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BIONITE: Origins™ is a futuristic first-person shooter & real-time strategy hybrid. The core gameplay consists of piloting hovertanks in first-person, destroying other tanks or structures, commanding your squad to attack/defend certain targets, and a full strategy mode with base-building in the Strat game-mode.

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We FINALLY posted a new revision to Steam!

Sorry about the wait, but we had to do ton of bug testing to get that darn Constructor to work exactly they way we want it to. Once we switched the ordering system to be closer to the BZ-style command structure, things got a bit tricky in the code. The Constructor Actor is by far the most complex in the game and requires more code to run it than some side-scrollers need to run their whole game.

Here is a new Tutorial Video about how to use the Constructor:

We also did alot more refinements, added some new features, and redid some models. Here are the build notes for this revision:

• Changed the method for issuing commands to the constructor. First, select the constructor using either the F4 key or the spaceBar. Second, select the asset to build using the menu. Third, hold the spaceBar down and move the building decal and asset type indicator using the mouse. Once a location has been found that is suitable to build the selected asset, release the spaceBar. Then constructor will only follow the “build” command if the asset type indicator is green and not red.
• Changed the name of the IMI recycler to IMI Fabricator.
• Replaced the Select Targets for the Friendlies, Enemies, and Follow.
• Replaced the Wingman Icons.
• Added the Rebel Scavenger to Targetable Enemies list.
• New Lighting Solution on EMZE, HADLEYS, and B24 map.
• Added Volcano Eruptions on EMZE.
• Fixed non functioning AA.
• Added the DOF.
• Added the type indicators for each asset built by the constructor.
• New surfaces for the IMI Constructor, IMI Fabricator, IMI Factory (WIPs).
• Added articulating door to factory that opens ONLY when player exits the vehicle and is within 6 feet of the door. Will auto close when player exits the factory console room.
• Added the flash main screen and console screens to the factory control room (rough art).
• Replaced the constructor fabricating laser beams (incomplete).
• Moved the command menu to the right screen side.
• Fixed view jumping in Lynx when a command menu is selected.
• Fixed the Status Dash Screen in all vehicles.
• Completed the spacebar ordering system for controlling the wingmen and integrated it into the existing menu command system. Selected a vehicle using the spaceBar and mouse will display the command menu for the vehicle selected.
• Replaced the building decal used with the spaceBar.
• Replaced the goto location decal used with the spaceBar.
• Reduced the Archer strafing speed.
• Removed the MFD frame. The BioOre, power, and status screens will be integrated into the HUD
• Added the character mesh for the Bot to the Bayonet.
• Added the custom squad system. Tanks and turrets can be combined into squads of up to 6 vehicles, 14 squads.
• Fixed the missing fabricators (recyclers) in the BIODOME24 and Hadleys Hope maps.
• Restart mission or restart player using fire and alt+fire when dead.

Bug notes:
// decal needs to change from build to locate -Done
// decal needs to change back from locate to build -Done
// add new cant build decal -Done
// add new location system to all vehicles -DONE
// start adding Grizzly, Howitzer, NewTurret -DONE
// add new location system to constructor that doesn’t bork
//the existing gotobuildLoc -DONE
// icon, drawline and target ret, menu ref need destroyed
/// when vehicle destruct -DONE
// constructor menu needs to pop when selected with spacebar -WAIT
// keymap move f5 through f12 (not f11) to r,t,y,u,i,o,p keys -Done
//constructor didnt drive to spaceBar gotoloc -DONE
//scav didnt drive to spacebar loc -DONE
//scav didnt follow player -DONE
//no scav icon when spacebar pressed -DONE
//no constructor icon when spacebar pressed -DONE
// turret, repdrone wingmen icon icons -DONE
// recycler, constructor wingmen icon icons -DONE
//remove wingmen icon when vehicle destroyed -DONE
//remove wingmen icon when orders complete -DONE
//remove wingmen icon when other vehicle selected -DONE
// test the vehs with new location system for spacebar: -DONE
/// scavenger needs to stop gotoLoc after the FKey is toggled to turn it off -DONE
/// constructor, wingmen, recycler and turrets also -DONE
// recycler needs this implemented also -DONE
// test the constructor stops going to location when turret -DONE
/// or another vehicle selected with spacebar
/// turn off goto location orders when vehicle isnt in use
/// the constructor keep driving to the new gotoloc even when its not selected
/// if it had been selected before and a new vehicle is selected with the spaceBar
// vehicle command menu doesn’t pop in 1st person view -DONE
// bayo command orders menu does not come up if constructor orders are already visible, -DONE
// bayo goes dead to spacebar commands after constructor is given a follow order -DONE
// bayonet didnt attack enemy turret with spacebar -DONE
//first LYNX tank did not get added to the inventory and did not show in the menu nor -MAYBE
///have a key icon
// power is off notification not working right in gameinfo
//powerstation spawn point too low AND IS COLLIDING WITH LANDSCAPE -MAYBE
//new enemy target -DONE
// factory build mesh not same rotation as built asset -DONE
// 'power on' client message needs to not say 'power is power on' -DONE
//bayo veh pilot 1st view at low end is too low -SKIP
// No stat key for the Lynx -MAYBE
//turrets are aiming high on non tank vehs like the const -DONE
//kodiak wingman icon not showing when called with spacebar -DONE
//rhino missing wingmen icon when called with spacebar -DONE
//rep drone icon -DONE
//no wingmen icon on hammer -DONE
//no wingmen icon on lynx -DONE
//no wingmen icon on dBack -DONE
//no wingmen icon on Spyd -DONE
//archer wingman icon -DONE
//factory collision too far forward -SKIP
//factory ramps need collision -SKIP
//no collision on the factory -DONE
//factory is unselectable using the spacebar -SKIP
//factory reticle didnt auto turn off after orders selected and vehicle built -DONE
//factory screens rough -DONE
//factory needs tapped twice after fabricating -DONE
// redo const build laser, needs to end at build loc vect -DONE
//veiw moving in extended 3rd person view when a vehicle is selected for order, -DONE
///view range is much less when in command state, check LYNX
//constructor is moving when deployed -DONE
// constructor calling client message when team shot for health -DONE
//lynx hatch not surfaced -DONE
//lynx hatch not closing -DONE
//all vehicle dashs not working -DONE
// test the build Loc reticles for height -DONE
//silo
//fact
//arm
//bunk
//sat tower
//serv bay too small
//mino to small
//lanc
//mort trt too high
//all vehs have two reticules when selected to follow -SKIP
//minotaur icon not working -SKIP
//lancer icon not working -SKIP
//mortar turret icon not working -SKIP
//when two longbows are built, if one is moved to another squad, then another longbow is built, -DONE
///the existing stat icon is destroyed and only the icon for the new vehicle is visible
///(should be two, only one in slot 0 is visible)
//needs the build limit set from a hard 6 to if the default squad has any open slots -DONE
//F-keys not toggling off the wingman friendly target rets -DONE
//when a squad is selected while another squad is already selected, -DONE
///the first squad friendly targ rets go dead in place
//need numbers for vehicle slots in menu 1 - 6 -DONE
//collisions on venus rock forms -DONE
//drawlines on vehicles not lining up on icons (except bayonet) -DONE
//HUD drawlines didnt toggel off when not facing the target -DONE
//wingman icons for multiple vehtypes not working -DONE
//turret reassign using wrong Icon ID -DONE
//turret icon not functioning correctly after reassign to new squad -DONE
//selecting all vehicles in squad is issuing orders to all vehicles in all squads -DONE
//REMOVE bKill (except scav) -DONE
//REMOVE REMKEY AND REMICON FROM INVENTORY (except scav) -DONE
//constructor not building correctly when issued a build command -DONE
//enemy target not killed when vehicle destroyed if target is visible -DONE
//Level II wingman icons not showing at all -DONE
//Level II vehicle strafe torques are to high -DONE
// constructor is hesitating after build command when close to asset and wont build or gets lost -DONE
//recycler not existing on B24 and Moon -DONE
//constructor mat damage not working (mats not hooked up) -SKIP
// fix Factory surface -PART
//archer moving too fast when strafing -DONE
//recycler wingman icon Name is 'Name' -DONE
//Constructor wingman icon Name is 'Name' -DONE
//constructor vehicle selection menu kills before command menu selection -DONE
// check wingman icons are updating at runtime -DONE
//selected target and drawline kills before com men sel but wingman icon is ok -DONE
//Recycler wingman icon health bar not working -DONE
//Constructor wingman icon health bar not working -DONE
//wingman icon health number (string only) needs switched from float to int -DONE
//wingman icons need moved down so they dont cover up the stat icons -DONE
//wingman icons need vert respaced -DONE
//drawlines need matched to new wingman icon location vert -DONE
//all but bayonet wingman icons still visible after FIF command issued -DONE
//constructor building on red locations -SKIP
//view snap when turned using arrow key when command menu selected -DONE
//drawlines should not be visible in 1st person view -DONE
//when selecting between squads, the Fkeys needs tapped twice -DONE
//bayonet needs tapped twice to call command menu after a goto nav command -DONE
//MFD needs small boarder when visible -DONE
//cubemesh on fact not moving -SKIP
//death restart with fire button -DONE

Working bug list (unresolved or unverified):
//existing extractor stat icon destroyed if new scav built (scav replaces ext at slot 0)
//pilot view went black when spacebar released with build loc placed (should have been location ret)
//turret statkey icons missing first one after a scavenger is destroyed
//wingman icons in dash not working when squad selected
//recycler physics is not good for when a BOT vehicle collides with it (maybe only when undeployed)
///check that vehicle menu is closing in all command states
//LOD's on assets
//bayonet is still accepting orders with the spacebar after deselected
//rear end part sytem on constructorA tog opposite (on when should be off)
//vehilce not stopping when reaching destination to nav beac
// move buid limits of vehs to more
// redo the scrap build amounts for each vehicle
//mortar turret selected for build and a lancer was built THEN
///mino selected and mortar turret built, then mino Twr was selected and built OK
//hammerhead and archer went dead against the factory
// too close meter for build ret
// scav menu not showing in dash menu at all
// serv bay squad number is F5 on key
// change TEXTUREGROUP setting for dash sheets to renderTarget
// part switch tog on and off
// actor running timing
// bionite counter doesnt subtract (maybe its in sandbox mode?)
// attack target reticle didnt attach to minotaur

New In-Game Videos

New In-Game Videos

News 0 comments

We have two new Game Play videos using ShadowPlay: Hadley's Hope mission on the Moon, and the BIODOME24 mission on Mars.

Revision 1 Is sent to Steam

Revision 1 Is sent to Steam

News 0 comments

We made alot of fixes and enhancements based on community input. Revision 1 is posted to Steam and has a fix for the reinstall problem we were having...

WIP screens of Europa

WIP screens of Europa

News 0 comments

Our Landscape artist Hotshot has been hard at work making our next set of maps, here is a WIP screen of Europa

New Vehicle Interiors for Steam Release

New Vehicle Interiors for Steam Release

News 0 comments

Check out the new vehicle interiors we have ready for the Steam release. Here is a preview vid of the Bayonet.

Comments  (0 - 10 of 229)
bz2rules Creator
bz2rules

I added a new video check it out
Youtube.com

Reply Good karma+1 vote
bz2rules Creator
bz2rules

Update #1 is posted to Steam!

We finally got our first Update posted to Steam. We fixes some bugs and added new features based on the comments we recieved on our Steam Discussion Page, our youtube page, and our Facebook page. We really appreciate the feedback and comments from the community. Bionite is an extremely complex game and we need help from you guys to make the game better. I am working on the build notes and will have them posted shortly but here are a few of the fixes:

- Added the TRAINER level. Now you can create a singleplayer game and set the difficulty level to "trainer" and the enemy wont attack. This will give everyone an opportunity to use the command system without having to worry about the sharks attacking the recycler.

- Added the team colors. Now the enemy is red and your team is blue. This will make it much easier to find the enemy.

- Modified the Constructor so it will build faster. You still need to place your location beacon first, then select the Constructor in the menu to tell it what to build.

- Fixed the commands for the Lynx Tank, the Diamond Back Turret, the Archer (mortar Bike), the Spyder Turret, and the Repair Drone.

- Fixed the weapon switching so now you can build a gun and add it to your loadout. Build an extra gun using the Armory.

- Hooked up the Thump Weapon in the Kodiak.

- Moved all the tanks and turret squads into their own F key. Now there are 14 squads that can be selected using the F key and the Left Shift F Key. Each Vehicle type will default to a squad. Were working on adding a custom squad system so you can select and move individual vehicles into a custom squad. CHECK the new Wing Card for the new key maps.

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bz2rules Creator
bz2rules

Hi!
I am just letting you know that we are working on an update.
We are almost ready to post the update. I have added as many of the suggestions from the community as I could for this release. We have resolved the "reinstall issue" we are having with Steam, so the game will not reinstall each time the game is played. We are going to be working on this update until this Sunday, then uploading to Steam on Monday. Then all day Tuesday we will be testing to make sure the game installs smoothly. If all goes well, on Wednesday next week the new release will be ready for download.
Thanks for the patients while we get through these issues and make the game better based on your recommendations.

Reply Good karma+1 vote
Guest
Guest

Hi, I did buy the game on Steam.
Bionite: Origins is now on Steam Early Access

I cant install it ? Is it a bug or did I buy too early ?
I would like to support this Project anyway.

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LtF Creator
LtF

Please try this fix for the missing exe error:

Steamcommunity.com

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LtF Creator
LtF

the missing exe issue is resolved, it was a problem on the back-end of Steam

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Kanyhalos
Kanyhalos

Hi LtF,

Battlezone was one of my childhood favourite games, I still have it installed on my old notebook.
I'm really looking forward to Bionite since the very first day I discovered it.

As a modder myself, I am the creator of one of the major mods for STALKER game series. I exactly know what does it mean to work on such big projects without having the necessary studio, people, funds and time to compete with mainstream games.

However BZ has always been an underrated and unmarked game, I'm quite surprised that your project has drawn very little attention on ModDB.

I would like to give you some feedback. I checked the status of Bionite on a couple of different sites many times, but I've always left confused about the progress. I still don't understand when will the final version be released, what will be the singleplayer campaign story, etc.
Although I only released non-commercial mods, I always put a lot of effort into teasing my followers, make them waiting for the release even more.
I'm not saying you don't put effort into your followers, don't get me wrong, but I think you should make it a bit more clear what you are doing and when... just my 2 cents.

But anyway, I wish you the best with the development, I'm really looking forward to it.

PS: Will it be possible to play it with the original BZ soundtracks?

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LtF Creator
LtF

AWESOME!!!!!!!

That is great to hear Kanyhalos!
We are complete BZ fanatics and spent the last 5 years brining Bionite to life. We really like to hear from other developers that have played BZ. I do apologize for the confusion about the release, this game is just so crazy complex, we just didnt know when it would be done. Were also using the UE3 engine (UDK) and damn if it aint buggy as hell. (we should have used Unity to avoid the bugs and lack of support from the developer EPIC). I had to learn how to program, model, use flash, surface, just about everything to make this game. I do greatly appreciate your two cents! we really want to hear from people in the community to get their opinions about the game. :) Unfortunatly we cant include and IP from the original games, but we have a really good composer (Driving Park) that will do a great job emulating the original sound experience. We are just about to launch on Steam, everyting is set to publish we just need to finish this and get it sent. I will post a announcement on our Moddb page, our website, our Greenlit page and on our FB page when its on Early Access. We really appreciate your support and the suppor of the community, we in the home stretch to making a great game that we hope people will have fun playing. ~LtF

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Kanyhalos
Kanyhalos

Thanks for your answer. I'm mainly interested in singleplayer. Will it have campaigns like BZ had? What would be the story?

As for the music, I know it's not allowed to use BZ content but I meant that if it's possible to mod Bionite further, put BZ music into it for myself, or play it from the original soundtrack cd/iso.

This was my all-time favourite BZ music:

Youtube.com

I wish I could help you with programming, but I quit making games due to the lack of time.

I released a lot of content for STALKER between 2007-2015 and been through appreciation and despair.
I had my mod topped the ModDB 100 list and had also the mod site deactivated because of trolls... the 3.0 version of my mod had a hidden serious bug and the whole community were screaming at me and rated my mod to 7.2 ... It took sleepless nights and a lot of annoyance to fix the bugs for 3.1, and it reached 8.5 rating after a couple of months.
Thank God it wasn't a commercial project...

What will the Early Acess contain? I'd note that if the Early Access version will be bugged, people will seriously complain (as they always do, even if it's not bugged), give it a very low rating, and the interest on the final release will be much less.
Noone cares about the explanation like "but it's Early Access"... they are expecting perfect games all the time. They just don't know how much work is really involved.
I always overcame these issues by hiring people from forums (who seemed to be trustworthy and wouldn't leak it), and they tested it before the release. But we can't be careful enough.

I hope this helps. Good luck!

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LtF Creator
LtF

Sorry about the delay getting back to you Kanyhalos, but we were in crunch time last week. For the initial singleplayer release, we are focused on One VS One against the computer, with the mission goals being to destroy the enemy base. We do have a story line we are following (check our website under 'backstory' for the introduction www.bionitegame.com).

I really like that music track also, it was awesome work, thanks for sharing that, its been a while since i heard it :)

Trolls absolutely suck, We had the same problem. I hear you - about the trials and tribulations, making a game is alot like trench warfare and sometimes its just attrition that kills many projects.

I have seen your modDb page and I really liked what you had done so far, its a bummer to hear you had to put it on hold. I completely understand about having to pay the bills (that is probably the one major project killer). I have been through absolute hell on earth to get this far.

I am very glad you made that last post. Once i read it I decided your advice was pure gold and delayed the Steam release until we were positive it was bug free. That two cents you gave me i think is worth alot alot more. THANKS FOR THAT!!! :)

I wish we could hire people from the forums but honestly, i have been seriously burned by people that think they can make games....95% of them quit and half of them rage-quit. That was a huge learning experience for me and i will never do that again.

We just send the game to Steam this morning and it is currently in the review que. Our goal was to have 90% of the game elements in the Early Access release and then add the remaining 10% (including the MP) once we are in the main store. Since we modeled the game after the original BZ, almost all of the elements that are in that game are in Bionite. (plus a few unique aspects like 'Fly in Formation' or FIF). The only game elements that still need to be added are all pilot releated, the pilot mesh, the siper rifle and the jet pack. We are working on adding those elements right now.

I would super appreciate your feedback on the game when it is released on Steam (should be this wednesday), I have seen your work on Stalker and you did an amazing job, IMO. Please keep in touch with me and maybe in the future we can get you a well paid position at Platoon Studios. SUPER THANKS! ~LtF

Reply Good karma+2 votes
Kanyhalos
Kanyhalos

Thank you LtF, I appreciate your words. The singleplayer 1v1 sounds cool, like a skirmish match in RTS games. I read the backstory and I really like it. However it is still unclear when will the game contain a singleplayer campaign like in the original BZ.

I'm very happy to learn that I could help you with some hints. The first impressions on the game will determine if people shall buy it or not and no Patch/DLC will change that. I don't see the Early Acess on Steam anyway, I guess it's still waiting for approval. Yesterday I started my long X-mas holiday so I would have some time to play it.

I've got another questions. How many SP 1v1 maps/missions shall the EA contain? I hope there will be a lot of variety.
The Europa screenshots look interesting, but why are they greyscale? The original Europa was icy blue. It would be nice to see an ice planet.

A couple of years ago the GSC Gameworld forums were very active. I've met a lot of talented people there and we helped each other and used the code of each other to put together the best features. It was really easy to find trustworthy people for testing that time. But today is really hard. It may be possible to get 1-2 people for short term.

I keep my eyes on this game:)

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LtF Creator
LtF

That is a perfect characterization of the first strat release, "skirmish". We felt that since the game has a steep learning curve, people will need some time to learn how to play. In the mean time we will be working on turn based missions. Just getting to this point has been over-the-top-difficult and we didnt want to make it any more difficult to finish before we could release on Early Access. We are going to be working on the full campaigns during our time on Early Access, as well as adding more content, elements and Multiplayer.
We just got some feedback from Steam and had to make some minor changes (to the trading cards, badges, and backgrounds) before we could drop. If we hear back from Steam tonight and they can just remove them (becuase i couldnt and got stuck having to create generic ones to get the game into review) then the game will be up tomorrow!
we currently have 3 maps for Skirmish Mode, EMZE MINE (venus), BIODOME24 (mars), and HADLEYS HOPE (moon). We had a hella hard time getting the game to cook using the UDK front end because our game is so complex. In fact it took me MONTHS to figure out how to get the game to cook and pack, I had to bypass the Front End cooker to get it to work. Unfortunatly EPIC provides almost no trouble shooting for UDK and basically its like doing brain surgery without a map of the brain!
The Europa map is still at the landscapers (hotshot) and those images are just what he does in World Machine and Substance. He creates basic unlit maps in UDK for testing and scaling, so the images your seeing are the roughs (unlit). I agree with you about the atmosphere needs a cold blue feel to it. Were also working on part systems for falling snow and ice-geysers. Were thinking about having an H2O mine on Europa that ships water, hydrogen, and oxygen to various bases throughout the solar system.
I have never been to the GSC Gameworld forums, sounds interesting. I will check it out but once we get rolling on Steam, were going to hire several PT or FT testers to work inhouse (thus avoiding the rage quitting and asset snakes).
Once you get a copy of the game, please post your feedback on our Steam page or on our forums (were setting up the forums now). Thanks for the input, I super appreciate it!
~John

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Kanyhalos
Kanyhalos

I finally see it on steam right now, but I've got restricted internet access regarding download. I can only download it somewhere else, copy the installer to usb drive and bring it home. Is this possible? If I must install it through steam to the computer where I can play, then it's a no-go for me:(

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LtF Creator
LtF

hmmm. i think that steam is pretty strict about that type of stuff, you can try it, it might work. Let me know if it what happens, if it doesnt work i can get you a copy. ~LtF

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