their resources making for a variety tactical options.
So what will make
this space combat simulator unique? Below are some bullet points I think make this project worth supporting.
- SS of a scale expected in reality
- All celestial objects can be visited (in the SS)
- All atmospheres enter-able (no rails)
- All physical surfaces can be landed on including planets and moons
- Travelling is seamless
- No loading screens ("except when the game first starts")
- Can travel anywhere (in the SS)
- Can fight anywhere (in the SS)
- No shards or instances
- Hundreds of players (in the SS)
- SS procedurally generated
The controls themselves are split between space and atmospheric flight models. Both use twitch based Newtonian controls with six degrees of freedom. The atmospheric model however differs by taking into account variables such as "aerodynamics of the ship, atmospheric density, turbulence, etc.". You are provided with an on board computer which can be turned on or off that will assist you with manoeuvring in both an atmosphere and space. Larger vessels are most likely to use a point and click system.
In terms of exact numbers of players. It's difficult to narrow down at this point. Early testing using simulated virtual players with "real world internet conditions" suggests 100 - 150 players can exist at once in what they have referred to as battlescapes (points of interest like space stations) comfortably with no optimisation nor packet compression suggesting room for vast improvement.
The engine known as I-Novae was built from the ground up and has been in development for more than 11 years. It's existence came about from a desire to build an MMORPG space combat and trading simulator, titled Infinity: The Quest for Earth. The engine had to be capable of procedurally generating an entire to scale galaxy populated with billions of star systems, with each containing a fair few planets, moons and asteroids, hence the name Infinity. Realising the scope of such a project however forced the developers to scale back their efforts and instead refocus on creating something smaller that still embodied the core aspects of the engine.
Minimum specifications are difficult to determine at this moment in time but will nonetheless require a somewhat powerful system. Best estimates so far...
OS: Win7 64-bit or later (DX11)
Processor: Intel Dual-Core i3 or i5 3.4GHz or equivalent
Memory: 8 GB RAM
Graphics: Geforce GTX680 or Radeon HD 7950 (2 GB VRAM) or equivalent
Hard Drive: 20 GB available space
Recommended specifications as of writing this...
OS: Win7 64-bit or later (DX11)
Processor: Intel Quad-Core 3.6GHz or equivalent
Memory: 8 GB RAM
Graphics: Geforce GTX 970 or Radeon R9 290X (4 GB VRAM) or equivalent
Hard Drive: 20 GB available space
It is worth noting that the game has yet to been optimised and is still very much a working prototype and
not a pre-alpha so take this with a grain of salt.
The thing is, the technology works. The heavy lifting is mostly done so all that remains is a tonne of time to build a compelling game with it rather than what some
other companies have been doing. In other words you are much more likely to get a complete game on time. The only other thing that they don't have are funds which is where you come in!
Depending on how much you pledge, they reckon that at the earliest you can start playing a pre-alpha version within three months or so and you won't be getting some small demo, you'll be getting full access to the current builds with I presume regular updates much like how Minecraft was developed. Otherwise there are three main alternative options for alpha access, beta access and the final game; all expected to release by October of 2016 for the alpha, April 2017 for the beta and September 2017 for the full release.
Here is the list of stretch goals and a quote from their kick starter.
- $400k - Better, more detailed damage model for internal ship systems.
- $500k - We add the Fighter class, a cross between the Interceptor and Bomber. Increased quality of capital ships.
- $600k - Improved atmospheric effects such as volumetric clouds, storms, etc
- $800k - The game will include support for mods and a virtual marketplace similar to steam workshop.
- $1 million - Social integration combined with support for player corporations, squadrons, and a framework for competitive matches.
- $1.5 million - Base building and semi-persistence.
- $2.5 million - We add a second faction: the Astralis Collective. This new faction comes with their own unique art style and an additional set of ships for you to fly!
"NOTE: We do not want to fall into the trap of constantly adding new features to a game that never gets finished just because we crowdsource additional funds post-Kickstarter. Some stretch goals, such as a second faction and player constructed infrastructure, will be unavailable if we do not raise enough money during the Kickstarter campaign. Other stretch goals such as modding and built-in corporation support may be added after the game ships if we continue to raise funds post-Kickstarter."
If you found this at all interesting, be sure to check out some of the videos, images and links below and I hope you'll become a part of this too.
Thank you!
Trailer (Don't forget to turn on HD!)
Prototype gameplay
Some concepts for potential up and coming ships. (All images below are quite large)
Kickstarter:
https://www.kickstarter.com/projects/309114309/infinity-battlescape?ref=nav_searchI-Novae Website:
https://inovaestudios.com/I-Novae YouTube Channel:
https://www.youtube.com/channel/UCNEHBrhTUN4P_ZxIy29DNQwFAQ:
https://forums.inovaestudios.com/t/infinity-battlescape-faq/1112