Monthly Report #2: Beta launch ( 9th of February )
Hey everybody, here are the latest news in Infinity: Battlescape's development. First of all, if you haven't seen yet, we recently announced the launch of the permanent beta for Lunar supporters or above on the 9th of February (next Saturday).
As usual, all the details are available on our forums at https://forums.inovaestudios.com/t/infinity-battlescape-beta-launch-9th-february-2019/7112
If you haven't pledged yet or want to upgrade your pledge to the Lunar supporter level to participate to the beta, you can do so on our website ( https://inovaestudios.com/Battlescape/ )
Please be aware that the beta isn't feature or content complete yet; it is basically an extension of the alpha. We decided to release the beta now due to timing constraints and also because we feel that beta backers have been patiently waiting for a long time for their full access, due to our development being delayed by more than a year. We are still planning on launching the game, probably in Early access, towards the end of the year.
In other development news: this monthly report will actually cover 2 months, December and January. The reason is that December was a slow month due to the usual holidays, so there was less news to report. That doesn't mean that we've been idling in December though, however we used a couple weeks to conduct experiments related to the AI and flight model ( see update #131 ).
Update #130: Capital ships, Armor plating, Heat mechanics
In Early december we released patch 0.3.5.0. It introduced collision mesh bodies ( instead of gross bounding boxes ), which allows interceptors to fly close to the hull of a capital ship. The gas giant color was tweaked (many people didn't like the purple color theme, so we switched to a more natural blue-cyan). We also introduced new gameplay mechanics: armor plating (which reduces incoming kinetic damage, especially for capital ships) and heat mechanics (kinetic weapons generate heat points, which accumulate and cause the weapon to shut down for a few seconds when the maximum is reached). Finally, the first iteration for the improved capital ships control scheme (decoupling movement and camera view) has been implemented. All the details are available here:
Update #131: AI and flight model experiments
The interception algorithm, used for flight assist, AI bots and missiles, has been improved. We've also made many experimental changes to the behavior of AI bots to give more structure and reduce chaos in the battles. AI bots are smarter and will choose their targets more carefully. They will also regroup and sometimes chase each others in various formations. Finally we are introducing a bunch of flight model experiments (reducing linear accelerations on ships, introducing a soft cap speed and reducing the velocity of weapons projectiles) to see how it affects combat and if it improves it. Those changes will be included in the patch for the beta.
Update #132: Road to Beta
This update comes back on the state of the project and the roadmap for the rest of the year. After the beta launch, we'll focus on building up the full user interface (UI) and menus. We're still missing important gameplay features, including the star map, spawn/ship selection and upgrades menu, and the missions system. Come May/June we'll focus our efforts on bug fixing, polishing (improving special effects, replacing the placeholder sounds/musics), optimizing and planning for the game's launch in Early access around September.