Questions & Answers
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.
Battescape Q&A video
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.
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.
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.
Procedural asteroid WIP video
And again, I would like to personally thank everybody that contributed to our Kickstarter campaign.