Underrail - If Fallout, System Shock 2 and Metro 2033 had a threesome...
91 replies, posted
@Chevron I like to think that the graphics have improved in this aspect since the I started the development. For example, if you compare walls in SGS station and those in the Junkyard I think you'll find that the latter have a bit more detail and irregularities to them. However, I'm not much of an artist and, with everything else that needs work, there's only so much time I can spend improving certain graphical assets before I put them in the game.
@1239the When it comes to the game itself, I don't accept any volunteer help.
@PredGD You need to explicitly run the demo as admin.
@Lizzrd The colors are desaturated on purpose.
I know they're desaturated, but that doesn't mean you can't get any hue shifting in it.
Each of the tiles look so sterile and monotoneous, can easily get more of the old ruins feeling with some color variation on the tiles.
Absolutely amazing examples of hue shifting:
[url]http://www.pixeljoint.com/p/6741.htm[/url]
Keep in mind, it doesn't need to be as saturated as some of fool's work is, but a little saturation here and there on highlights doesn't hurt.
Just wanna be helpful, is all.
[editline]15th April 2013[/editline]
From a mechanics standpoint however, I just want to say this:
<3
Ah, ok, I get what you mean.
I'm pretty set on the graphics style at this point, though. I try to introduce some variance in color through colored lightning though.
I love Fool's pixel art btw. :)
Just so you all know this is part of a bundle on sale at the moment.
[url]http://www.gamersgate.co.uk/indiefort-bundle?aff=ggnews[/url]
[QUOTE=Lemonaids;40289613]Just so you all know this is part of a bundle on sale at the moment.
[url]http://www.gamersgate.co.uk/indiefort-bundle?aff=ggnews[/url][/QUOTE]
Oh wow, just noticed that. I'm gonna replace the link to GamersGate from Underrail to the Bundle, because it's actually cheaper in the bundle and you get a lot of games basically for free. When the sale is done I'm gonna replace the link to what it was before. It's a great deal if you've wanted to get AI War too.
This game is great! Is Shroomhead (the feat) worth it? I've taken it but I've only seen one place with mindshrooms so far (the lab).
I didn't take it because it isn't very hard to come by psi boosters in the later portion of the game, but it's pretty easy to find a lot of mindshrooms in/around junkyard.
[QUOTE=Styg;40288720]Ah, ok, I get what you mean.
I'm pretty set on the graphics style at this point, though. I try to introduce some variance in color through colored lightning though.
I love Fool's pixel art btw. :)[/QUOTE]Just hue shift it slightly, d<rker colors more blue lighter colors going towards red green and yellow. It's simple once you get the hang of it.
What pixel program you using btw? Can really recommend graphicsgale for larger jobs like a while game.
[editline]17th April 2013[/editline]
If you want some pointers here and there and someone to spam if you're wondering anything sprite related feel free to add me on steam.
[URL="http://www.underrail.com/index.php?option=com_content&view=category&layout=blog&id=43&Itemid=61"]There's a new dev log.[/URL]
It details some of the changes that will come in the next update.
Version 0.1.8.0 released on Desura.
What's new:
[QUOTE]
[B]ADDED[/B]
-Bilocation psi ability (thought control): Creates a doppelganger of a human target bent on their destruction. The doppelganger is immune to all physical attacks and deals X mental damage that bypasses all shields and resistances. Last for 4 turns.
-Bone Breaker feat: Critical hits from your blunt melee attacks break ribs if they deal at least 4% of target's maximal health through mechanical damage. Targets with broken ribs receive additional 25% mechanical damage from all sources. This effect stacks up 2 times.
-Cheap Shots feat: Increases critical damage bonus of your melee attacks by 50% and gives your unarmed attacks 15% chance to incapacitate the target for 1 turn.
-Electrokinesis psi ability (psychokinesis): Deals X electrical damage to the primary target and stuns it for 1 turn before jumping to a nearby target. It can jump up to four times, but the damage decreases by 15% of the original amount with every jump. It can strike the same target multiple times, but it needs at least two targets to jump between. Only the primary target is stunned.
-Evasive maneuvers feat: Converts all remaining movement points into twice the evasion for 2 turns.
-Game generates a crash log now Documents\My Games\Underrail folder when it crashes.
-Grenadier feat: Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns.
-Heavy Punch feat: Unarmed attack that deals 200% for 250% AP
-Mental Breakdown psi ability (thought control): Incapacitates the target for up to 3 turns and reduces its resolve by 50%. If a detrimental thought control psi ability is invoked against the target during this period it will have double the effect, but will end the mental breakdown.
-Paranoia feat: Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).
-Pyrokinetic Stream psi ability (metathermics): Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.
-Three-Pointer feat: Gives your damage dealing grenades 10% chance to critically hit. This chance is increased by 2% for each point in dexterity above 7.
-Trap Expert feat: Reduces time required to arm traps by 70% and increases the detection difficulty of the traps you set by 25%.
-Uncanny Dodge feat: Grants you an ability that when activated will cause you to dodge the next regular or special melee attack targeted against you.
[B]CHANGED[/B]
-Added "Already known" label to blueprints you... already know.
-Added more items to the SGS commoners to be stolen!
-Burlgar feat: Reduces the time it takes to pick and hack locks by 75%, but also add +10 bonus to stealth when in controlled areas
-Conditioning feat: Increased the damage reduction to 10% + 1% per constitution above 5, but also added requirement of having at least 5 points in constitution
-Dexterity now increases critical chance of melee attacks by 1% for each point above 5
-Increased the amount of health hypos, bandages and ammo the player receives at the start of the game. Player can also find a mechanical repair kit in its room at the start.
-Locus of Control now affects everyone in the targeted area (except the invoker) instead of just hostile targets.
-Melee weapons no longer degrade on missed attacks.
-Nimble feat: Reduces encumbrance by 15%, but also grants 15% bonus to dodge and evasion when on zero encumbrance
-Ninja Looter feat: Reduces pickpocketing time by 50% and also reduces suspicion raised when pickpocketing by 25% when hidden from the target.
-Opportunist feat: Upped the damage bonus agains slowed targets to 20% (up from 15%)
-Pickpocketing revamped. Uses suspicion meter now.
-Recklessness feat: Grants 10% increased critical chance with all weapons, but also increases the chance of you getting critically hit by 3% (up from 3%/2% I think)
-Reduced the cost of energy pistols.
-Reduced the pickpocketing cooldown to 5 seconds (down from 10)
-Reduced weapon degradation significantly. The starting pistol should now be good for over 100 shots.
-Snipe feat: Increased the base damage bonus from 100% to 125%
-Yell feat: Reduces enemy offensive skills by 35% of your intimidation skill (up from 25% I think)
[B]FIXED[/B]
-Fixed the game crashing when loading 0.1.6.0 saves. It's still not recommended to play the old saves, but it shouldn't crash now hopefully.
-Fixed the problems with Cliff's quest when he would die at inopportune times.
-Game should work properly with windows on-screen keyboard now
-Game will no longer crash when attempting to disarm triggered traps
-Junkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on Scrappers
-No longer possible to place the fishing rod on top of yourself[/QUOTE]
[editline]7th May 2013[/editline]
Well, time to do another playthrough then.
There's a new DevLog: [URL="http://underrail.com/index.php?option=com_content&view=category&layout=blog&id=43&Itemid=61"]http://underrail.com/index.php?option=com_content&view=category&layout=blog&id=43&Itemid=61
[/URL][QUOTE]I'm currently in the process of building the Lower Underrail.
[URL="http://underrail.com/images/DevLog/Areas/SpawnInLowerUnderrail.jpg"][IMG]http://underrail.com/images/DevLog/Areas/SpawnInLowerUnderrail.jpg[/IMG]
[/URL]
For those who don't know the Lower Underrail was the industrial/military zone of the big underground metro system before things went to hell, as opposed to the Upper Underrail which was the residential zone.
I have it mapped out on paper and am now going through each zone and constructing it in the editor. It's a lot of work without much to report so bear with me as I grind through it. At first, there won't be any quests or special points of interest (just containers, monsters, bandits, traps, and that stuff), until later I start adding the stations, dungeons and occasional random encounter. The metro train is also on the way. It will be connecting the aforementioned stations.
In other news, I've added psionic headbands to the game along with blueprint and components required to make them (creating them will require electronics and a bit of biology). These headbands can enhance one of the three psionic schools, but there are also universal ones that enhance all three (though those are generally weaker). Depending on what components are used, they can increase skill levels, critical chances, critical modifiers, and psi costs. I will add more components in the future that will have other effects or have greater effects (per quality) but with certain drawbacks.
[/QUOTE][URL="http://underrail.com/index.php?option=com_content&view=category&layout=blog&id=43&Itemid=61"]
[/URL]
My friend is going to be streaming some underrail right now at: [url]http://www.twitch.tv/noisefiend[/url]
Going to last at least an hour.
[editline]18th July 2013[/editline]
We're done. We're probably going to stream more tomorrow.
Couple of new updates. Sorry that I haven't updated this thread in a while but I'm back on the ball.
They all come from the Dev Log: [url]http://underrail.com/index.php?option=com_content&view=category&layout=blog&id=43&Itemid=61[/url]
[QUOTE][B]Monday, 15 July 2013[/B]
Hi guys, I'm still down in the cellar working on the Lower Underrail. Things have been a bit quiet and slow recently, but these times come and go and are nothing to worry about. To break the monotony of working on barren hostile areas all the time, I've added a new armor type.
[IMG]http://underrail.com/images/DevLog/RiotGearArmor.jpg[/IMG]
Riot Gear armor is a medium encumbrance armor that specializes against firearms and melee attacks (+100% damage threshold vs. firearms and +50% damage resistance and threshold vs. melee attacks). Like the tactical vest, it's crafted from a carrier vest and a ballistic panel and an optional overcoat fabric. You can also add metal plates to include a shield as well (will add other materials for this purpose at some point) which will increase encumbrance, but will give you a 20% chance to block certain amount of mechanical melee damage (depending on the quality of the material used). While using a riot gear armor that includes a shield you can only wield one handed weapons though (pistols, knives, crowbars).
Also here's a couple of minor changes and bug fixes:
-Increased duration of thermodinamicity to 2 turns
-Reduced damage of spikes and blades when mounted on a metal armor suit, but increased their damage when mounted on boots
-Fixed spikes of doom bug
-It's no longer possible to refresh the duration of stun, fear and short-circuit effects
-Fixed the scaling of Bilocation psi ability
In the next couple of weeks I'll add few more items and creatures and probably do some AI work. After that I plan to release a new version. The Lower Underrail is not fully ready yet, but it should be fun to snoop around nevertheless.[/QUOTE]
[QUOTE][B]Saturday, 10 August 2013[/B]
As promised I've added a new combat option to the game for people who want to focus on brawling in form of combat gloves.
[IMG]http://underrail.com/images/DevLog/GloveCrafting.PNG[/IMG]
Combat gloves can be crafting from leather or metal. The type of material used will determine the AP cost / damage payload, while the quality will determine the overall damage. You can also attach spikes, blades or more metal plating which will add extra damage in different ways.
Gloves can also have power modules, which will drain energy while performing a special on hit effect. The two modules currently available are electroshock generator (which functions in the same manner as when attached to a sledgehammer) and pneumatic hammer which, when combined with heavy punch or similar feats, can dish out quite a bit of burst damage.
When it comes to unarmed feat bonuses, some will transfer to fist weapons, while others won't. I think that currently going for gloves as opposed to pure unarmed will always be better, but I plan to change that in the future by adding more stuff for the pure martial artist type of character through feats and psi. Gloves/fist weapons should not make the pure unarmed obsolete, but rather provide an alternative path and also allow unarmed characters to overcome some of their big weaknesses such as lack of AoE and burst damage.
Other minor changes:
-Added more lens types for goggles (+crit chance, +special attack damage, +detection)
-Damage from spikes and blades from boots and armor should now apply on special attacks
-Reduced the damage of electrokinesis (it will still do more damage than pyrokinesis against smaller number of targets, but less single target damage other single target nukes)
-Changed the way shock sledgehammer is made, will now require a power core
-Junkyard surprise nerfed (+1/2 to a stat, -1/2 to a stat) and made consumable on use
-Repairing broken equipment while worn or getting the worn equipment broken will now always correctly update armor and special effects penalties
-Fixed bunch of spelling errors
Next I have one more item to add and bunch of AI stuff to do before I can release this version[/QUOTE]
[QUOTE][B]Thursday, 29 August 2013[/B]
The long overdue update is finally ready. Also, in other news the game got greenlit for Steam distribution!
[IMG]http://underrail.com/images/DevLog/Brawling.jpg[/IMG]
Okay let's cover the update first. It's currently up on Desura and GamersGate (soon to be available on Groupees website as well). Here's the list of what I've done since the last dev log, also be sure to also check out the previous three dev logs for other stuff that's new in this version.
-Added TNT explosive charge that can be used to clear rocks. Many passages still don't lead anywhere even if you clear them just so you know though
-Did bunch of AI work, enemies can now do the following:
> Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kick
> Use "yell" special ability
> Use more drugs: adrenaline, morphine
> Throw grenades: frag, HE and flashbang
> Use more special bolts: acid, shock, incendiary
> Use offensive and utility psi abilities
> Kite their target (like psi beetles do)
Here's a summary of what I focused on in this update: I've added a bunch of areas to Lower Underrail (the place where the SGS metro station is). These are just "wilderness" areas right now so there are any new quests, but monsters to fight, traps to step, loot to collect and that sort of stuff. I also add a number of items and blueprints (gloves, riot armor) which should give you more options in building your character, as well as improved the arsenal and the AI of the existing enemies.
In the next couple of weeks I'll mostly focus on Steam integration and fixing some technical issues with the game before I move back to building content.
* * * * * *
Which brings us to other topic of this dev log. So the game has finally been greenlit. It's been up there just two days short of a whole year which is longer than I've hoped, but shorter than I feared. I want to send out a sincere thank you to everyone who voted for the game and helped spread the word. With the Steam distribution secured, the future of the game is looking brighter than ever. :)
Anyway, to answer the questions that a lot of you have been asking me:
1. I am aiming to release the game for Early Access on Steam. When exactly - I don't know. It depends on how long it will take me to integrate it and what the rest of release process is like. What I can say for sure is that this will be my priority in the coming weeks.
2. If you've purchased the game through Desura I would very much like to give you a Steam key as well, but I'm not 100% sure what the rule on this are and I'll have to consult both distributors involved before I can commit to anything. Please be patient and I'll let you guys know as soon as possible. Same goes for those that purchased the game through the Groupees bundle.
[/QUOTE]
[QUOTE][B]Saturday, 14 September 2013[/B]
In the last two weeks I've been working on Steam integration, primarily implementing the achievements.
[IMG]http://underrail.com/images/DevLog/SteamAchievements.jpg[/IMG]
There will be 50 of them initially, but I plan to keep on adding more bit by bit with each future update. A lot of them are your usual "do something X times", but there are a number of more interesting ones and I'll also be focusing on those more in the future. Kinda wanted to get the basics done first. For those of you who are interested in Steam trading cards, I do hope to implement those at a later stage, once the character and creatures portraits are done and I have more graphical assets to work with as those require a lot.
In other news, I've also fixed a couple of bugs (along with some spelling errors, per usual):
-TNT blueprint will no longer consume excess components
-Tungsten steel boots icons added
-New lens types will now be correctly generated with quality (all the current ones in the game are base quality; I'm sorry about that, but hey, at least their crafting requirements are low :P)
-Crafting window will now remember what blueprint you had selected when you last closed it
Next I need to take care of some technical stuff and finish Steam release preparations. I'll let you guys know when it's coming out as soon as I have a confirmed date.[/QUOTE]
[QUOTE=Excalibuurr;42288826]Welp, it's on Steam now! [url]http://store.steampowered.com/app/250520/[/url][/QUOTE]
He hasn't even updated his website about that yet. :v:
Just got this game and I must say that I thoroughly enjoy it.
The framework is in place, we just need more content now.
So the developer has added a ton of content to the game since my last post here, too many to list but the big new things are:
- New XP system based on finding "oddities" (old system still available as an option);
- Energy Shields;
- A whole slew of new feats;
- New weapons, armor, crafting recipies and just plenty of new items all around;
- Heavy rebalancing of pretty much everything;
- A lot of new areas;
- A new "initiative" system that determines who attacks first.
That's just a extremely brief summary of what was added.
Check the dev log for full details: [url]http://underrail.com/index.php?option=com_content&view=category&layout=blog&id=43&Itemid=61[/url]
[editline]14th June 2014[/editline]
Tried to repair the OP as best as I could.
Holy Shit, this looks awesome.
It has that old timey aesthetic to it, looks great.
It'd be awesome if you could do that trick with the psionics where you use telekinesis in order to throw a thrown grenade further.
I hope the range of PSI powers are wide.
I'm not sure if you can do that move specifically, but I know that there is a lot of different PSI powers. Even if you don't want to specialize in them, it's very advantageous to use the first power you get along with anything else. It never misses and since you get a mana bar, it's basically free damage if you use the basic ice shard attack. I guess the reverse it true, too. If you specialize in PSI powers, it's still useful to use guns and grenades as bonus damage tools.
Oh, FYI the game just got released in case you were afraid of buying during the whole alpha phase thing:
[video=youtube;h-kefd0cFWs]http://www.youtube.com/watch?v=h-kefd0cFWs[/video]
It looks pretty sweet.
Oh shit, I remember seeing this waaaaay back when the thread was originally posted.
I remember getting a pneumothorax while playing the game haha.
But will this game have any goat moms?
But seriously, this looks pretty amazing, definitely gonna look into it.
[QUOTE=nox;49353926]But will this game have any goat moms?
But seriously, this looks pretty amazing, definitely gonna look into it.[/QUOTE]
This reboot is pretty damn gritty.
How do the Psi abilities compare to guns?
I haven't played in a year, but from what I played the advantage is that you can never miss.
At least, with the base abilities.
Good lord i think i actually remember reading this thread when it was made and looking forward to this. I got it but i'm kind of struggling to kill anything. The lack of map is a bummer too but whatever i can live with that.
Best advice I can give is to use all the tools you have to your advantage. Use psy, guns, traps, explosives. Every fight is non-trivial.
Kind of an overdue bump. Someone actually made a fully-featured character build tool to plan out your progress: [url]http://underrail.info.tm/build[/url]
Someone also made a guide that's pretty essential if you want to make a crafter build as it explains the different crafting thresholds: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=843557165[/url]
Here's the most extensive map of the game that I know of: [url]http://www.underrail.com/wiki/images/2/2d/Map_by_Pipboy.png[/url]
Finally, the devs are working on a paid expansion that will come out in the near future.
Sorry, you need to Log In to post a reply to this thread.