After a day and a half of post-jam hibernation, I think I’m just about ready to write up this post. This last week has been exhilarating and exhausting, but it was an incredible experience to be able to produce game content so quickly, and great training for when we are eventually able to enter a public event with other developers (like the Global Game Jam in Sydney next year!).
Our game jam was conducted over the course of 72 hours in the office, and we loosely tried to incorporate the Ouroboros snake stimulus that was the focus of the 2012 Global Game Jam. We did cheat a bit beforehand, talking a little bit in the afternoon of the day before we started about what kind of game we’d like to produce, but that essentially involved picking an idea from our massive folder of GCCs and running with it.
What was born from this was Infinite Loop, a competitive multiplayer (local only, sorry) game where players control a computer virus avoiding successive detection scans whilst trying to lead their adversaries to destruction. The game turned out much more polished and finished than we had ever expected, which is mostly attributed to the simple art style that was developed quickly and allowed a lot of time for refinement. Also, the fact that I worked 64 OF THE 72 HOURS could have contributed, and if it wasn’t for a diehard dedication from all 3 of us, Infinite Loop would not have been anywhere near presentable.
We knew from the beginning that we were developing this in XNA because the environment was so familiar, and chose to utilize the easy controller support that it offered because we’d never worked with multiplayer before. We also knew the game had to be simple for us to actually finish it in time, and after about 10 minutes of discussion stumbled upon the mix of flat ui design and vectorized, tech-inspired shapes that you can see in the final build.
One of the most interesting systems that we made for the game was the colouring: most of the assets we made were either white or grayscale, and are then coloured or tinted programmatically. We hard coded 6 base colours into the game, and were able to generate harmonious colour sets that were used for tinting each players’ various assets.
Also, a big thanks to Kevin MacLeod (www.incompetech.com) for his expansive collection of royalty-free music, without whom the game’s sound would not have been possible. Although we managed one song and the menu loop in our time frame, the additional resources provided from Kevin’s site really helped to destroy the repetitive monotony of a single track.
We’d love for you to check out Infinite Loop, and you can download the final build here. We’re looking at making a few improvements over the next couple of weeks for a more refined release soon, so check back soon for further updates.
If you’d like to see anything added to the game, let us know in the brand new comments system below.