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1 comment by |Yucca| on Dec 19th, 2014

Last moments to vote in IndieDB Indie of the Year competition. Let's see if we can make it to the top 10. If you haven't voted for INFRA yet, it's time to do it now! We would really appreciate that.

This week we have an interesting thing to share with you. The player character! You won't see yourself that much ingame though, apart from the occasional mirrors and such, but it's always nice to know what you look like. No name or other information revealed yet, there's another time for that.

Shaders and textures are work in progress, no need to worry about him looking like plastic.

It wouldn't be an update for INFRA without screenshots of a yet another setting, so here's some of a map I've been working on a past few weeks:

City Streets

City Streets

Taking into account the things happening around, it's a miracle there's still power in this part of the city. Guess there's some things that have been taken care of after all.

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Post comment Comments  (30 - 40 of 205)
Allfather
Allfather May 12 2013, 1:04pm says:

It would be nice to have a game similar to Penumbra where the scares are great yet few and far between (and perhaps not even corporeal). Already this game is looking spectacular, but mere puzzle solving and touring truly can get tedious after even a short while. I understand this is intended to be a very detailed exploration and puzzle game, but perhaps you could include a scare every once in a while--even if only sounds, ambiance, lights shutting off with the hint of something to fear, et cetera. It would help keep the player interested and would certainly add increased mystery, enhanced immersion, and psychological fear evocation. It is my opinion that these factors would do nothing but better the game and make it more appealing to a wider range of customers. As said before, the "scares" do not have to be particularly prominent nor frequent--just something to keep the players on their toes and to add that bracing psychological effect that so many gamers and non-gamer alike adore. I implore you to consider my points. On another note, your work is stunning--keep it up!

+2 votes     reply to comment
pilatomic
pilatomic May 20 2013, 7:06am replied:

I don't agree with the "everything as to be scary" idea. Just have a look on Portal 2. Probably one of the best game ever made, nothing scary, and great immersion.
There is an indisputable point : great game means great immersion. Not necessary being scared.

+2 votes     reply to comment
Allfather
Allfather May 20 2013, 10:16am replied:

It is apparent that you do not understand what the term "immersion" means...it certainly does not include emotional eyeball robots and a firearm that shoots holes into objects that go into a relative dimension of the second hole... which you then jump into and float around in order to save the damsel in distress or whatever. Immersion is the feeling of being the role you play. Horror is a perfect example of this. Why would any real man be scared or thrilled due to pixels on a computer moniter? You find yourself psychologically sucked into and immersed in the world you explore. A final note... you paraphrased-quoted my post quite foolishly and unjustly. If you reread my original comment, you would realize that my suggestion is merely fear as an undertone. Oh, and by the way: PacMan was a great game... although I can't entirely say I found myself immersed. Thanks.

+2 votes     reply to comment
pilatomic
pilatomic May 20 2013, 12:04pm replied:

i'm sorry if the quote if my previous comment looked that much foolish. English isn't my first language, and i have to deal with my limited vocabulary.

You said : "Immersion is the feeling of being the role you play." Yeah, i understand that. But i don't like horror that much, because, in my opinion, horror is the easy way to bring immersion. It's not hard to frighten a player behind a screen, especially when the soundtrack is involved.
That's why i liked Portal 2. Immersion doesn't come from scare caused by a huge sound following a deep silence, but just by the game's atmosphere.
And atmosphere looks to be a great (the best ?) part of Infra's success. That's why i think it doesn't have to be scary =).

+4 votes     reply to comment
Piemanlives
Piemanlives May 27 2013, 2:31am replied:

I find my self agreeing with pilatomic, fear I believe, while effective in some cases can be over used, the point isn't to evoke fear at every corner, the point is to force the player to use their wit and observations skills to fulfill a duty, or survive as an individual, sure somethings may be scary, the unexpected collapse of a ceiling may invoke a feeling a terror, but -unless stated by the developers- isn't to directly scare the player.

+3 votes     reply to comment
Oskutin Creator
Oskutin May 27 2013, 4:52pm replied:

You're right.

+3 votes   reply to comment
Oskutin Creator
Oskutin Apr 26 2013, 4:46pm says:

Hahahaha, now this is mod of itself :V

+1 vote   reply to comment
Oskutin Creator
Oskutin Apr 17 2013, 8:09pm says:

We're supposed to make update when we're #50.
But we're #46 now.

+2 votes   reply to comment
Oskutin Creator
Oskutin Apr 20 2013, 9:03am replied:

#42

+3 votes   reply to comment
TimeCrab
TimeCrab Apr 8 2013, 10:00pm says:

Hey you guys might find this interesting, it's a New York City Transit Authority graphics standards manual from the 70s. Could be used in concept art or in game reading materials or something.

Thestandardsmanual.com

+3 votes     reply to comment
assassini Creator
assassini Apr 10 2013, 11:49am replied:

Looks interesting. Thanks!

+1 vote   reply to comment
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INFRA
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Loiste Interactive
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