Infinitroid Dev Blog: Posts

Build 0038

Another small update--my freelance / day job is still busy so haven't had a lot of time for Infinitroid work. Should be freeing up in a couple weeks though, and then I can get back to the big stuff.

Anyway here's what's new in this build:

  • 5 new room layouts--mostly in the "fleshy" zone. Lots more possibilities to explore there.
  • 14 improved room layouts--many of these were rooms with a "cheap but safe" strategy, like shooting in one place while tech cubes circle around the room and waiting for enough stray bullets to hit. Tried to spice these up with more risk and more dynamic layouts.
  • Guided Shot now extends range too (to allow more time to control projectiles).
  • Fixed a bug where worlds were occasionally generating with way too many rooms.
  • Added a small delay when enemies are spawned from eggs, to give a split second to dodge (might make this longer).
  • Fixed the bug Ignatheis mentioned where you can get perma-stuck in low-ceiling spike pits.
  • Fixed the inadvertent-grub-jump-requirement bug Fordiman found in the brutal secret rooms.

That's all for now. All that's left is to finish the 2nd zone, add a couple more zones, add a bunch more secret stuff, add a ton of unlockable progression stuff, make a proper soundtrack, improve the graphics, release it on Steam, market the crap out of it, fix a bunch of weird hardware bugs I didn't forsee, read reviews, google myself a lot, experience the joy of finishing, experience post-partum depression of finishing, bask in my newfound wealth and/or poverty, take a little vacation, and decide what to do next with my life. So stay tuned :)

Build 0037

It's been a busy couple weeks with holiday family visits and such, so just another low-fruit update today.

Droppers (the lava-dropping guys that cling to the ceiling) no longer check for line of sight now when attacking the player; instead they'll trigger anytime you're below them and within about 1 tile horizontally.

It's a little more predictable and allows for some new tactics, triggering them from a tunnel or protected space underneath:

I added 5 new room layouts that take advantage of that, and also made some tweaks to previous ones.

Check it out on the play page and as always let me know if you run into any problems.

Build 0036 is live

Just a small update here--Infinitroid's in Low Hanging Fruit Mode for a bit--I've got a lot of web work on my plate for the next month, so I'll mainly be focusing on easy-to-implement things.

The first readily-accessible pericarp is a damage-per-second (DPS) gauge on the weapon screen, to give some insight during weapon assembly:

I also tweaked some part values: laser does more damage, electric mod costs 1 battery instead of 0.5, and the damage multipliers are slightly increased on a few parts.

Accessible fruit number two is an option for advanced players to allow the missile generator (and blaster) on any weapon preset:

Should allow presets more suited to individual preferences, but hopefully not be too confusing to new players (provided they don't turn it on too soon).

First trailer, build 0035 (bugfixes)

Infinitroid finally has a trailer!

I had some time to put this together amidst Thanksgiving family visits and such. Feedback is welcome--I might do some alternate edits. For this one I wanted to show how the weapon systems and unlockable areas work, as well as give a taste of other stuff in the game.

For those interested, I used OBS for video capture, and Lightworks for editing, both nice free programs. I made the music track a couple weeks ago using some elements from that Mega Drive song recreation (this post). The track's not in the game yet but hope to use it for one of the later, faster-moving areas.

Bugfixes in build 0035

No gameplay updates in 0035 unfortunately, just a couple bugfixes, including this one about secret high-jump rooms that get you stuck.

Upcoming plans

My web programming / consulting work is getting pretty busy from now thru January, but I was thinking I'd reserve a little time for low-hanging fruit, quick stuff I can do that adds to the game; maybe enemy variations that reuse art assets (ala gun grubs), new music tracks, as well as miscellanous blog topics. Any ideas along those lines are welcome--as always check back here for for the latest stuff.

Build 0034 is live

New build! Here's what's been added:

3 new enemy types, 12 new room layouts

For the fleshy biome (sector 4 & 5) I've been wanting some kind of nest enemy that continuously spawns minions. After some experiments I ended up with a sort of emitter gland / blood cell / anemone absorber combination that work together:

The blood cells seek a random anemone thing if one is present, forming sort of capillary flows, otherwise they pile up in the room and drift around randomly. I've got 12 new room layouts featuring them, each with a couple difficulty variations. Looking forward to experimenting with them some more.

For the anemone-thing and the blood cells I used implicit surface / signed distance functions to model and animate (as described on the tech page) rather than 3D modeling with Blender like most of the other graphics. It made it way easier to experiment with number of tentacles, do wavy animations etc., although figuring out the math formulas to model them was a pain.

Still not sure it's the most efficient modeling approach, but it's an interesting technique with some unique possibilities (true curved surfaces, no polygons, crazy math-based instancing / duplication / randomization). For the anemone at least I'm not sure how I would have done it in Blender without a lot of incredibly tedious seam-joining and hand-animation.

Monitor calibration and contrast fixes

I got started working on a trailer and thought I'd check the color calibration on my main monitor, since I've long known it's a little peculiar. Apparently it's way peculiar--more saturated and darker midtones than most of the other monitors I could get my hands on.

Which means: I've targeted all the semi-temporary art for the game on my colorful main monitor, which therefore looks a bit dull and washed out on most other monitors. Doh. Could have checked that 2.5 years ago.

I added a quick contrast adjustment to the compositing shader in this release to hopefully look a bit better on most monitors, but with the random lighting colors it's hit and miss. I'll probably need to do some deeper reworking on this one when I do the final art push.

Curious what people think of the quick contrast fix that's there, let me know if it looks any better on your monitor than the previous version (which you can find here).

Small changes and bugfixes

  • Crouching hitbox reduction: stuff 1 tile above you won't hit you anymore:
  • Switch trapped check: Switch panels now auto-detect if you got trapped in a box with no exit switch and un-switch if so. This let me simplify a bunch of the rooms that had ugly emergency-exit switches plastered everywhere.
  • 1-tile gap improvements: Falling downward into 1-tile gaps is easier now--I added some slip logic when you're not moving and your foot is perched on the very edge of a ledge. Should make the controls feel slightly nicer.
  • Non-teleportable tile designations: From this post, prevents teleporting to the top of rooms with loot that's intended to be unreachable when you get aggro and blow away your supports. Also used them to fix a couple places where you could teleport yourself into a hole and get stuck.
  • Stuck-in-a-door bug: fixed (from fordiman's post)
  • Map fixes: brutal secret room doesn't reveal on map pickup anymore, and "nightmare room" boss icon reveals like it should when you're next door. Also nightmare room was still allowing top doors, that's fixed now, and sometimes it was attaching to the wrong biome, also fixed.


One early access sale so far, so off to a roaring start! If you know anybody that might be interested in the game, feel free to spread the word--I'm pretty new to marketing and promotion, but hope to improve the website stuff over time (and graphics of the game) to better show it off, and also put more of my time into getting the word out. Hope to have a trailer put together soon too--stay tuned.

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