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A short preview post demonstrating Steam Deck and Steam Machine support (a requirement for Steam Deck and Machine verified). Steam DeckHere it is on the Steam Deck. That's the Archipelago map on a Steam Deck.A full controller layout. Infinicity has an official…
When generating large procedural worlds, placing objects believably is harder than it looks.Trees shouldn’t overlap. Rocks shouldn’t clump unnaturally. Buildings need breathing room. And ideally, all of this should be controllable, performant, and compatible w…
One of the challenges I’ve been thinking about a lot while working on Infinicity is animation.I wanted characters that feel hand-animated and expressive but without relying on huge animation budgets or locking myself into a very rigid art style. I also wanted …
I’ve added a new feature that lets players tweak the mountain noise layers in real-time. Previously, the terrain was generated using layers of noise with fixed frequency and amplitude. Now players can adjust these parameters to shape the mountains exactly how …
Tile Caching = 159x Faster City StreamingToday I want to share a technical update rather than a visual one but it’s a huge boost for performance. My game uses procedural city tiles. Generating a full city tile costs around 1 millisecond. When the player is fly…
I've been adding in modding support and wanted to share its progress.The modding feature allows a player to direct the 3D procedural generation (biome layout, enemies, objectives etc) by way of a simple 2D map editor. The map editor enables hassle free, quick …