A Roadmap to Infiniflier

Infiniflier is an ‘endless runner’ Minigame where you dodge obstacles and collect energy and powerups to see how far you can fly before it’s game over. In this development screenshot you can already see several of these mechanics coming together. With heavy inspiration from a tutorial series I did several years ago to create an endless runner, and the prototyping power of Unreal Engine’s Blueprints Visual Scripting system, I expect to have a working prototype of Infiniflier ready for everyone to download and play within a single work day!

WIP shot of the Infinilier Minigame coming to Minigame Pile

The cubes on the floor are procedurally generated placeholders for the terrain and obstacles you will encounter. Arrays of variants will be chosen from randomly at run-time. The same idea applies to the cylinders on the left and right (representing decorations), though invisible box collider volumes block the player from leaving the play area.

Some of the logic behind how the level is infinitely spawned while you play!

The absurd amount of yellow orbs are the first of several pickup items you will collect. They are spawned in the same manner as the rest. Planned items include an energy battery, speed boost, point multiplier, pickup magnet, and bonus points.

A basic pickup item. Adding a call to the SpeedUp function and swapping the sound would just about be all you need to create a custom variant of this generic base.

The wireframe cubes are the volumes in which the map segments are spawned, including the floors. This square floor is one of several pieces that will be created. Others will include elbows, forks, inclines and declines. As you pass the end of a segment you trigger a volume that collects everything behind you and puts it on a timer to be destroyed. This keeps items from building up over time and causing performance issues.

The Game Instance keeps track of things you want to have stick around the entire time you’re playing. Here we create the menu and load it up any time we want to.
The HUD will check with the Game Instance to make sure the player is seeing current information at all times.

Back to work now; I have a lot left to do today if I am going to get a working version in by my self-imposed deadline. (edit. Update below! Lots of great info)

My end of day update consists of precisely this gif.
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