Infinity: Battlescape

Infinity: Battlescape

 This topic has been pinned, so it's probably important
INovaeFlavien  [developer] Sep 29, 2019 @ 2:33pm
Roadmap
Roadmap

This is our revised roadmap as of May / June 2020.

Disclaimer: the timelines are only estimations at a given moment in time and priorities may change at any time - stay in touch with our dev updates if you want to know why priorities have shifted. Also keep in mind we're a 5-devs small team, so urgent issues and bugs may slip in and delay regular new development features. TL;DR: this roadmap is not set in stone and will evolve dynamically.

Implemented
Features already implemented in game since the early access launch. Note that some of these might require further tweaking and improvements at a later stage. We'll keep iterating on all aspects of the game for a long time.
  • HUD cleaning / decluttering / making things more clear
  • Team chat and improving communications
  • Input event and control scheme unification ( a lot of players are confused by the way the current system works, and think their controllers do not detect pitch / yaw )
  • Anti-missile / torpedoes laser counter-measures for capital ships
  • Auto-repairing turrets / modules on stations and other installations
  • Revamping capital ships control schemes, cameras and weapons management
  • Extra joysticks / HOTAS / hardware testing
  • Better anti-aliasing ( temporal AA )
  • HUD improvements and custom MFDs

Next quarter 2020 (Q2 / Q3):
  • Sensors overlay
  • Making the star map more useful and interactive
  • Helper screens and more alerts and contextual info tips in game
  • Battle reports / statistics / player stats / team stats
  • Credits redistribution and team scoring ( / ladder rankings )
  • Improvements to battle progression
  • Improvements to match progression
  • Revamping the mission screen / objectives + AI battle objectives
  • Improvements to carrier gameplay + repair / resupply ability
  • Revamping / increasing static defenses

Summer / Fall 2020 (Q3 / Q4)
  • Sub-systems targetting
  • Game balance: another pass on weapons / locking, corvette repairs / rewards
  • Ship upgrades ( first iteration; we won't necessarily have much new content there. Maybe a new weapon and EMP missiles )
  • Electronic warfare
  • Revamping shields and adding localized shield systems ( front+back, 4-directional shileds etc.. )
  • Squads system

Before full release (ETA: unknown: EOY 2020 or first-half 2021?)
  • Second pass over ship upgrades: adding more weapons, more upgrades and more variety to the content
  • Assets streaming and performance improvements to eliminate the high video-ram needs, causing micro-stutter and freezes
  • New battlescapes and new planets, including the first Ocean planet
  • Localized damage ( disabling thrusters, armor pieces ) and visual effects ( damage decals, more effects )
  • Networking improvements, especially related to client side prediction for projectiles )
  • In-game communication system ( this one is tricky, so we'll be looking into it, but it might easily slide to next year )
  • Persistent progression system with unlockable content based on your military ranking ( weapons, bobbleheads, skins, decals )
  • TrackIR support
  • Orbital bombardment with nukes
  • New visual effects and improvements ( better HDR / tonemapping, new shader effects, glass / refraction etc.. )
  • More planets and environments, maybe props on planets
  • General AI improvements, having AI ships travel between planets in warp
  • Solo / off-line sandbox + dedicated servers
  • In-game tutorials
  • Kickstarter rewards: bobbleheads, extra steam copies, statues, skins..

After full release:
Note: that list is not exhaustive - we can definitely consider adding new ships and more content, but it's too soon to announce anything just yet.
  • Investigating VR support
  • Additional missions / side activities
  • Investigating modding support
  • Mission editor

Side missions content

Note that one important feature is missing from this roadmap: side missions. It's a tricky one, because it's important to retain the player's attention, but it requires a lot of work and will not delivered as a single feature in a single patch, but more progressively as we improve the system over a long series of patches, over the entire next year.

We haven't fully decided how far we want to go with side missions. At the very least we want to offer escort / attack missions, assassinations / bounty hunting, or things such as scavenging. Some of these missions could have conflicting objectives with players on the opposite team, which would in fact turn these side missions into "mini-game modes" naturally integrated into the game. We'll see exactly how far we can go with this, but keep in mind Battlescape is warfare focused, so you should not expect things such as trading or mining.

That's it for now - if you have more feedback, just let us know on the Steam forums or on the I-Novae forums. We still have a long road (map) ahead of us, but your support is appreciated. Thank you !

-Flavien Brebion
I-Novae Studios
Last edited by INovaeFlavien; May 22 @ 7:50am
< >
Showing 16-30 of 33 comments
nkm Nov 4, 2019 @ 11:22am 
@Roadblock Dio: your message is getting boring.
So when will the short term content come? I am waiting for upgradable ships :D. I think thats an important point this game needs. Individualization and playing with different ship custimizations would be a lot of fun I believe.
quicKmEtaL Dec 4, 2019 @ 11:55pm 
Hopefully the sub system targeting will have a profound effect on the tactics in the game. I hope there are penalties not just a health bar.
INovaeFlavien  [developer] Dec 7, 2019 @ 2:27pm 
The next big item on the list if the laser counter-measures / anti-missile systems. We encountered many issues while developing it so we had to revamp a few game systems, which has delayed the next patch. Most of this is done, so the patch should be coming in a few days. There are also a number of important bug fixes.

After that we're considering doing another patch before x-mas, which will focus either on sub system targetting and/or battle reports / revamping the scoring/battle stats system. Unfortunately ship upgrades aren't going to be ready in time, so we'll probably delay those for after the x-mas holidays.
Last edited by INovaeFlavien; Dec 7, 2019 @ 2:29pm
陪她看海 Dec 22, 2019 @ 12:03pm 
这是体验版吗?150元。。那正式版上了,还要收费吗?
yehaT Jan 9 @ 11:04am 
The reason I bought this is to fund what's not on these roadmaps. a) a future for something that atleast uses the infinity engine (if that's what it's called) to support seamless (jumpgate free?) travel between star systems. and b) licensing this engine and c) I recall there was talk of giving it away for non-commercial use, not sure if that is still on the cards.

I'd prefer if b) and c) above were a high priority in long term roadmap if a) is not so that others can develop the engine into something that is what I am looking for - something resembling Star Control 2 but with 2.5D and perhaps 3D sections and different kind of multiplayer that is more like the Hyperspace from SC2 but with player ships and fleets.
Last edited by yehaT; Jan 9 @ 11:04am
Hello
I believe in the potential of this game, I love this kind of universe

good luck to all and good game
outfctrl May 18 @ 8:11am 
Sooo...Has TrackIR been implemented yet? Early 2020 (Extra joysticks / HOTAS / hardware testing and official TrackIR support)
INovaeKeith  [developer] May 18 @ 8:06pm 
We support Tobii eye tracking but not TrackIR - we reached out to them about integrating support for their hardware but they did not respond.
outfctrl May 19 @ 4:26am 
Originally posted by INovaeKeith:
We support Tobii eye tracking but not TrackIR - we reached out to them about integrating support for their hardware but they did not respond.

Weird. Ok, thanks for the update.
It's hilarious to me that there are people here complaining that they've been waiting for six weeks for things that were set to arrive in 1-3 weeks. Let's say the standard unit of currency is 5 years of waiting for star citizen, and let's call that an SC$. Your wait time is only like SC$0.02!

I mean no disrespect to the people waiting here for what looks like a very cool game. I find it kind of sad that so much money has gone into SC, and it's sucked the life out of a great game genre in the process.

A bigger, better Space Game Economy deserves to exist, and deserves diversity. Maybe this is it.

I don't recall Battlefield having side missions. They did alright.
Last edited by anticlimber; May 21 @ 10:29pm
INovaeFlavien  [developer] May 23 @ 7:39am 
Originally posted by outfctrl:
Originally posted by INovaeKeith:
We support Tobii eye tracking but not TrackIR - we reached out to them about integrating support for their hardware but they did not respond.

Weird. Ok, thanks for the update.

Interesting: we heard back from TrackIR, who told us that they received a request from one of our players. They confirmed that apparently Keith's inquiry last november had been overlooked and left unanswered. So we're now back in the process of talking to them so that we can integrate their API :)
Last edited by INovaeFlavien; May 23 @ 7:39am
outfctrl May 23 @ 4:40pm 
Thanks...
INovaeFlavien  [developer] Jun 13 @ 2:32pm 
TrackIR implementation is finished and will be available in the next patch ( 0.7.3.0 ) as well as improvements to Tobii Eye tracking.
Last edited by INovaeFlavien; Jun 13 @ 2:32pm
outfctrl Jun 13 @ 3:33pm 
Originally posted by INovaeFlavien:
TrackIR implementation is finished and will be available in the next patch ( 0.7.3.0 ) as well as improvements to Tobii Eye tracking.

Well, I'll be! Thank you
< >
Showing 16-30 of 33 comments
Per page: 15 30 50