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  1. #1
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    Cool Critical Point: Incursion - FPS (PC)

    EDIT: 27.05.2012
    Please note, there are many new updates which have been posted in this thread, so please check the other posts for our latest progress!


    Latest News Post Pre-Alpha Gameplay Trailer

    Skip to previews News Posts:
    STEAM - Greenlight
    BOOM, HEADSHOT!
    UDK Level Flyby - Seclusion
    July: CPi write an article on Clanbase
    April
    May
    June code update
    June code & weapon media
    July Level & Weapon update
    July objective and gameplay Code update


    World Premiere Pre-Alpha Gameplay Trailer


    Please help us get on STEAM by voting on GREENLIGHT. We have our eyes set on a beta next year (2013).
    Hit "like" or "rate" in the bottom hand corner (usually a thumbs up) and also share us on your facebook and social sites.

    Seclusion level fly by



    About Us
    Critical Point: Incursion is a standalone game created with Epic Games' Unreal Development Kit.

    Incursion is a semi-realistic, arcade-like first-person shooter combining tactical gameplay with arcade-style speed. Utilising a wide variety of modern weaponry and set in fantastically rendered locations, the Mercenaries and Special Forces meet at a critical point!

    In a rush-based mode as seen in first-person shooters such as CoD4, Battlefield 3, Counter Strike and TO:AoT, teams are given level-specific objectives in round-based scenarios!

    CP:I is aimed at a large player base, offering a huge platform for competitive clan and league play, allowing individuals to shine and capture their glory regardless of how many hours they have played. It accentuates skill vs luck, aiming vs spraying, etc.

    We differ from the competition by having no unlockables, no RPG's, no claymores, no tanks, jets or other vehicles. No spotting of enemies, no gimmicks affecting reloading, no influence on aiming, and no movement hit penalties when shot!

    Just PURE infantry combat action!!

    If you love action-packed first person shooters with great community involvement, then Critical Point: Incursion is for you!


    Why the name change?
    Firstly, Tactical Assault was a name familiar with many and often associated (wrongly) with the legendary game Tactical Operations: Assault on Terror (TO:AoT). This is wrong and we do not want to give this false impression.

    Secondly, to prevent possible legal issues arising in the future due to using Infogrames' intellectual property, we decided that this was the best time to change our brand and set us aside, as our own games company, making our own game - Critical Point: Incursion.

    Remington M700

    What does that mean?
    It means that CP:I is our new brand, and that Tactical Assault is ditched and it is a thing of the past.
    We know many of you (and our developers) come from the TO scene, and yes, certain aspects of our game may be deemed similar, however, we are a team making our own game, a modernised version, under our own unique name.

    What happens to CP:I?
    Regarding the game's development, nothing has changed! We are chugging away as usual, and have made huge leaps in the last few months!

    SIG 552 Commando

    What can we expect in the future?
    As we are still an indie team, we remind you that we are doing this in our free time without pay, with the majority of us working full time jobs. So it’s difficult and will remain so to give accurate deadlines that we can promise to achieve. This was a problem in the past and not something we will repeat.

    C4 Bomb

    Huh... I read somewhere that CP:I is linked with Dominating Studios, who are they...?
    Okay, so amongst the rebranding of our game product we took the opportunity to give our team a professional name, because we wanted to be taken more seriously as a game studio!

    www.DominatingStudios.com


    Ingame Weapon Screenshots[/center]

    In addition of our media update, we went one step further to release some sneak teaser screenshots of our weapons in-game! We know this was something the community has longed for and we hope these high resolution images leave you drooling for more




    So that’s all for now. It’s your turn for the faithful community to spread the word of our new changes and get people visiting our sites!

    www.dominatingstudios.com
    www.criticalpointgame.com

    Facebook
    Twitter
    ModDB


    All the best,
    Your Critical Point team

    ------------------------------------------------------------------------------------------------------------
    WE ARE RECRUITING
    Check out our latest recruitment thread too for more info http://forums.epicgames.com/threads/902340-Critical-Point-Incursion-FPS-(Effects-Artist-Coder-amp-Weapons-Animator-searched)
    - UI Scaleform Artist
    - Uscript Coder (general gameplay and weapons)
    Last edited by aRny; 10-15-2012 at 12:37 PM. Reason: added video promo

  2. #2
    Skaarj
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    any videos?
    i'm a counter-strike fan and i was waiting for a game like this
    also, i would like to join beta test
    and one more question: will u sell your game or distribute it for free?
    ARE WE THE GODS

  3. #3
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    Quote Originally Posted by epileptick View Post
    any videos?
    i'm a counter-strike fan and i was waiting for a game like this
    also, i would like to join beta test
    and one more question: will u sell your game or distribute it for free?
    Hello epileptick,

    We do not have any videos just of yet, although we are nearing a stage to show off ingame footage soon.
    We have some videos of our level fly-through and some character close ups on a turn table, for that you can check out our youtube account:

    http://www.youtube.com/user/TacticalAssaultChan/videos

    For now we have no need for beta testers, we have a good intern group dedicated to this area working on our Alpha, before we are ready to go live with a demo, we shall then advertise for testers.

    As for your last question, it was intended to release this as F2P however that is looking less and less likely with us looking to go commercial, sell through steam and other channels - but nothing is concrete as of yet.
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  4. #4
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    Default Spectating, Ghostcam and gameplay Mechanics


    presents you a CODE update for...

    Dear Community,

    we posted an exclusive facebook post and wanted to share this as an official update with you all here! This version is slightly different than that posted on facebook, so we do recommend to reading this one as well!

    Travis aka "Rogue" has been busy coding the CP:I spectator, ghostcam and player ruleset systems. All are nearly complete, we'd say a good 90% done and ready for huge in-game testing soon.

    We wanted to give you an inside view of what he has been up too and how we are progressing in general


    RULESETS:
    Everything you can imagine has been thought through, rulesets to handle player leaving when no damage and damage has done and how this affects player numbers, negative death scoring and so on. This will mean if your client crashes or you disconnect, you will be able to rejoin the current round as long as no damage is done, by any player or team.

    Do you recall loosing all your guns in other games when you crashed or your internet dropped? Well don't worry as we are already planning to introduce a system that will remember your players inventory so when you rejoin you will return with the monetry value of the weapons held at the time of leaving. This still needs further definition, but rest assured we are really covering all areas to bring you a game both fun to play and minimising those annoying moments that made you rage quit as in other FPS games.

    When joining the server for the first time, you are added as a spectator until you have chosen a team/ character from our selection menu.
    - when selecting random team, swat, or merc. You join in-game changing from specator state to Player state.
    - Admins can configure if the server joining is random "force teams" or manually selectable.

    This takes into account what to do if a player joins, if the admin turns on "force balance team" option and which team to put them on too, first checking the number of players on each team, then if they have the same number of players, it checks the team scores and puts a new player on the loosing team.


    SPECTATOR:
    We have 3 sets of spectating, from "none" (which is turned off), to "view all" (can view players on both teams) to "view team" (your own team mates only) - all of these are server side handled, and every player can see these server options within our welcome screen.

    Please note: this is not a REAL Spectator slot, this is just "ingame spectating" when dead.

    --When Spectating is set to team only, not to all players
    Left mouse click = cycle through team mates
    MouseUp/Down = cycle forwards/ backwards through team members
    Right mouse click = change to ghost cam, to fly around map

    ** ghostcam should only be allowed if the server setting permits this **

    --When Spectating is set to ALL players/teams
    Left mouse click = cycle forward through members ( all alive players of OWN team, then auto cycles through other team, then restarts cycle from beginning)
    Right mouse click = change to ghost cam, to fly around map
    Use Key = switches to other team directly

    ** ghostcam should only be allowed if the server setting permits this **

    - if player following DIES, it switches to next available player automatically (depending on spectator setting)
    - so far all player movements are replicated in-eyes, including hud elements.

    REAL SPECTATOR:
    This only works if enabled by the server admin.
    - if in buytime OR end of round: spectator will continue to follow the last player selected (if he exists). This is good if an admin is watching a certain player, or someone is making a video using fraps or a demo (demo not yet integrated but planned). This means they dont have to keep selecting through the whole team players again.
    - if no one is alive: it then returns to ghostcam mode. (ghostcam mode is always available for real spectators)

    You can view all players, cycling through both teams, back and forward:

    Left mouse click = cycle forward through members (all alive players of 1 team, then auto cycles through other team, then restarts cycle from beginning)
    Right mouse click = change to ghost cam, to fly around map // see below
    Use Key = switches to other team directly

    ** TO DO **
    We just need to replicate the player hud you are spectating, their weapon animation and effects. After this the whole spectator area can be marked off as complete! We are then moving onto core gameplay areas, looking at the Team deathmatch type, team and player scoring, points, damage and general featues such as teamtalk, open say, game console, death messages etc.. not forgetting looking to revise our money allowance system in combination to our buy menu and weapons.

    We hope this was a good insight into our development progress and gives you an idea where we are at the moment. We look forward to your feedback and any questions you may have.

    Check our our Facebook & Twitter pages and click "like" at the top of our site if you want more media updates like this next time round too!
    &

    We are still over on moddb, check us out at:

    Best regards,

    Your CP:I Team
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  5. #5
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    Wow, this looks great! The weapon models are fantastic, please don't abadon this project

  6. #6
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    Hi Derp,

    well the project started some 5 years ago, on ut2k4, then we ported to ut3, then udk came out.. and we had to start from scratch.
    It seems like a snow ball effect, but we constantly saw what the new engines had to offer and when udk came out, despite loosing all work, assets and CODE it has been worth the battle.

    So to answer your question, as you can see in the last 1.5 - 2 years since we started brand new on the udk platform (approx) we are not likely to give up, we are well motivated and sure of our project.

    Come follow us on facebook and spread the word fans
    http://www.facebook.com/#!/dominatingstudios
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  7. #7
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    presents you a CODE update for...

    Dear the "Epic" Community,

    We thought we would give you just a small update to keep you informed on our progress, which is moving forward rapidly!

    Our code base for all weapons is now in place, acting as a solid template for all guns! We have 2 weapons currently in-game and functioning as intended, including excellent looking bullet impact effects and muzzle flash effects from Jason "Midwinterdreams" to finish them off nicely.

    We will gradually start coding the other weapons one by one, allowing us to start organising internal alpha tests and balance weapons and gameplay in-depth.

    Here is a stunning UDK render of our MP5K which is eagerly waiting to be abused!

    MP5K
    Modelled & textured by Stefan “rockstar6” Groenewoud



    WillyG has nearly finished coding the HE and Flash Nades, which we can’t wait to get in-game! James "Molez" has already put together an awesome looking effect for the explosion together with dust and smoke particles.

    Travis "Rogue" has tidied up more gameplay aspects, concentrating this week on the buytime, round, and map time, allowing admins to customise and change these values on the fly.

    Kolby has nearly finished our armour system, which for a user works brilliantly as expected, calculating which armour was purchased, the current "health" status of the armour and the player, and working out what % to reduce the first hit by, then calculating the second hit by the first hit impact. Internally we can only describe this as hugely COMPLEX in large letters. This deserves its own post later with some graphs to show you how it works.

    Jason has also tidied up our welcome screen UI, which is pretty much polished, and we are then moving onto the in-game menus and HUD elements.

    As you can see, there’s so much coming together from all angles, and as every week passes we are a step closer to being able to work on an in-game video! We can't say when, except that it is now our number one priority.

    We hope our small updates keep your taste buds wet with excitement in the meantime
    If you like what you're seeing, then "Like" our Facebook page!

    Facebook:
    Twitter:
    MODDB:

    Your Critical Point Team!
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  8. #8
    MSgt. Shooter Person
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    Some of your work looks really good, I can't wait to get in there and "pwn some nubs", Your environments in the screenshot are rather detailed, Can't wait to see the upcoming teaser shots...
    XstreamTech
    Luke Griffiths // XstreamTech Team Lead
    Recruitment Thread open positions available : UDK Recruitment thread
    XstreamTech Website : http://www.xstreamtech.co.uk

  9. #9
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    We have begun production on some flythrough videos to keep the appetites wet with hunger!
    Thanks for the feedback, positive comments are far and few between since people tend to take the time to complain at something

    Stay tuned
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  10. #10
    Skaarj
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    Nice work Arny :P

  11. #11
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    More code updates for you eager fans! Huge progress made in the last week with an ungodly amount of bugs and features added in.

    - Springfield pistol added ingame
    - KA-Bar knife now ingame : but has alot of tweaks to be done, hit dmg, decal, firing type
    - SIG 552 now ingame : this is now complete except an animator issue with wrong bone named
    - Basic Sound Announcers ingame : needs retesting
    - Login Menu fixed : this took a crap load of man hours to fix for online, offline, using open command and the ingame menu
    - Fixed player moving in pre-round
    - Tidied up localisation on main menu titles
    - Controlled how menus view on main menu, disabling and hiding menus correctly when switching
    - Fixed a bug where no message showed if the game didnt find a winner
    - Single and burst fire functions work
    - HE nade is nearly finished and ingame, needs some fixing to adjust bounce, arc of throw and damage type/ radius
    - Temporary Flashbang code added ingame. Needs a lot more work for effect and control when to show, to what brightness and so on.
    - Fixed a bug in buyzone and objectives not working

    TOO
    Stuff next to be done mentioned mentioned above plus the below:-
    - Hitboxes plugged ingame are so accurate that infact.. they are too accurate. sometimes a few pixels are not registered on the player helmet, so this is to be fixed
    - Buy menu needs plugging in
    - Money reward and point system needs plugging in
    - Player Bomb and Bomb objective need doing
    - We are waiting on dev commands to fix and tweak weapon aimerror and recoil values
    - Flashlight torch and nightvision are also on the list to be done

    We are recruiting, check out our post here:
    http://forums.epicgames.com/threads/...ator-searched)

    Regards
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  12. #12
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    I am looking forward to this! Very cool project!

  13. #13
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    presents you...

    Dear Community,

    Here we are again with some updates, just to keep you informed on our increasing progress! We see the light at the end of the tunnel and everything is starting to come together piece by piece.

    This edition focuses on our code, weapons and animation departments, bringing you news about:

    - Aim Error & Recoil
    - Hit directional indicators
    - Character Animation
    - Weapon functionality
    - Armour System
    - Say & Teamsay chat facility


    Also one of our latest weapons to be completed is our HK G3kA4, so we would like to show that off to you!
    HK G3kA4
    Modelled & textured by Joel “Flakk” Dabrosin



    For the full update, visit: http://www.criticalpointgame.com

    All the best,
    Your Critical Point team


    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  14. #14
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    presents you...

    Dear Community,

    Summer is here, although the weather seems late in joining the party! Anyhow, we hope you are all enjoying the break if you're lucky enough to have leave from work or break in your education. We over at Critical Point: Incursion have been quiet over the last 3 weeks, taking a much needed vacation, but it's safe to say that the majority of us are now back on track with progress moving along as expected.

    Some recent activity over on facebook will enlighten you with some "unofficial" pictures, movie and progress updates that should keep your taste buds tingling in between our official front page news.
    Check us out over at Facebook Dominating Studios

    Here is what we have been working on lately:

    AK 47
    Modelled & textured by Joel “Flakk” Dabrosin


    Joel has done a brilliant job! He really came up with the goods on this awesome looking AK-47, which will be a Mercenary-only weapon.

    With this update, it is our opportunity to thank Joel for his professionalism and help on this team. He has been a great addition and we will be sad to see him go. Yes, this is the last weapon he will be doing for Critical Point.
    Why? Joel got hired by a major game company (which we cannot mention) and we wish him all the best in the future. Good luck, knock them dead!


    Infidel
    Level Design, Models & Textures by Joakim "karatekodden" Stigsson
    Additional Level changes by Matt Lefevere, Pleun "Ssswing" Meuwissen & Peter Aldred
    Additional assets below are made by Eugene Chu



    READ MORE AT: CPi Official Site

    All the best,
    Your Critical Point team

    &

    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  15. #15
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    Really looking great good job! Can`t wait to see the finished product

  16. #16
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    So much going on internally that we've had little time to keep you guys updated! Rest assured heres a little snippet of the massive amounts of code gone underway:

    C4 Bomb is animated, ingame and the whole objective code working as intended. Mercs can plant the bomb and Swat can diffuse this, with the round mechanics taking into consideration what to do if the bomb explodes, map/ round time runs out or if the Swat diffuse this.

    Next finished is our flashbang, I can only saw WOW - this is really "blinding" (excuse the pun). The 1st person effects done by 3DZippo are great, with our new trialist Juan putting together an incredible looking 3rd Person effect that deploys with sparks spiraling in a fountain of chaos and leaving behind an impact decal.

    WillyG has been busy coding all of this in, its not yet ready to be shown off but its getting there with minor tweaks needed for exposure settings at different distances.

    Same to be said for the HE Nade, this is done - excellent work from our lead artist Molez! Flash of explosion followed by a puff of smoke lingering in the air. Its just eye candy galore!

    Our Melee is ingame and now fully works, kolby was busy working on the logic here as we have a slash/ diagonal hit/ animation which had to be synced 100%. Hes now working on our laser dot which is nearly finished.

    Anyhow, thats all for now - hope you enjoyed the small update

    Cheers
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  17. #17
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    We're back! this time with more of a PR stunt, as we would like to bring you all to the attention that CPi had an opportunity to write a nice article about ourselves, our team, our progress and of course our game!
    Please go and check it out on Clanbase, one of the biggest clan ladder and cup gaming site.

    http://clanbase.ggl.com/news.php?nid=371013
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  18. #18
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    Critical Point: Incursion present you a level fly by through "Seclusion" - check it out on youtube below

    Ingame Flyby - Seclusion:


    This is also on our Facebook page, click "like" if you enjoyed this and click "Share" if you want more!!
    http://www.facebook.com/dominatingstudios
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  19. #19
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    Incredibly detailed map. You can really see the number of iterations
    Helicopter Source | Download
    UDK Helicopter | Physics
    UDK Helicopter | Laser Guided Missile System

  20. #20
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    thanks Denny, that is the minimal standards all of our Levels are at. Currently we have 4 to the same quality with 3 more upcoming in early stages.
    We hope to gain more backing and support as right now this are coming alive very fast, code wise speaking
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  21. #21
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    Here is an inside look on Critical Points task process:

    Completed tasks to date: 1162
    Open Tasks (assigned): 118
    Open Tasks (unassigned): 114



    We are making huge progress, the light is at the end of the tunnel and we are working hard towards an internal Alpha build.
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  22. #22
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    make sure to think about the tasks that appear at the end of every project. You know, the stuff that nobody really thought about and that is hard to fix

    I am sure you know what I am talking about

    Quote Originally Posted by Tom Cargill
    The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time.
    Helicopter Source | Download
    UDK Helicopter | Physics
    UDK Helicopter | Laser Guided Missile System

  23. #23
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    i have no idea what you are talking about Denny, i think i need a crystal ball or something
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  24. #24
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    I think he means that showing us your task tracker as an indication of anything is probably one of the most meaningless things we've ever seen, although I'm sure it's fairly exciting for you. Expect those numbers to gain an extra zero or two when you reach alpha and do some meaningful testing on it (I hope you actually really mean beta, by now because I've been waiting to play this for *some* time and 'look at our maps' is starting to wear thin ).
    Last edited by Jetfire; 08-09-2012 at 07:30 AM.

  25. #25
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    haha. Well, thats your opinion and I respect that.
    Many people have asked us for a beta date, open or closed - doesnt matter. To which we still cant say when, just as we dont know and these things can spiral out of control and change at the tip of a hat.

    So, we thought it would be best to give an indication on the progress made, and how many open tasks are left.
    Of course one task from the other can vary in time and man hours needed. But none the less, if you take a look at our ingame pictures (weapon range) plus our levels and code updates, you should be able to put together a big enough picture to know that date is very close.

    Of course for those less creative or not inclined to dig deep and find that info, will be somewhat annoyed at the pictures as it doesnt give them much to go by.

    Bugs are always innevitable, development is always continuous and never ending. Theres always a hidden feature or new stuff to be implemented - thats the development life cylce for you. So to answer your question, yes we plan on more "tasks" after a beta. Thats natural and those tasks listed, do not include tasks that are already planned and lined up for a new patch (stuff that is more advanced, better features - that are not core gameplay mechanics)
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  26. #26
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    I agree with JetFire. A gameplay vid would be better. The project has been around forever.
    Hamad Al-Hasan
    Gameplay Programmer / Technical Artist
    Portfolio: http://www.alhasanstudio.com/

    Personal Project: zBioBlow !


    UDK Version: Feb-2013
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  27. #27
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    gameplay vid requires everything coming together at once.
    thats not just 1p weapon animations, thats 1p weapon effects, sounds and so on.

    Sure some of them are done on a few weapons. That wouldnt be an issue.
    But then that would have to be without a HUD as the UI isnt finished. Okay perhaps acceptable by some, but i see that as rushing and showing off unfinished work.

    Then of course theres the 3P stuff you expect in a gameplay vid, impact effects, what about other characters to fight against, blood splatters, character animations, 3P weapon effects, muzzleflash and so on. Of course that involves all the replication issues.

    In my opinion, to show an ingame video, you need ALL of that working together. Not just the 1P perspective.
    Now ill be honest, we're probably about 80% the way through all of it.

    Hell we got so many things we could show "individually" but I dont see the point in it.
    Some people will never be happy or find a reason to complain. Or do I see that wrongly?
    Project Manager
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  28. #28
    Redeemer
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    Have you seen Heaven Variant for example? I've been following them ever since they announced their project. They had alot of "unfinished" work and alot of placeholder stuff. That's just one example, going through this forum you will see a bunch of others who still show off their work regardless of what has been done so far. So imo, I don't think that's a valid reason. Your project has been around for years man and thus requesting a gameplay video is reasonable.
    Hamad Al-Hasan
    Gameplay Programmer / Technical Artist
    Portfolio: http://www.alhasanstudio.com/

    Personal Project: zBioBlow !


    UDK Version: Feb-2013
    OS: Windows 7 Ultimate 64-bit - Service Pack 1
    Intel Core i7 960 3.2 GHz 8MB L3 Cache LGA 1366 130W Quad Core CPU
    12 GB DDR3 Mushkin PC3-12800 998959 (6 x 2048MB) 6-9-7-24 1.65V Blackline
    ASUS Sabertooth X58 LGA 1366 Intel X58 SATA 6Gb/s USB 3.0 ATX Intel Motherboard
    EVGA GTX 580 1.5 GB GDDR5 - Driver Version: 296.10

  29. #29
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    presents you...


    Dear Community,

    We have made a lot of improvements thanks to your feedback. We do our best to keep the standards as high as possible, but ultimately, you, our loyal fans, are the final point of inspection!

    After the transition from the Unreal Tournament 3 engine to the new Unreal Development Kit (UDK) back in 2009, we noticed that many weapons and assets were not up to our standards. It takes a lot of soul-searching and persistence to turn around to your team (and your fans) to tell them, "We are doing it all over from the start!"

    FULL ARTICLE WITH NEW WEAPONS AND SCREENSHOTS

    However, there is always a silver lining, and we have pushed the quality barrier to a new high in all areas, above and beyond many indie games, which will ultimately help assist in the game's future success.




    We received a lot of comments from the big changes new outlook media release across the forums, facebook, twitter and indieDB. We are hugely thankful and appreciative of that!

    The team has worked tremendously hard since the rebrand in March 2012, in particular Alexey "3dzipp0" Medyanik, whom has stepped up the pace, moving into the role of Environment Artist & Lead Weapon Artist, coordinating and ensuring we meet our high standards and our milestone plans.

    Enjoy the current heatwave and click like on our facebook page if you want more like this!

    &





    All the best
    Your Critical Point Team
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
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    Check our our Facebook page here: link here

  30. #30
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    Yeah I do agree with the other guys. When you're making this type of game it would just be cool to see you guys playing. I think a lot of people are pretty forgiving when you can see place holder assets and unfinished stuff. Game play with shooters is your biggest selling point!

  31. #31
    MSgt. Shooter Person
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    I can safely tell you, we are working on ingame video material right now.
    No idea on an expected time of delivery, but keep watching our twitter and facebook news feed for more information.
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
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  32. #32
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    Hi everyone,

    Steam are offering gamers the chance to vote for their favourite games using "Greenlight"

    We would love it if you all voted and got spread the word across your friends and various networks to vote too, as we see this as an important step for the future of Critial Point: Incursion!!

    Visit our page here

    STEAM - Greenlight

    Please hit "like" or "rate" in the bottom hand corner (usually a thumbs up) and also share us on your facebook and social sites.

    Thanks
    TOP-Proto

    &


    Your Critical Point Team
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  33. #33
    MSgt. Shooter Person
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    We have our first ever gameplay trailer in the making!!
    Read below on what to expect over at our Facebook fanpage.

    http://www.facebook.com/dominatingst...04672312931579
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  34. #34
    MSgt. Shooter Person
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    Our world premiere pre-alpha trailer is now live
    See this thread for more infos:

    http://forums.epicgames.com/threads/...t-Incursion%29
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here


 

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