May 15th, 2012 | By Former Staff
Tagged in: build your own universal | galaxy | infinite | space | world
We’ve been following infinite for a little over a month, and it’s finally almost hitting the shelves for beta-testing. infinite has been going recent optimizations and bug fixes, including many performance upgrades. Nexus Game Studios have been busy improving memory and texture management, and utilized all available system RAM. To compare the previous builds to the recent builds, infinite was running at 15-24 FPS. Now, infinite is running at a solid 60 FPS (on iPhone 4 and iPad 1st Gen), where everything is running at optimal speeds and playing feels polished and smooth. Currently, RAM usage is using only around 20 percent of system texture memory, in contrast to the 80-90 percent used previously.
More of the visual style of has been revamped, with new background updates, and less “bloom” in terms of color saturation. Placeholder artwork has been updated, including new visuals. The game has a different feel, and appears to be more spacious than before. The updated backgrounds aren’t final, but it’s going to be the in-game music visualizer, changing to the beat of the music. It’s still under-construction, but it does add more striking visual elements to infinite. The HUD has also been update, but will still have a few minor tweaks. The countdown timer was removed with a timeline bar.
“So what is next? Currently we’re updating our colour system to improve the pallet choices, the flux system and galaxy map needs some minor work, mainly visually, and general gameplay fixes, and pacing. Still a little bit to go in terms of work, but we’re at the point where everything is coming together. We hope you like what you see so far,” says Stephen Boyce, head of Nexus Game Studios.
For more information on infinite, visit their official developer diary (blog).

Former Staff (106 posts)
Former Staff