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!!
Here is a small update on Critical Point development in the last weeks! Keep up to date with our progress and follow us on Facebook and Twitter to join in with the conversations.
Posted by a2ny on Apr 23rd, 2012
We thought we would give you just a small update on Critical Point 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!
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 and we shall continue to abide!
Join in on the community discussions at www.criticalpointgame.com
All the best,
Your Critical Point team