Blog | About | Contact | Submit Mod | Join Mod DB | Site Map | Media Kit | Desura | RSS
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, claymores, tanks, jets or other vehicles. Just PURE infantry combat action!!
2 comments by a2ny on Feb 14th, 2013
Dear Community,
Here at CP:I we are burning through change logs and updates like no tomorrow due to many code modifications and features being implemented within the last week.
Kolby has been doing a fantastic job helping to smooth out minor issues, fix annoying bugs and visual problems. All these changes are really making CP:I feel like a playable game, please find below a summary of such work which has been going on behind the scenes:
- Implemented Grenade 3p throw animations, as well as Shotgun 3p reload animations
- Implemented the Hacking animation, where the gun is put down in both 1P and 1P perspective mode.
- You can no longer cancel a melee weapon's attack by using your alternate fire key
- All melee weapons should no longer produce a muzzle flash
- You can now stop a shotgun reloading action before the first shell is put in. If the shell inserting action is started, you must wait until the shell is fully loaded and the shotgun pumped before being able to stop the reloading sequence.
- Players can now cancel a reload by swapping weapons or using an objective
- Changed ThirdPersonFireEffects( ... ) design
- Third-person shell reload and pumping animations are now properly synced with their first-person counter-parts
- Adjusted the HackTime to 15seconds
- Players can no longer change crouch or jump states when Hacking an objective.
- WeaponAttachments now properly update again
- Weapons should now properly be set to an Idle state when the player first spawns.
- Fixed 2 instances in which the Sniper scope appeared when swapping weapons. This was caused because of the new state changes
- Fixed a bug that caused a weapon to improperly Activate( ... ) a weapon when leaving a Hacking state
- You can now properly defuse the bomb again
- Fixed a problem with the bomb state code that allowed the player to move when planting the bomb etc.
- The grenade first person throw animation is now shown properly
- Fixed a rare grenade bug that allowed you to throw infinite grenades if you clicked quickly enough after releasing a grenade
- Switching a laser on or off no longer resets the idle animation or forces an empty gun to fire
- Fixed the Muzzle Flash showing for the Bomb in CPAttachment_Bomb.uc
- Adjusted the brightness of muzzle flashes.
- Fixed a bug that locked the player's movements if he was killed when hacking.
- Fixed a bug online that allowed players to look around when hacking, and optimised the code that locked the player's movement.
- Fixed a bug that caused armour to still be visible the next round, after the wearer died.
- Fixed armour shadows not being displayed properly
- Armour will now display on local clients and properly update when purchasing and dying.
- Fixed a bug that allowed players to swap weapons in odd states & when hacking.
- Fixed and tidied up many networked variables for better performance and optimisation
- Fixed many accessed none logging issues
- Completely recoded and optimised the Reloading functions
- Fixed an issue in which Special Forces received 2 round wins for Hostage Rescues and Hacking Objectives
There are still quite a lot of tidying and cleaning up to do as well as implementing one or two new key features, but none the less is the game very polished and coming together quickly.
We are aiming internally to carry out some bigger play tests with several players simultaneously to stress test performance as well as looking for unusual problems that may occur when escaping, hacking and planting/ diffusing.
Keep up the support and if you are an experienced programmer or level designer then do click “apply” to help us push development further.
Ohh and in the meantime here is a teaser picture for a new map in progress, this is a modified and updated version of Infidel which name has now been changed to..
All the best
Your Critical Point Team
Latest tweets from @domstudios
We are still moving, we have just coded in our FF Nade/ Percentage server side options and just got our DE, Mac10, Scar-H ingame :) - aRny
May 12 2013, 7:32am
just took this screenshot from ingame to show the #mossberg off, environment and impact effects - aRny #indieteam #CPi T.co
Feb 3 2013, 9:30am
Nothin' like a beauty shot reloading our KAR-SR25 #sniperrifle #indieteam #cpi - aRny #EPIC #Fjord - BOOM, HEADSHOT T.co
Dec 9 2012, 2:31am
*Shivers* at the thought blowing someone away with this baby! - aRny #indieteam #UDK #cpi #mossberg T.co
Dec 9 2012, 2:29am
#cpi weapon, pain & damage sounds done, hacking objective and a lot of code updates! More to come, keep following - aRny #indiegame #UDK
Dec 2 2012, 5:25pm
#criticalpoint just released a DEV VIDEO on Weapons & Hit Point System. Details on #steam T.co - aRny T.co
Nov 23 2012, 8:12am
JTMarrin "updated fire sounds for KAR SR-25, Glock, Springfield XD45, SIG552 and the UMP: these seem closer and more ballsy to me" - aRny
Nov 18 2012, 4:09pm
Kolby, Proto, aRny and MyPetGoldFish all just finished recording a DEV Video on our weaponry/hit system. coming soon #indieteam #UDK #CPi
Nov 17 2012, 4:02pm
Molez and Juan are working away updating our 3P and 1P weapon effects. Remington 870p shotgun is looking sweet! #indiegame #UDK - aRny
Nov 16 2012, 7:58pm
Nice game! but it's a "copy" of CS but in general is good, i love the maps but the game need a bit more of inovation. BTW I'm Tracking ;D
CS but faster.. perhaps :-)
no hit penalty, so if you are shot you can still move.
It's not so realistic in terms of the hit damage, so there are no "1 shot kills" which in my opinion in CS makes it much more "tactical" and campy, since its easier to kill people, people then tend to be more defensive and cautious.
CP:I is faster, allows you to move and play freely without worrying about your accuracy being affected by reloading, aiming, jumping or running.
Then you should have aimed for a more futuristic style.
But who knows, maybe will there be a mod some day. ;)
This project looks great, your weapons and environment models and textures are very impressive. Tracking.
Will you have useable iron sights on the weapons?
Hello NCC-1701
Afraid not, in order to keep the game play moving quickly we decided against iron sights as people tend to stop and aim for accuracy.
Our weapon accuracies are not affected by movement which thus reinforces our “action arcade” style.
We will have a selection of weapons with scopes, such as the sniper rifles for instance.
Thanks for the positive feedback, enjoy the stay
oh... that is unfortunate.
It is strange that your description says you are going for skill vs luck, AIMING vs spraying, etc...
Anyway, I was hoping to find a game with very realistic infantry combat (no vehicles or rpgs or such, but with more realistic features like iron sights and whatnot). But I an tired of hectic, spray and pray games, so purhapse this one is not for me.
good luck with your game anyway.
spray and play it isn't thats the point.
We are for "skill" and aimed towards a more competitive player base.
How? Our weapons are very accurate and are not affected by movement. That isnt realistic as such, but it means the opposite of "spray and play" since with CP:I if you have a good aim and quick reflexes you will be the one that wins, since its not based on a luck factor.
I hope I made that more clear.
Regardless of how you intend it to work, I have played enough first person shooeters over the years that I know any game that doesn't want you to stop and aim at your target is not realistic.
My guess is that you will accomplish your goal of a competative game, but only at the cost of any realism.
I have done a fair bit of shooting in real life with a wide variety of firearms, and I can tell you for a fact that your accuracy is severly crippled while moving. Realistically the best way to land a shot on your target is to stop and aim (exactly what you are trying to prevent).
Like I said, I was looking for a realistic game, not just a competative game.
For us realism is everything in terms of visual style, real looking weapons, characters and rich modern environments.
Realism stops there, in terms of gameplay it is indeed a semi-realistic arcade like game.
That is the difference that sets us apart to games like CS: BF3 and so on.. where hip fire is not so easily achieved due to the high recoil and aim error settings. In CP:I we encourage movement and firing, there are no penalties for doing so.
If you want a realistic game I can recommend ARMA II – that’s a near real life experience.
no there will be no slow motion bullet time, let's leave that to Max Payne, they do it best :)
Although there were some talks of a "far future" plan to have some kind of last kill cam. No promises though