Report article RSS Feed Critical Point: Incursion - December 2013 Update

Here is Critical Points latest update since were Greenlit on Steam! We hope you all have a wonderful Christmas/ Festive period

Posted by a2ny on Dec 15th, 2013

Hey Fans,

Once again a big thanks to all of you helping us get Greenlit, we are over the moon, really pleased and we can't wait to return the favour in delivering our game; allowing your itchy fingers to go trigger happy. When exactly the release shall be, is still a question mark (when it's done), but we are working our ass's off concentrating on the Beta; here are a few updates on our progress:

Latest developments:

  • Admin messages implemented to log kicks & bans, on both the server and clients
  • Implemented our new Hostage skin in game (thanks to Naky and Hamid for this!)
  • Fixed up a horrid bug causing head hit zones not being replicated online
  • Amount of money is now remembered when leaving and rejoining the same map
  • Optimisation and clean up of player movement code
  • Changed code and game play rules for entering a server and team selection
  • Game logic further extended to support spectators switching to live players
  • Implemented 2 variations of hit indicators, inner circles to show direction where you where hit from as well as an outter splatter effect. Both are client side optional and can be turned off.

We wanted to take this opportunity to show you some sculpts from our newest character artist, Diego. These are still WIP, no textures.

MERC Male Head (Highpoly wip)

SWAT Lieutenant (Lowpoly wip)
Here are some ingame previews of our inner hit indicators made by Xynode:

Hit Indicators (inner circles)
All images have been uploaded separately to our gallery here in IndieDB. Please give us your feedback.

The festive period is approaching so a lot of us will be busy taking a much needed break with family and friends over the next 2 weeks. We hope you all do the same, Christmas is a time to be with loved ones.

Have a wonderful time and continue supporting our project, it will be worth it Smiley

Post comment Comments
EpicLilg Dec 15 2013, 4:42pm says:

Nice Merc.

+3 votes     reply to comment
a2ny Author
a2ny Dec 15 2013, 7:09pm replied:

thanks epicLilg :)

+2 votes   reply to comment
Kelding Dec 15 2013, 9:50pm says:

Looks like a great game

+2 votes     reply to comment
*Flame* Dec 15 2013, 9:54pm says:

Damn this looks awesome o= (Tracking)

+2 votes     reply to comment
h4wk99 Dec 16 2013, 7:22am says:

so far i really like the progress you guys made but i have a suggestion for the hud: you guys should make a more simple hud in the style of cs or bf. looks cleaner to be honest and its easier to read when you are in a firefight. anyway nice progress ypu guys did, i allways loved the more fast paced games

+2 votes     reply to comment
a2ny Author
a2ny Dec 18 2013, 2:20am replied:

Hey H4wk, thanks for the feedback.
We are planning at some stage to have a scaled down and simple version, but that will have to come in our beta, or beyond that as unfortunately implemented all the UI elements takes ages and plugging it in with code is also not so easy :S

+2 votes   reply to comment
h4wk99 Dec 23 2013, 11:49am says:

what i'm also interested in is the gamemode itself: you guys said it will have a rush based mode. so will it bf style or do you guys have something different in mind??

+1 vote     reply to comment
a2ny Author
a2ny Dec 31 2013, 1:04pm replied:

We have different game modes that can all work standalone from one another. 1 Level for example COULD (we haven't done this yet) contain different objectives.

So we have:
- Bomb planting
- Rescue hostages
- Escape
- Hack Computer Terminal

All 4 objectives work in game.
The bombing objective is quite simple, find the bomb spot and plant the bomb. SWAT then have to defuse this before it explodes. If it explodes, or the other team defuse it - the round ends.

It is not like BF where you have a wave of different spots to blow up. I would compare it more to Tactical Ops or CS.

escape is self explanatory. A certain team must reach a Escape point where they are "saved". A certain amount of players must escape each round for that team to win.

No of Escapees is done on a percentage of players in the server, and this percentage value is customisable by each level designner.

All rounds are timed, default is 4 minutes although server admins can change this to 3 minutes or up to 9 minutes if they really wished.

hope this gives you a slight insider feel to the game

+1 vote   reply to comment
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