[WIP] Infinity Point

Hello everyone, I though I’d make a thread on my current project, tentatively titled ‘Infinity Point’. It is a turn based tactical shooter inspired by XCom (old and new), Xenonauts, etc.

I’ve made, I think, some pretty decent progress, though most of the art is very placeholdery. Placeholderish. Placey-holdy.

The game will feature procedurally generated maps and will have both a strategic and tactical layer, though thus far only the tactical bits are (partially) implemented.

I’ve made a few videos of the rough prototype that exists so far:

This is my ‘test scene’ for working out combat and animations.

An example of one type of procedural map (enemy bases and complexes, etc).

And finally a short video showing large-map procedural generation.

Most of the art in the game is from the asset store, though I hope to make some custom stuff eventually. That, however, will come after getting all the basic systems in place. I think I’ve made a pretty good start on that, though. All the animations, as well as unit stats, item stats, etc are nicely data-driven and easy to swap and add to.

The procedural map generation uses a sort of block/tile based algorithm inspired by XCom 2. Given a ‘theme’ it stitches the tiles together into a (semi) coherent map. The other style of level currently present is essentially that of a dungeon (call it a dungeon or enemy base, or whatever) is generated via Dungeon Architect.

I’ve done some interesting experiments in combining the two, with large ‘tiles’ containing a small DA ‘dungeon’ that generates a random building.

Anyway, I hope someone finds this interesting, and I’d welcome any comments or criticisms.

This sounds interesting - can you expand on this?
Looks like it is running pretty smooth. The one thing that I noticed is - it all looks very flat - visually, although you stated everything is temporary at this point.