TechSpot

[UDK] Critical Point - Incursion

By Sickmind
Apr 16, 2012
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  1. [​IMG]

    [​IMG]
    Critical Point
    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.
    [​IMG]
    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!
    Check our our new Facebook & Twitter pages and click "like" at the top of our site if you want more media updates!
    [​IMG] & [​IMG]
    Our game is still in development, but we look forward to showing you more soon,
    CP:I Development Team
    Studio Site
    Project Site
  2. Marnomancer

    Marnomancer TechSpot Booster Posts: 808   +51

    Looks a lot like CS:S.
  3. Sickmind

    Sickmind Newcomer, in training Topic Starter

    But plays way different :)

    It's a Semirealistic Arcade Style Shooter.

    The Semirealistic part is... You can't kill someone with a few lucky shots from an automatic rifle. You can't kill someone with one headshot, exept with the sniper rifles. This, together with the great speed of the game, makes rush actions possible.

    You can die in a split second, that's really no problem, but his game accenturates skill.

    We aim on clan wars and gaming leagues.
  4. Marnomancer

    Marnomancer TechSpot Booster Posts: 808   +51

    Good. So basically you're making a fast-paced multi-player themed FPS.
    However, being a gamer myself, I can say that only noobs make head-shots with "a few lucky shots". I for one can no-scope (some assault rifles do have scopes), and I've had sufficient success with "sniping" with a assault rifle (set to single or burst mode). Even a well placed pistol round can be deadly.
    That would be like going back to the days of Contra. :eek: (I'm referring to the health system)
    In other words, I'd suggest you include a 'damage-box system', while retaining its fast pace. It would look very stupid if I shot a bloke point-blank in the head with an M4, and he says "Urm..Funny." :confused:
    That would fully negate the 'skill' part, though tactical planning, I see, is given encouragement. But essentially my actual gaming skill, like accuracy, seem pointless?
    Anyway, keep us updated on the development if you like. :)
  5. Sickmind

    Sickmind Newcomer, in training Topic Starter

    With an mp5 as an example, you need to be able to follow a dodging player, keeping the aim as much on the head, otherwise you will loose the battle.

    A single shot weapon does far more damage than a automatic weapon. So if you are an accurate shooter, you can own ,,sprayers"

    If you have less accuracy than your opponent and the same weapon, he will simply shoot your healthpoints faster away than you shoot his.

    You have to use dodging skills besides well placed shots on the enemy, or your history

    It can still be over in a split second, unless the unique damage system.
  6. Sickmind

    Sickmind Newcomer, in training Topic Starter

    [​IMG] [​IMG]

    presents you...



    [​IMG]

    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


    HK G3kA4
    Modelled & textured by Joel “Flakk” Dabrosin

    One of our latest weapons to be completed is our HK G3kA4, so we would like to show that off to you!

    [​IMG]


    For the full update, visit: http://www.criticalpointgame.com

    All the best,
    Your Critical Point team

    [​IMG]
  7. Tecdude

    Tecdude TechSpot Member

    Wen I saw the picture...CSS. Doesn´t look like a UDK engine.
  8. Sickmind

    Sickmind Newcomer, in training Topic Starter

    [​IMG]

    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

    Click here for the Full Article + more Pics

    AK 47
    Modelled & textured by Joel “Flakk” Dabrosin

    [​IMG]


    [​IMG]

    [​IMG] & [​IMG]

    All the best,
    Your Critical Point team

    Unsere Deutsche homepage: www.criticalpoint.de
  9. Sickmind

    Sickmind Newcomer, in training Topic Starter

    [​IMG]
    presents you...
    [​IMG]


    Dear Community,

    To boost the summer feeling we proudly present you a flyby through "Seclusion", a level set deep in the secluded forest of an American mountain range. This retreat is for one of the military’s most decorated Generals. His lavish mansion, a retirement gift, and testament to his years of service and battles won. In stark contrast to the turmoil of battle, the only thing disrupting the crisp morning air is the sound of birds and loons at the lakeside.

    This morning, that calm was shattered by the sounds of gunfire.

    Enough words, sit back and enjoy!


    Seclusion


    Level Design, Lighting and Optimisation by Matt "mjl86" Lefevere

    With the help of our talented team of artists, led by art director Peter Aldred.

    Jason "Midwinterdreams" Matthews
    Ben "Fleafa" Calvert-Lee
    Stefan "Rockstar6" Groenewoud
    Blake "Kaze369" Mitchell
    Kiory "Kiory" Freeman
    Eugene "Eugene" Chu

    And with the help of level designer Risto "restcrew" Jauhiainen.

    [​IMG]


    The video was brilliantly captured and edited by our video artist Wayne "MyPetGoldfish" who spent a lot of time doing so. Its been a big learning curve for us and we can now tell you that our next video is already in production. Big thanks go also to our talented and professional Music Composer, "JT Marrin"

    Enjoy the rest of the summer holidays and click like on our facebook page if you want more like this!


    All the best
    Your Critical Point Team
  10. Sickmind

    Sickmind Newcomer, in training Topic Starter

    [​IMG]
    presents you...
    [​IMG]

    Dear Community,

    We have made a lot of improvements thanks to your feedback. We do our best to keep the standards as high as possible, but ultimately, you, our loyal fans, are the final point of inspection!

    After the transition from the Unreal Tournament 3 engine to the new Unreal Development Kit (UDK) back in 2009, we noticed that many weapons and assets were not up to our standards. It takes a lot of soul-searching and persistence to turn around to your team (and your fans) to tell them, "We are doing it all over from the start!"

    FULL ARTICLE WITH NEW WEAPONS AND SCREENSHOTS

    However, there is always a silver lining, and we have pushed the quality barrier to a new high in all areas, above and beyond many indie games, which will ultimately help assist in the game's future success.


    [​IMG]

    We received a lot of comments from the big changes new outlook media release across the forums, facebook, twitter and indieDB. We are hugely thankful and appreciative of that!

    The team has worked tremendously hard since the rebrand in March 2012, in particular Alexey "3dzipp0" Medyanik, whom has stepped up the pace, moving into the role of Environment Artist & Lead Weapon Artist, coordinating and ensuring we meet our high standards and our milestone plans.

    Enjoy the current heatwave and click like on our facebook page if you want more like this!

    [​IMG] & [​IMG]

    [​IMG]

    [​IMG]

    All the best
    Your Critical Point Team
  11. Sickmind

    Sickmind Newcomer, in training Topic Starter

    [​IMG]

    Steam are offering gamers the chance to vote for their favourite games on steam.

    We would love it if you vote and got your friends to vote for us as we see this as an important step for us!!

    Visit our page here:

    http://steamcommunity.com/sharedfiles/filedetails/?id=92955708

    Please rate us, and also share us on your facebook and social sites!!!

    Thank you,

    Critical Point Team
     
  12. Sickmind

    Sickmind Newcomer, in training Topic Starter

    undefinedDear Community,

    Our much anticipated pre-alpha gameplay trailer is now available for you to feast your eyes on!
    Click the image below.

    World premiere pre-alpha gameplay trailer
    [​IMG]

    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.

    We hope you enjoyed the trailer and please bear in mind this is ingame footage from an early Alpha build; not to forget we are an indie team working on a 100% ZERO budget. It is also available on Youtube: UDK Critical Point: Incursion - Pre-Alpha Gameplay Trailer - Indie Game

    [​IMG] & [​IMG]
    [​IMG]
    [​IMG]

    Your Critical Point Team
  13. Sickmind

    Sickmind Newcomer, in training Topic Starter

    Dear Community,

    You voted and we listened! So as promised in our forum announcement please find below a link to our DEV VIDEO on our Weapons and Hit System.

    [b\ADDITIONAL DETAILS:[/b]
    This video is best viewed in 720p for maximum quality.
    Show your support and help us get on STEAM using GREENLIGHT
    ]Vote for us on Steam:http://steamcommunity.com/sharedfiles/filedetails/?id=92955708

    Game Updates:
    You will notice our 2 newest MERC characters ingame, from Jean (female char) and Womball (male char).
    There is also the inclusion of our laser dot, networked and replicated over multiplayer game which even shines on your screen if a player happens to be aiming at your face!
    We also have coded in a team health indicator, which switches between your team mates name and health - carefully programmed to auto scale at range so the bar does not take over the screen or interrupt with visibility.

    Click below and now enjoy.

    DEV VIDEO - Weapons & Hit System
    [​IMG][/center]

    Known issues:
    Animations: Running 3P anims still need further improvement.
    We want to tone down the excessive ragdoll effects when being killed and shot. We have animations for these but they need to be coded in.
    Sounds: Animnotify for the running sounds plays too fast. We also are improving the running, falling & jumping sounds.
    We will also include a hit sound when firing at opponent so there is acknowledgement of a hit.
    Since this video we have updated all weapon sounds to be more beefy and have a better booming lasting effect.
    Effects: Some 3P weapon effects (muzzle flash and smoke) are not working as intended, some are not visible at all. This has been fixed since the video was made a week ago.[/center]


    We hope you enjoyed it as much as we did making it. It’s the first of our kind so feedback and suggestions for the next video are highly welcome!

    We will be producing further informal dev videos (at no expense to our development progress) giving the community the opportunity to find out more on Critical Point: Incursion and how our Indie game on the UDK engine works in detail.

    You, our fans have the opportunity to vote on what video you most want to see next!
    Link: http://criticalpointgame.com/forum/general-discussion/vote-for-the-next-dev-video-2/

    That’s all for now and until next time. Keep liking and keep sharing.

    Your CP:I Team

    Check us out on:
    [​IMG] & [​IMG]
    [​IMG]
    [​IMG]
  14. Sickmind

    Sickmind Newcomer, in training Topic Starter

  15. Sickmind

    Sickmind Newcomer, in training Topic Starter

    Critical Point: Incursion being developed by DominatingStudios has just been Greenlit!

    [​IMG]

    Yes, we made it! Check out our game (still in progress) over on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=92955708

    This is just the first part of our journey after many years of development. There is a lot more blood sweat and tears ahead, but this is a great achievement and milestone.

    We want to thank every fan and dev member (past and present) that has backed us and continued to support CPi over the last 5 years or so. This game will be released and we hope that being greenlit shows intent from the bigger community and validates your belief in us.

    Keep on supporting. Keep on liking and share our great news!

    This is a big thank you to every one of you - you are awesome and without your support this would not have been possible. Beta release planned in Q2 or Q3 2014 but subject to change depending on steams requirements and approval process. We will keep you all in the loop.


    Other Developments:

    In the last months we were very busy working on ironing out several code issues, preventing our alpha testing from continuing. Here are our update changes:

    fixed several major crashes (blockers) due to open connections and timing out on our main menu

    implemented fully working in game multiplayer browser, complete with steam server support

    implemented fully working settings menu for updating all client side options [audio, graphics, input controls etc..] which is using the DLLbind for overwriting saved entries

    implemented keybinding menu, adding ability to assign binds to more than 1 key

    implemented crosshair preview, sliders to change RGB values and style

    new feature: knives and hatchets are now throwable! you can buy 7 of them

    new feature: when being shot the HUD shows "hit indictators" - this is client side optional and can be turned on and off

    fixed body armour icon not showing in an online game

    fixed objective icons displaying incorrectly in game (state changing too quickly)

    new SCAR-H animations done

    changed how the game calculations damage done and what to do when someone leaves. Players can reconnect during a live game when no damage has been done by any player, and they are able to rejoin as an alive player.

    fixed several spectator issues showing artifacts and weird replication problems

    fixed dead bodies being replicated incorrectly, sometimes showing into new rounds when relevant
  16. ElShotte

    ElShotte TechSpot Enthusiast Posts: 163

    Did anyone finally reverse the damn green channel on the normal maps for my grenades?

    P.S. - Congrats on the Green Light!


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