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[GREENLIT] Critical Point: Incursion - FPS (PC)

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    [GREENLIT] Critical Point: Incursion - FPS (PC)

    EDIT: 05.12.2013
    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
    February 2014 Development update & features:
    http://forums.epicgames.com/threads/...4#post31793394

    Skip to previews News Posts:
    Critical Point: Inclusion gets greenlit!
    Pre-Alpha Gameplay Trailer
    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

    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)

    #2
    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?

    Comment


      #3
      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.

      Comment


        #4
        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

        Comment


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

          Comment


            #6
            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

            Comment


              #7

              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!

              Comment


                #8
                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...

                Comment


                  #9
                  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

                  Comment


                    #10
                    Nice work Arny :P

                    Comment


                      #11
                      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 **** 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

                      Comment


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

                        Comment


                          #13

                          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


                          Comment


                            #14

                            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

                            &

                            Comment


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

                              Comment

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