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Warfront Infinite Dev Blog

Warfront Infinite Dev Blog #12: Updated Tower Models

This Week This week I was primarily focused on creating updated turret models to fit the new game style I chose. I changed the ground asphalt color to a lighter one so it wouldn’t overshadow the turrets. I also fixed some bugs related to rockets’ smoke trails. Other than that, there’s really not much to…
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Warfront Infinite Dev Blog #11: New Style

This week After getting some feedback about how my game looks, I started trying out different things and seeing which ones look the best. Ground One of the first things I’ve done is I changed the ground texture from grass to concrete and added normal maps to make it look more realistic. Before: After: New…
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Warfront Infinite Dev Blog #10: Kill ’em Slowly

This week During previous week and this week’s first half I was primarily working on visuals. This includes rework of Red Alert inspired slower towers, new models for upgraded towers and more. Glowing Towers One of the visual effects I implemented is glowing towers. This feature is very apparent in slower towers, but some of you…
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Warfront Infinite Dev Blog #9: Rocket Towers, New Models and Optimizations

This week This week’s start was kind of slow, but at the end of the week I managed to add some few new cool features. I also optimized game’s logic so now it runs much smoother on older machines. As well as this, I created new models for Ground-To-Air turret which you will be able…
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Warfront Infinite Dev Blog #8: Tower Editing Menu and LASERS!

Hello again everyone! This week’s start was kind of slow, but at the end of it I managed to add some features which I was planning to do for quite a while. The main feature is: tower upgrades! You can now upgrade towers using a little menu I designed. It gives you all the information…
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Warfront Infinite Dev Blog #7: Finished Rewriting The Game

All of this week was spent rewriting the whole game in Unity Engine. What can I say… It took me over a month to make a game in OpenGL + Kotlin, but it took only 1 week to learn Unity and do it there. I guess I’m a little bummed that I didn’t start using…
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Warfront Infinite Dev Blog #6: Moving to Unity Engine

Reasons to use Unity *Sigh*… After over a month of programming the game in Java /Kotlin and OpenGL I finally decided to move to Unity game engine. This is very frustrating, but it seems I have no other choice right now but to rewrite the whole game. There are few reasons as to why I…
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Warfront Infinite Dev Blog #5: New turret and enemy types

Hello everyone! This week, as always, I fixed few bugs, did few tweaks and implemented small features. Here’s a list of things I’ve done this week: Tweaked enemy prices and levels. Added object picking Added sounds and music Tweaked audio gains for different sounds and music Added capability of selling towers Added new cursor Implemented…
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Warfront Infinite Dev Blog #4: Music and SFX

Hello again, everyone! Today is going to be a very short blog entry because all I wanted to show you is the new soundtracks which I created. As of now I only have 2 soundtracks, but I plan on making total of 12, or at least 10. The genre I choose is psychedelic trance. The…
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Warfront Infinite Dev Blog #3: Lots of small improvements

Good day, everyone! This week I’ve been working on various small fixes, improvements and features. Here’s an incomplete list of all the things I’ve done: As you can see there are quite a few commits related to performance improvements such as added frustum culling, improved memory usage, pathfinding improvements and so on. The one main…
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