Sorry for the delay but here’s a new weekly update. Per usual the last week has been quite busy. Flavien has made significant progress on the networking code, unfortunately there isn’t anything to show, but it’s starting to come together. Despite the progress being made there’s still a good chunk of work left concerning client-side prediction and server-side latency compensation. Both are very important for smooth multiplayer gameplay but are equally tricky problems to solve. These improvements should be fairly noticeable once we release the next patch to Developer Access+ backers.

WIP shot of a space station

Unfortunately for me last week was one of those weeks where I had to take care of a lot of technical support, administrative stuff like accounting, and infrastructure issues. In mid September our forums went down for a few days due to one of our servers somehow getting magically corrupted. While everything is back up and running there are some lingering issues affecting new accounts that may prevent them from having proper access to the game and/or forums. These are being worked on and I hope to have everything back at 100% soon.

Another WIP station shot next to our ships

On the art side we’re working on finishing up the corvette cockpit and we’ve started on the exteriors for the small ships. Kristian has also created some high level HUD mockups. These are focused on the broad look and feel. Composition of HUD items still needs a lot of iteration. The most difficult HUD item will likely be radar. Just like the visual style of Infinity: Battlescape we want our implementation of radar to be a blend of present day realism and futuristic sci-fi. Most of that will likely be determined by playtesting once we begin the Alpha.

High level HUD rough mockup