Split Infinity
A downloadable game
Split Infinity is a sci-fi roguelite looter shooter with a twist - you have plenty of guns, but all of them run off of power cells that cannot be replaced. Pick a favorite gun and shoot sparingly, or grab everything with a trigger and go nuts! When your gun runs empty, bring it back to your base to turn it into upgrades for your next gun!
Each time you start the game, reload a save, finish a maze, or die, a new maze will be created for you to explore. The stats of every weapon (and further in development, every enemy) will be generated procedurally, so every game is different!
CONTROLS:
Left click to activate the item in your hand. If that item is a gun, you will shoot it! This is important.
Hold down your RMB to hold the gun closer to your eye line. This doesn't improve your weapon accuracy, but it makes it much easier to see exactly where the bullet will go.
Press E to equip an item to your main hand. If your main hand is full, it will go to your inventory instead (if you have an inventory slot available). Press Q to drop the item in your main hand.
Press 1,2,3, or 4 to switch the item in your main hand with the item in the corresponding inventory slot.
Press R to consume an ammo pack from your inventory to recharge your held weapon. Don't get too used to doing this, because ammo packs will become very rare in the next phases of development.
Press tab to bring up your personal minimap. Using dimensional topography, the map will display the exact layout of the floor you're on as well as the exit to the next floor. Unfortunately it lacks the precision to display items or enemies.
Your base has a handy dimensional teleporter that sends you to and from the countless isolated mazelike chambers of The Infinity! Simply press ENTER (or RETURN) while in a maze to zip back home.
KNOWN BUGS:
- The minimap generator has a habit of loading faster than it's supposed to, making it check values that don't yet exist and crash. The only workaround is to check if the minimap shows a level when you start the game and, if it doesn't, restart.
- The level generator occasionally makes a first or second floor that cannot possibly attach to the floor below it. When this happens, it will indefinitely try to create an impossible floor layout, letting the "TRIES" counter next to the portal door ramp up indefinitely. Just give the "RESTART MAPPING" button a tap with E to make it try a more possible layout.
TIPS:
- If you reach the final exit of a maze, feel free to return to base with ENTER/RETURN and hit the "RESTART MAPPING" button to make a new maze! You'll keep everything on your person and in your room. Eventually the last exit will lead to a boss chamber, but for now it's just another floor.
- Weapons with a high firing speed can unload more raw damage in less time than any other gun. These are great against enemies that you need to kill quickly.
- Weapons with high damage can kill a lot of enemies with a single clip. These are great against enemies that are annoying, but not too threatening.
- Weapons with high accuracy can shoot at top speed from ridiculous distances without any deviation. These are great for plinking at enemies that are too dangerous to approach.
- Currently, the only truly damaging enemies are the flying sentry units. While they're not very fast, they can still hurt you a bit if you prematurely detonate them. There are also the much less dangerous Shooters, which slowly damage you when their cores are open. Both die if you shoot any part of them enough.
WHAT'S MISSING/IN DEVELOPMENT:
Split Infinity is currently in "Ultra Alpha". This means it is nearly devoid of features but full of promises. There is only a few enemies and only four weapon types, but both will be expanded in the very near future. Mazes are quite empty aside from enemies and pistols randomly strewn across the floors. This will change when I overhaul the room generator.
As much as I'd like to perfect every part of this game, I'm no artist. Almost all of the art and models are placeholders that will be replaced when the game is about to reach the "demo" stage.
BASIC ROADMAP:
(While I won't be setting any deadlines, these define the general course of my development.)
CURRENT - ULTRA ALPHA - Basic mechanics are ready to use, the game may be seen by the public. Combination of greybox and tech demo.
STAGE 1 - ALPHA - Placeholders are better than cubes, a small number of enemies and at least one boss enemy is implemented.
STAGE 2 - BETA - Weapon system is expanded. Tier-2+ guns (totaling 22 base gun types), alternate firing (charge shot, wind-up, inverted recoil, etc.) and bullet modifier modules (elemental, piercing, splitting, explosive etc.) are implemented.
STAGE 3? - ???? - Feature creep isn't always bad. If I think of a good addition to the game and I'm certain it won't hinder the rest of the game's development, I may add extra stages!
DEMO - All of those placeholders finally get replaced. Most, if not all, of the mechanics are in place, and the game now looks like a finished game. All that's really missing at this point is variety and quality of content. This stage of the game will be kept as a separate free "demo" even as the release stage is being developed. Every version up to this point is, and will forever remain, free.
RELEASE - I have finally completed every feature I wanted to add when I set up my roadmap! All of the graphics are satisfactory (and there might even be a story!)