INFINITE - June 2018 update

Comments

  • edited
    Nice work. The Dead Space helment is pretty good.

    What's the feeling you're going for here? And how big is this character going to be on screen?

    He feels a little more cartoony than the Hell Diver's characters (in their marketing material):

    image

    Somewhere between Hell Divers and Astroneer (in terms of looking badass and sort of fun).

    image

    His head is more serious than Astroneer, but his shoulder pads and head and torso and legs and arms are rather round, which looks a bit softer and more Pixar than the Hell Divers designers.

    I imagine though this is being seen from above... in which case the level of detail is probably spot on.

    And I do think making him less badass than Hell Divers is a good thing. As I understand it the story follows a character who has crash landed, rather than a specialist exterminator (like the Hell Divers).

    So making him feel like a bit of a Gordon Freeman character I think is a good path. Like a scientist/astonaut who just happens to be a badass (rather than a person who comes prepared to be a badass).

    I do think the current design is sort of between looking serious and cartoony, like a smoothed out version of Deadspace... Which is a bit of a weird place to be... but I think it's going to look a lot less weird in-game.
  • Thanks @EvanGreenwood

    So yeah basically this is 1 of 5 characters, the Engineer. It will be from top down from quite a distance, but there will be some close ups in cut scenes and also the camera mode. The feel is kind of serious, but interesting to see those screenshots you posted, but definitly the character fits in with all the other models currently in the game, so overall the style is kind of serious , maybe simplified realism.
  • edited
    April 2018 general update
    -------------------------------------

    What a long road it's been so far. We're not quite "there" yet, but we've definitely been busy :)

    Everything we're doing right now is focused on hitting several key objectives in preparation for a Kickstarter campaign. We want to be able to show a variety of game modes, environments, player characters, etc. There's a long list of things we're ticking off before even considering the KS launch.

    As part of that, we're working on several new trailers/videos, but unlike in the past, I'm just sitting on those and first making sure that we will show the best possible footage. However, I do have some Unlisted YouTube videos to show, but I don't want those to "escape" into public... but since this is a dev community, I wonder if it would be best to drop a link here for feedback anyway. Let me know if anyone is keen to check it out.

    We have a new website in the works - release of a basic version is about a week out, and we will continue to add content from there. No link for that just yet.

    The Steam Store page and new dedicated Twitter account are up and running, so please join us here:

    Twitter: https://twitter.com/infingame
    Steam Store Page: http://store.steampowered.com/app/611190/INFINITE/
    Steam Community Hub: http://steamcommunity.com/app/611190

    Here's a bunch of updated screenshots:

    EDIT - screenshots URLs no longer valid due to some website migration.
    Instead, the latest shots can be seen on the new WIP site that we will
    properly launch soon.

    http://farflung.games

    Stay tuned and thanks for your time!













  • edited
    Some Alien Plant designs. Single Spike will be placed around plant holes.
    image
    Thanked by 2EvanGreenwood konman
  • Just want to say this looks like it's come a super far way from the first prototype you showed. Glad you kept sharing your work with this community and I hope you got some value out of our feedback.
    Thanked by 1mgeorgedeveloper
  • Just want to say this looks like it's come a super far way from the first prototype you showed. Glad you kept sharing your work with this community and I hope you got some value out of our feedback.
    Thanks Evan, yes indeed, the feedback on this site has been more critical (i.e. useful) than any other forum. But, it seems the activity here has gone down a bit over recent months, although that might just be my imagination?

  • We have new website and a new cinematic trailer for Story Mode.

    We will actually be working on several trailers leading up to our KS campaign, each focussing on a particular gameplay mode and maybe an overall one that will be the "main" trailer/video. The focussed ones just help keep the message clear instead of trying to "sell" too many things at once. I'm not yet 100% sure what the right approach will be. Either way, we needed some urgent updated video and screenshot footage to go hand-in-hand with the updated website, so here is the first of several new videos:



    And the webiste address is:

    http://playinfinite.game

    Thanks for checking it out!




    Thanked by 1The_Sired_Ward
  • edited
    But, it seems the activity here has gone down a bit over recent months, although that might just be my imagination?
    Not sure if you are giving us much to give feedback on, the last update seemed like a vanilla dev update. Maybe you should post a build or anything else that can be critiqued?

    /edit:ninja
    Some thoughts on the video
    [-] I'm getting micro stutter about every 2 seconds, it's really distracting.
    [-] I would name the video as something unique like "Titan flyover" rather than "Story Mode Cinematic Trailer 1"
    [-] Music is a bit too loud when the spacecraft gets shot down
    [-] I feel that the video is too long, would cut it to 1 minute or less
    [-] Turret scenes hint at base building, is there base building in the game?
    [-] Scene where the spaceship enters the video feels too stretched, cutting a few seconds from the beginning could be a good thing.
    Thanked by 1mgeorgedeveloper
  • critic said:

    Not sure if you are giving us much to give feedback on, the last update seemed like a vanilla dev update. Maybe you should post a build or anything else that can be critiqued?
    You are right, at the moment my posts here are fairly promotional in nature, as we're still building up to having something playable for feedback (since our overhauling and rebooting phase kicked off a few months ago, things have not really been in a state where I have an appropriate demo to share).

    I'm not sure if it's the right approach for this forum, but I've always used it for the dual purposes of 1. just showing stuff for the sake of it and 2. sharing things for feedback (which has been incredibly valuable of course).

    My comment was actually a bit broader in nature. It just seemed as if the overall level of activity here has gone down a bit... but that might just be a misconception on my part.

    I wonder if the site might benefit from having some kind of overhaul as well? I know there was something happening a few months ago, but not sure if that is still something that's going on in the background.


  • Just some new shots. Finally got around to reviving the ice world again.

    image

    image

    image


  • Damn dude, this looks amazing, great work.
  • edited
    critic said:

    Some thoughts on the video
    [-] I'm getting micro stutter about every 2 seconds, it's really distracting.
    When I play the video on YouTube, I don't get any of the stutter. I wonder if there's a way for me to see it. Could it be related to internet connection or some other factor?


  • critic said:

    Some thoughts on the video
    [-] I'm getting micro stutter about every 2 seconds, it's really distracting.
    When I play the video on YouTube, I don't get any of the stutter. I wonder if there's a way for me to see it. Could it be related to internet connection or some other factor?
    It's gone now. :/

    Thanked by 1mgeorgedeveloper
  • The video feels way too protracted and drawn out, I felt the desire the close it down after 20 seconds of not much happening. The ship flying takes too long, the turret shooting it down feels.... underwhelming. Like why did it fire two shots at a ship that didn't even know it was being shot at? Classic ship down stories have a kind of reason to it, like the turret was hidden, the ship tried evasive manoeuvres but couldn't hack it, whatever. Right now it doesn't quite make sense.

    The story beats are too far apart to catch attention.

    I also don't think there's need to make the video's name longer by padding the title with "official" "video series" or whatever. That feels like hyperbole - get to the point. "INFINITE Trailer 1: Unexpected Arrival" or something.

    The URLs you have are a bit unfortunate, you want to unify them so you have one easy banner to rally under.

    Other than those bits it looks good - though I have no gameplay to consider. Just looking at presentation.
  • Tuism said:
    The video feels way too protracted and drawn out, I felt the desire the close it down after 20 seconds of not much happening. The ship flying takes too long, the turret shooting it down feels.... underwhelming. Like why did it fire two shots at a ship that didn't even know it was being shot at? Classic ship down stories have a kind of reason to it, like the turret was hidden, the ship tried evasive manoeuvres but couldn't hack it, whatever. Right now it doesn't quite make sense.

    The story beats are too far apart to catch attention.

    I also don't think there's need to make the video's name longer by padding the title with "official" "video series" or whatever. That feels like hyperbole - get to the point. "INFINITE Trailer 1: Unexpected Arrival" or something.

    The URLs you have are a bit unfortunate, you want to unify them so you have one easy banner to rally under.

    Other than those bits it looks good - though I have no gameplay to consider. Just looking at presentation.
    Thanks, I will consider some of these points. In particular, out of context, the ship getting shot down doesn't make a lot of sense, and really what is needed is the full, uncut, intro cinematic for it all to tie up.
  • This game is just getting better and better each time I drop in to see some new updates. You've been busy consistently over the years and it has been such a loooooong road eh? Just amazing to see it all unfold after all this time. Very inspirational :)

    I'd like to see some of your earlier work you did a few years back to put it all in perspective. Richard showed me some images of a plat-former you did many moons ago, but I can't find it now :(
  • @konman, I recently looked at some videos of the game from early 2016, when it will still in a kind of prototyping phase. Back then, I thought it looked and played pretty good, and I was super proud of my Unity skills. Looking at it now, I can't believe I put that stuff out there and expected some kind of positive response :)

    I've just been obsessively iterating over everything countless times... the world itself has been built over from scratch 3 or 4 times, shaders have been written from scratch in places, the effects have been replaced and upgraded several times over. Certain gameplay mechanics have been added, removed, replaced, upgraded, etc. The entire camera system has been thrown out and I've since learned Cinemachine and Timeline from scratch starting a few months ago. The code base itself has been cleaned up and restructured many times. It's actually been a really time-consuming and wasteful approach, but it's the only way I know how to keep pushing things to the next level.

    In other news, we have a new trailer for Story Mode that we tweeted out yesterday. Ironically, it's LONGER than the last one, but it seems to have much better audience retention. Due to the story being told within the trailer, it was impossible to shorten it further, but it seems to have had no negative impact on viewer retention.

    Here's the Twitter link where most of the activity has been focused:

    https://twitter.com/infingame/status/1004991360422866944

    (Side note: we had an unexpected, but very welcome, boost to the views when the voice actor (Yong Yea), tweeted about his voice-over involvement, which lead to a lot of his YouTube community coming over to watch the video. We're also running a paid promo on the tweet. So the high view count here is not organically due to our own existing community.)

    And here's the semi-dead YouTube version, where all of our 30 followers have probably seen it :)





  • edited
    Stoked as well that this game keeps getting better!

    @MrGeorgeDeveloper I think iterating over your work (like you've done) is the best way to make games. Doing excellent work the first time I find is actually more time consuming than doing it rough and then improving it later. I think this is because doing something excellent the first time is a much more daunting (and sometimes demotivating) challenge.

    I mean, when you're trying to do something perfect then it's easy to fail and that will hold you up and it takes much longer before you can get people to even play the game (and you might find out when they play it that something fundamental about it is wrong, and then it's suuuuper difficult changing course because you've already set such a high standard and you've got to throw away work that took a long time to produce).

    Also want to say that I suspect this project benefited from @MrGeorgeDeveloper posting so early on when the game was so rough. I'd hate it if for whatever @MrGeorgeDeveloper does next that he wait until the project is really polished before getting any feedback. There's always more to learn, and it's easier for people on the forums to be encouraging/helpfull when they've watched the project from the start
  • edited
    Here's something new and a bit different!

    It's part of the set of objectives I'm checking off in order to get ready for Kickstarter. We wanted to show something a bit different from the regular dude running around and shooting stuff. So we're ramping it up with a giant spider bot that would normally make a good boss, but in this case you are in the driving seat.


    Thanked by 2iceblademush konman
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