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(2 edits) (+1)

Working on the M&K support. It's a pain to slot in but it's going ok so far.

Throwing - if you hold down the X button you build up a (hidden) throw meter. This is critical for the gems/VAS puzzle later.

Yes, the weapon picks the optimal stroke automatically. If you have a good suggestion for the user choosing without compromising the fluidity of gameplay I'm up for trying it. I considered basing it on where your cursor is wrt the critter, but rejected that as clumsy, and also a face button while charging the attack, which seemed too awkward.

If the creature is basically in front of you, that's all you need. There's no bonus to aiming right at their head or heart. You do need to have line of sight, so no corner or ledge between you.

It's definitely possible the torch burns out too quickly. I tuned it by feel. Do you think it's worth changing?

The saves are in %APPDATA%\..\LocalLow\Kweepa\UnityUnderground. They are not at all compatible with the original saves, because the npcs need some more state, the player needs some more state, and the objects definitely need more state (eg being upside down).

Cool, thank you on the throwing mechanic.

Honestly, unless you incorporate movement akin to Morrowind way back when (No movement OR forward/back WITH left/right(so diagonal movement) would Chop(Morrowind term)/Bash(UU term) (the overhead smash), just Left/Right was Slash, and just Forward/Back was Thrust) or can do full M&K utilizing original UU controls, I don't see it. If you DID include Morrowind attack patterns, I would swap thrust and bash(thrust is no movement, bash is forward/back). But, just choosing the best also works and eliminates accidentally using the wrong one because of moving the wrong way/mouse not quite being in the right part of the screen.

Excellent on not NEEDING to aim up/down to hit, that's akin to OG UU.

So, what I can find on torches is they last 32 in game ticks/movements, whatever that measurement is. They should last 20(or so) minutes from full. Since the original game allows it, I want to make sure: Can we combine an oil flask and a stick to make a new torch? But, if we take the math: a "perfect" torch is 32 ticks or 20 minutes, "Somewhat Used" would be 24 ticks or 15 minutes, whatever term for half-spent would be 16 ticks/10 minutes, and "Nearly Spent" for 8 ticks/5 minutes. And torches, if staying true to the original game, would stop counting down during "pauses" which included opening the map, or the Option Menu.

My question about saves: Obviously just location information, but also: There was a save editor, DOS based, for editing skills and stats back in the day. I like a "continuous avatar" playthrough, akin to transferring your character from 4 to 5, then 5 to 6. I have 0 issue cheating in games to make the stats carry through, so I was wondering if I could 30/30/30 myself with the old editor, but it sounds like not. If they are plain text enough, that should be enough. I know the OG games(both 1 and 2) if you save-edited a stat, and then leveled up or rose a skill by meditating(UU1)/training(UU2), then the engine would recompile every derivative stat(HP, Carryweight, Mana Pool). I wonder if it does the same with yours.

Now, I know the Map is keyed to Select/Back/Whatever the button is nowadays. That means having the map in one of the "shoulder" slots(like the torch) isn't as big a deal, but I like storing things in that slot. Like the map. I have the map selected to move, but when I go over the paper doll, it stops being selected because I'm looking at said slot. Am I missing something on how to move items that aren't torches into that spot?

I have "auto-key usage" disabled in options(I think)(it's the empty circle, no bright white dot), but when I use the locked doors I have the key for, it opens. Does having the white dot disable that?


Thank you so much for this. UU1 broke my 1-9 runthrough because the GOG version has gotten weird with swimming/back moving. They don't work right based on specific facings(like swimming does not work well when facing N/NE/E)(I'm talking 1 pixel forward after like 6-10 seconds). My only real complaint is the torches, of course. I *do* have one suggestion, though? Include an image, or a document, that goes over the controls. I did figure it out eventually, but it was all trial and error to start. A short PDF with an image of what button does what, and a blurb on how to use it(I was getting frustrated with the inventory until I accidentally held the button and saw the pop-up buttons). Explain how pressing B takes you up 1 bag level. Etc. The minor control issues I talked about: Throwing, Putting things on the shoulders, Auto-Jump/Auto-Key on how they are properly enabled/disabled. And the instruction document doesn't even need to be colored/special fonts/anything. Just a quick rundown of how to play.

(1 edit)

Torches don't count down when the game is paused. They would when you sleep, but they are automatically snuffed out. The timing currently about half what you say it should be. I'll check what the original does and tweak it to match.

Yes, all the combinations from Underworld should work, including stick + oil.

The saves are zipped JSON so they should be easy enough to futz with. maxMana recomputes when you increase mana skill. maxHP doesn't properly recalculate if you fiddle with strength. it just increases by a delta if you level up. carryWeight recalculates every frame.

The shoulder slots only take light sources. Sorry about that.

Auto key usage... hmm... apparently I forgot to hook that option up to the feature in the game. Whoops! More testing required.

I could add a screen explaining the controls in the options menu.

But all this will have to wait until I'm done with the keyboard and mouse code.

Thanks for the feedback!