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Beginner indie game developer with a strong will to create fun and innovative games like the ones in the 80s/90s, before game programming become overwhelmed by untalented programmers and money oriented companies. Professional software engineer, I code for more than 20 years now, started in Basic and other languages on Amstrad CPC 464 then Amiga. I'm also available for testing game and do some low-poly modelling/UV Mapping.

Comment History
InfiniteProductions
InfiniteProductions - - 10 comments @ Trapers Platformer is available on steam and itch.io!

Hi,

to me AWARD winning for using sketched pictures on paper for the game ! Crazy idea, so unique I guess, we don't see that very often.

Game looks nice also, I'll looking forward to it. Congratulations.

EDIT: after give it a try, there is a few tings that could be improved:

-master enabled/disabled is useless in settings menu
-a bit of shortcut keys usage as tutorial would be welcome
-when we get to the door, do we need using what looks like to be UP key or waiting for a bit, some visual feedback would be great

The note regarding save disabled in demo is great :).

Cheers.

Good karma+2 votes
InfiniteProductions
InfiniteProductions - - 10 comments @ Military Force 0.18 Windows

What you've done so far is very promising, game is smooth, all stuff are (almost) pretty good.

Some criticisms:
- until you provide a way to change keys, I suggest you to use something else than WASD, cause on other keyboard layout than Qwerty, it could be painful and confusing (Azerty for example), perhaps the classic arrow keys (despite I know some small laptops doesn't have such keys at all)
- maybe action could be speed-up a bit, enemy looks very tired and/or moving under water/heavy gravity, they are like "warning I gonna shoot, really I will do it very soon, so be prepared..." like is some cartoons :)
I know level 1 is quite a tutorial level, but so slow, think of arcade games in the 80s (R-Type, Army Moves, Green Beret, etc)

Good job on your custom engine (what do you use ?).

Good karma+1 vote
InfiniteProductions
InfiniteProductions - - 10 comments @ TerraTech Demo Update - March 2016 (Win64)

Hi,

(this apply to the game itself and not only the win 64b demo)
I think IMHO team should pay more care and make more work on the introduction/tutorial part of the game, because right now, we "land" on a world we don't know nothing about, the game is allegedly about mining resources, what we've got is some direction, AI vehicle spawned here or there to steal parts from them then what ?

After the 4th or 5th destructed rival, we got many parts and not enough place to put new ones, parts themselves are not explained when it is needed (of course wheels or drills are easy to figure out their purpose but some other, like the kind of small protected light ?), there is no tip to help on building, and no guidance on what to do and how to do it (unless I haven't be patient enough to destruct the 100th rival and finally get the instructions !)

This demo shows you guys from Payload Studio did a great job, moving and attaching parts is easy, models and textures are cute, it would be a great shame to spoil all this hard work with a poor/neglected gameplay design.

Good karma+1 vote
InfiniteProductions
InfiniteProductions - - 10 comments @ CaRevolution is back on track

Hi, that's an original concept ! A nice way to use those studies knowledge that could be never use otherwise :).

Regarding the video: the cut are not very nice, it's quite hurt, I mean I get almost headache with them. For the names, you may considering stacking them below instead of printing them at the same height. This can also be used as quick ranking display (top name = 1st, name below = 2nd, and so on).

Good karma+2 votes
InfiniteProductions
InfiniteProductions - - 10 comments @ NeoAxis 3D Engine 3.4 Released

Speechless... one word is still able to come out of my mouth: great !

I tried the game demo, platformer controls are quite difficult or just very bad (the main issue with platformers is the characters behaviour, too much sliding and badly designed jump ruin such a game very fast)

The vehicle demo suffer from a severe physic issue with the crane and small cube, the magnet (the rope mostly) became crazy !
And procedural map is ? I don't get it, doesn't look like so procedural. I think example is not very meaningful.

The terrain editor remind me the amazing Star Topia (the biodeck) :).

Good karma+1 vote
InfiniteProductions
InfiniteProductions - - 10 comments @ Riders of Asgard Demo Now Available!

as x-Fourty7 wrote, keyboard mapping is not very clever and force players to cross arms over the keyboard, I guess, as I usually use right hand for arrow keys (I'm right handled).

Except this, it looks good but game play is a bit pitiless for starting, I think movements miss a bit of smoothness, something like we have with xmoto or other elastic bike games. Rider (as a rough, drunk also maybe :P, viking warrior) lack of finesse, it fall like a miserable puppet, thing I hate with the common ragdoll behaviour of character (Kerbal Space Program or even Just Cause 2, it's very annoying).

Good karma+1 vote
InfiniteProductions
InfiniteProductions - - 10 comments @ Level Generator

Looks good, and great to have some randomness, look at Nuclear Throne: without so called procedural level, it would have been a quickly boring shoot'em up, with it, it's amazingly addictive !

Good karma+1 vote
InfiniteProductions
InfiniteProductions - - 10 comments @ Racing Apex

I like the visual style, it may first looks like crap but the way it has been done by artist(s) is cute (remind me zeewolf on Amiga), hope physics will follow and make the game as fun as it look.

Good karma+1 vote
InfiniteProductions
InfiniteProductions - - 10 comments @ Procedural World in Machiavillain

Thank you for sharing your dev experience, it is very interesting and may help others who wish to create similar game/world.

Your game looks good so far, wish you the best.

Good karma+2 votes
InfiniteProductions
InfiniteProductions - - 10 comments @ Candlelight Release Info and Trailer...

Hi Rod,

congratulations for your achievement. As a hobbyist game dev myself, I can only understand how you've been through and keeping the focus and keep going whereas you've not been actually paid for that, and players may even not be aware at all on what it could be.

Graphics looks really nice by the way ;).

Good karma+1 vote