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Kweepa

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A member registered Jun 14, 2020 · View creator page →

Creator of

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See below for answers to this question :)

No, it was weird to be able to pick up and throw any pile of debris. The graphic didn't look right. So I removed that feature. Maybe not my finest hour...

(1 edit)

I did think about it, but I would hate to do a second rate job with the VR, and I know how much work it is to make VR good. (Oh, and I don't have a VR headset any more!)

Sure, here is fine with me. Unless they're going to make me cry :)

Ohhh, nice catch.

Oh, so you're trying to use mouse and keyboard on a version that doesn't support mouse and keyboard. Get the latest build and try again.

Interesting. I assume you are on the latest code. What control scheme are you using to pick this stuff up?

Oh, with a hotkey it would be easy. Ctrl, perhaps.

I did have that for a minute, but I wanted to be able to move while casting spells so it conflicted with WASD

As I said below: It would be possible, yes, but it's unlikely to happen, since it would need new models and animations, plus about nine months of dev work. I scratched my itch, now I'm working on something original.

You can also click and drag.

For now I added a 0.8 - 2.2 multiplier slider.

Just so I capture your case, what way do you need the mouse turn speed to go? Faster or slower? Approximately how much?

Yes, that's a change between the gamepad and the mouse controls that is a little more like the original game when playing with the mouse. I don't think it's too onerous, and it puts the "randomness" on the cast click rather than on the targeting click.

Yes, it switches back and forth automatically when you press gamepad buttons or click mouse buttons. I should add a mouse turn speed.

Anything unusual about your setup? What version are you running? (It’s in small print on the title screen.) Full screen or windowed?

Left mouse drag or just left mouse hold.

Right mouse hold charges a weapon strike.

Full screen with Alt-Enter.

Good to hear. Thanks.

Oh, yes, loved Magic Carpet back in the day... The fog was a little extreme, but amazing feeling of freedom. One of Bullfrog's best.

Thanks! And thanks for the offer - I'll get back to you in a few months if that's ok, when I'm a little further along with things.

There are options if you press start. Not much though, just volume, camera invert, and a couple of tweaks.

For the manual, there should be a general gameplay manual with the original game, and the gamepad controls are on the home page here.

My pleasure!

No, I have no plans for that. It would require about nine months of work, and a lot of new models, animations, sounds, and particles.

No plans at all. I don't personally like the Playstation version, and there's no legal way to extract the music from it to play it.

(I did have remastered music at one point, but stripped it out for legal reasons.)

Yes, it's mouselook rather than trying to emulate the original.

I got the flu and am still recovering, but working on it. I think it's all good, but every time I play I find some corner case that needs fixing. Two weeks was the game dev joke... it'll be ready when it's ready, but soon.

Awesome! Testing appreciated! I'll put you on the list.

Thanks!

Thanks for the kind words.

  • the sword disappearing when equipped then thrown is a known bug, and fixed on 25 Apr
  • the game chooses the most powerful swing based on the weapon type. there isn't any special critter vulnerability to specific swings. the fire elemental is just difficult to hit! either avoid, or increase your weapon skills.
  • the maze bug was also fixed on 25 Apr

Richard Garriott didn't notice, I don't think, but Warren Spector mentioned it on LinkedIn.

Yes, I would recommend updating.

If it happens again please send me the Player.log the moment you notice it. Thanks!

It looks like there was an error saving or loading at one point and all the objects on level 5 are missing. Unfortunately I don't have any more info than that, and the save file is broken beyond repair.

Also the Player.log from the save's parent folder, and where did you get the original game data files?  A gog install, or an original disk install?

That is a new one. Could you send me a save game from around that area?

steve mccrea at gmail dot com

The saves are in %APPDATA%\..\LocalLow\Kweepa\UnityUnderground\Saves. I just need the header and the gz, not the png. You can identify the save by the thumbnail png, or the order in the list (starting at 0).

Yep, the savegames are compatible. I would actually recommend it because the newer versions will fix some bugs in the saved games.

See the reply to Pixellenium below.

I wasn't going to release the whole project as it includes some assets I bought from the asset store (audio and particles) that I don't have the rights to give away and some 3d assets that are unique to this project that I'd rather not give away the sources to. I'm probably going to release the source code once I finish the mouse/keyboard support and any lingering bugs.

No plans for that. It is what it is. I'm happy with the look.

No, they are all hand-crafted, working with the sprite sheets as reference. The artists are Spherical Horse (for the items) and Lil Pupinduy (for the critters). I know they didn't use AI because there were multiple rounds of revisions and I was able to direct the art down to minute details. Plus, these models are way more clean, tidy, and efficient than anything AI can produce. I did have some AI generated UI textures and audio during development but it was all stripped out or replaced before I released the game.

I'm not going to make any changes in that regard, no.