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.