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2011 Retrospective


NevilClavain
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Better late than never, Infinity's lead programmer published the 2011 retrospective article on the project website

http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=118&Itemid=26

But still no release date, neither for the game or for a small planet engine demo 😕

My own conclusion : wait and see


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As I said in the Notch thread if his game has seamless planet landings then might kill off Infinity for good as this was the big selling point of infinity.


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DiabloTigerSix
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Hmmm, how big is their staff, I wonder?


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NevilClavain
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Around 5-6 person; 2 of them are developpers


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Have they really been at this for nearly ten years now.


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s2odan
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Yes its been a very long time, they released the combat prototype 6 years ago now.

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As I said in the Notch thread if his game has seamless planet landings then might kill off Infinity for good as this was the big selling point of infinity.

I don't know much about this new Notch game but they seem to be pretty different in terms of scope.

Hehe, from the nwebsite about 0x10C :

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The computer in the game is a fully functioning emulated 16 bit CPU that can be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish.

That is pretty cool.


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Pinback
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I think Eve has something similar to the 0x10c emulator/computer.


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DarkOne
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The I-Novae engine is really good, its just a shame they are understaffed to get the game to market quicker. I think they should do a kickstarter to get this game publicity and get it out sooner than the speculated times of 2013/14. Because you do have to factor in personal time (10yrs) and will all that time be re-cooped by the sale of Infinity....? Probably not, so I would at the least get the game out on a small scale (ie: 25-50k galaxies instead of the millions/billions they are doing). A 25-50k galaxy in size game could at least please the base while you continue to work and make money.

I just don't want to see these developers time and efforts go unrewarded.


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trumpet
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'sscadmin' wrote:

The I-Novae engine is really good, its just a shame they are understaffed to get the game to market quicker. I think they should do a kickstarter to get this game publicity and get it out sooner than the speculated times of 2013/14. Because you do have to factor in personal time (10yrs) and will all that time be re-cooped by the sale of Infinity....? Probably not, so I would at the least get the game out on a small scale (ie: 25-50k galaxies instead of the millions/billions they are doing). A 25-50k galaxy in size game could at least please the base while you continue to work and make money.

I just don't want to see these developers time and efforts go unrewarded.

I agree - heck I'd take 10-20 showcase star systems that champion the range, scope/scale and level of render detail i-novae promises..

If they released that as version 0 I'd be all Fry "Shutup and take my money!"

use that $ to version bump it.

i-novae is just this insane tech but the world is catching up

screenshots from the latest evochron engine look pretty solid, then there's rodina that looks pretty nice, of corse the notch threat although I figure that'll be a little retro...

then there's the tech demo scene too like proland and space engine

by 2014 I feel we're going to get some kind of awesome seamless planetary space sim... the one David should have given his loyal fans years ago....


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DarkOne
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Yes, exactly. It's not that I am a crazy fan and want the game no matter what state it is in. I want the devs to be successful so they can still work on their dream and make money doing it. Because you are right there is some games/engines in the works that are comparable and have no doubt that they will take advantage of Infinity's in-action. People do under-estimate being the first to market. Infinity would be the only MMO to have a unimaginable scale of game world and the freedom they are giving their gamers to interact with it. It is a shame that a great game can fall down without the marketing and business plan to move the game to the consumer.


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s2odan
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AFAIK the engine is pretty much complete, which means: 10 starsystems, 100 starsystems or a billion don't make much difference as the procedural galaxy is already complete so reducing the number of systems would not really yield any benefit. You would stil have to program a game and all the features therein.

IMO a full sized simulated galaxy is as important a feature as seamless space to planet transitions. It's just so cool <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />


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