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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!!

Report RSS February 2014 Development News

We finally get around to giving you a comprehensive update on our development since Christmas! Features, game options and many fixes.. plus a new character!

Posted by on

Dominating Studios
presents you...

Dear Community,

As we continue working on our core gameplay here are a list of features we have since implemented in-game:

[FEATURES]

  • implemented impact sounds for different surface materials (wow, these rock!!)
  • implemented new round announcer notification sounds ( team rewards in a sexy female voice)
  • players can now pick up money from other dead opponents
  • server settings are now displayed in the welcome screen (friendly fire, FF % value, Spectator mode restrictions, team balancing etc..)
  • server settings are also displayed in the multiplayer browser window, so you can see what values are set
  • altered the way the 1st Person view changes when ducking. If you move whilst ducking, the camera will also bob up and down, just as it does in the 3P mode, so now you actually SEE what the player model should see.
  • implemented a basic death camera, so when you are killed you see yourself fall to the floor, before other spectator rulesets take place
  • we are now using the SystemSettings BUCKET system, which allows us to have pre-configured video settings, from ultra low, low, medium, high and ultra high. These are changable in-game via a drop down button.
  • made our own Water volume
  • implemented our PRI system to store player score, kills/deaths stats and money! So if you leave and re-join during the same map, you will keep your data.
  • moved our in-game CHAT system from Canvas to Scaleform, so we can visually change how it looks and control it's usage better (still WIP!)
  • implemented a bullet whizzing effect, which plays when a bulet is fired within "x" distance from you
  • We are also working on various other characters in the background to keep up a steady pipeline

The team has also spent a lot of time developing our keybinding and option menus, allowing our player base to manually change various video, audio and advanced shading/lighting settings in-game without the need to tweak the config files.

This gives the player an array of choice, with 5 drop down menus ranging from from ultra low to ultra high, assisting the player in selecting pre-configured settings to help the player get started.

Some of the options we have been working on are:

ADVANCED VIDEO OPTIONS

  • Anti Aliasing from 0 to 16
  • Change Gore options (low to ultra high)
  • Bloom
  • Motion Blur
  • Dynamic Shadows
  • Particle Details
  • Max Anisotropy

Alongside the more technical and visual settings we have numerous gameplay options too:

GAME OPTIONS

  • Toggle Show FPS
  • Play As Spectator
  • added Auto Weapon Switching option
  • added Auto Reloading Option
  • Toggle "hit indicator" option
  • Change the view bob value
  • Change the weapon position from right to left

Not only that, we have put in a huge effort in the whole development area fixing a lot of gameplay issues, here is just a stripped down list of bugs fixed since Christmas.

[BUGS/ FALSE Positives FIXED]

  • fixed glock animations
  • fixed desert eagle animations
  • fixed crash using Editor
  • Altered gameplay rules for 1on1 (was causing an issue when someone disconnected)
  • fixed armour button buying, playing sounds to everyone in the server
  • fixed bug where pressing ESC in game caused a wierd sound to play
  • fixed breaking glass not playing the correct sound
  • fixed HUD objective icons not always showing correctly (replication)
  • Footsteps and running sounds drastically changed, so you are not heard from the other side of the map!
  • bots are also given an ingame ID so you can kick, ban and control them.
  • fixed the in-game menu announcer slider not having any affect
  • Setting and changing options in-game now saves them correctly when loading the game the next time
  • fixed bug that when suiciding it would actually remove a KILL and not a Death
  • fixed many accessed none issues

We are already planning to have future custom characters in CPI, which will be implemented further afield during the course of our BETA. Here is one finished in-game render for you to take a sneak preview at.

Captain Sculpted by Diego TeranTextured by Nakshatra "Naky" Solanki

http://criticalpointgame.com/assets/images/misc/Captain.png

We are eager to get your mitts on our game and go trigger happy dominating the servers, so keep on waiting - it will be worth it!

Got the talent? what to join our international team and help finish this game ?Come visit us at our home page and click APPLY to join Criticalpointgame.com

All the best
Your Critical Point Team

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Critical Point: Incursion
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Dominating Studios
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