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!!

Report article RSS Feed CP:I - Spectating, Ghostcam and gameplay Code Mechanics

Please feast your attention onto an insider of our gameplay code mechanics, ruleset and spectator feature plugged into game! This was an exclusive news posted over on facebook many hours ago, so be sure to jump on the bandwagon and be the first to see whats coming through in future.

Posted by a2ny on Apr 10th, 2012


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

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!
&

Project site: www.criticalpointgame.com
Studio site: www.dominatingstudios.com

Best regards,

Your CP:I Team

Post comment Comments
fragfest2012
fragfest2012 Apr 10 2012, 9:40pm says:

Cool, keep up the great work guys!

+4 votes     reply to comment
Dieger
Dieger Apr 11 2012, 2:55pm says:

you guys think about release a demo? or public beta?

+1 vote     reply to comment
a2ny
a2ny Apr 11 2012, 3:01pm replied:

Hi Dieger,

yes we are currently developing towards our demo version, a few maps, few weapons (for both teams) and at least 2 objectives and the main gameplay.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Critical Point: Incursion
Platform
Windows
Developer & Publisher
Dominating Studios
Contact
Send Message
Official Page
Criticalpointgame.com
Release Date
TBD
Game Watch
Track this game
News
Browse
News
Report Abuse
Report article
Related Games
Critical Point: Incursion
Critical Point: Incursion Indie Multiplayer First Person Shooter
Related Engines
Unreal Development Kit
Unreal Development Kit Commercial Released Oct 31, 2009
Unreal Engine 3
Unreal Engine 3 Commercial Released Aug 31, 2007
Related Groups
Dominating Studios
Dominating Studios Developer & Publisher with 29 members
UDK Developer's Group
UDK Developer's Group Hardware & Tech group with 676 members