If you’ve seen anything else from the Infinifranchise, it should be easy to see where Infinifrag fits in. A networked, multiplayer first person shooter, Infinifrag brings some of the trademark aspects of Infinitron and Infinarena to a whole new exciting level. Features include:
- Deathmatch, Team-Deathmatch, and Capture the Flag style gameplay
- Customizable “sprite-models”, sort of like a 3D Infinarena
- Customizable weapons, with tons of variables to change
- Customizable terrain, allowing you to build massive bases
To be frank, it’s no where close to a real FPS like Unreal Tournament. I coded the entire thing from scratch over the past month, using Python, pyGame, and OpenGL, the last of which I’d never used before. Honestly, I’ve never written any networked games before, let alone networked first person shooters. The collision gets weird sometimes. You might get stuck in the floor (that’s what ‘kill’ is for!). The blocks might start flashing colors, at which point all you need to do is quit and rejoin the game (it’s nothing too serious). It is, however, stable enough that you should be able to play it at a lan party with a handful of friends (it technically would support well over 128 players, but I’d try to keep it a little bit lower and would restart the server between matches). It’s also a blast to play, as you get to literally build your base from scratch and customize your weapons for whatever your team strategy happens to be.
This is most definitely a version 0.1, as there are still a few non-critical bugs to work out and quite a few features I’d like to add. I need to get it out there, though, as I think I’m done with the Infinifranchise for the moment and want to move on to exploring some new concepts; expect a post-mortem within the next few days.
So, what are you waiting for? Go grab some friends and get your Infinifrag on! Enjoy! =)