Kickstarter is now LIVE:
https://www.kickstarter.com/projects/309114309/infinity-battlescape/descriptionhttps://www.inovaestudios.com/BattlescapeLivestreaming of prototype:
https://www.youtube.com/watch?v=sglhi_PIEX4If you dont know what Infinity: Quest for Earth is... well, look it up. This isn't actually QFE but battlescape... but anyway...
Effectively, they have a great deal of engine, but they need to do a 'smaller' game to finish up and actually make something. Supposedly the game is going to be a small, arena type game with resource management: more details soon.
Heres an old engine video:
https://www.youtube.com/watch?time_continue=11&v=a6a69dMLb_kMore recent video:planetary overview and sweet, sweet rings:
https://www.youtube.com/watch?v=zR9KpK1Ua-QFrom blog: vid showing multiplayer flying in a canyon:
https://inovaedev.blob.core.windows.net/share-pub/Videos/OBS_chase_2.webmQuick blurb from the blurb about prototype thats going to be in kickstarter:
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The Battlescape Game Prototype: expectations
As we have been teasing in the past, I have started working on a prototype of the game. It's obviously in a very early stage, and it is not a pre-alpha. It is a prototype. I really want to emphasize this, because although I'm implementing it so that as many components can be reused in the future, there are major systems that will probably have to get revamped when we start on the actual game after the Kickstarter. Gameplay is experimental, and is currently just used to get a "feel" on how things might play and look like. So don't jump jump to conclusions after seeing it in action ( right now in this blog it'll just be small teasers, but we'll show a lot more during the KS campaign ), nothing in set in stone and it still looks rough.
Let's start with the technical side first. The prototype was built on top of the Kickstarter pitch video assets. Those assets weren't built for the prototype in the first place, which practically means that in terms of polycounts and textures resolution, we've been cutting corners. To give an example, the Hellion has a polycount budget of 11,000 triangles. But this number was set many years ago and is outdated. In recent tests we've pushed this budget to around 200,000 triangles for a small ship like the Hellion, and much more for bigger ships like a carrier. Unfortunately, we didn't have time to remake the assets, so the Hellion still looks low-poly. Rest assured that for the actual game we'll rework all these assets and upgrade their look.
TL;DR: Everything you'll see in the Kickstarter and Prototype is already pretty much already outdated in terms of visual look. I know it sounds weird to say that when it's taken us a long time to get this Kickstarter out of the door, but it's simply a practical consequence of developing all of this in our part time at a lower pace instead of working with real funding. In addition, we're not working with an established engine like Unity or Unreal Engine 4, therefore there are constantly new technical features / improvements that we need to do, which other games / Kickstarters aren't bothering with ( and which allow us to provide you an entire seamless Solar system ! ).
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Looks like its basically funded now!