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.
Kweepa
Creator of
Recent community posts
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.
Oof, I just tried this in the GoG version of the game, and he doesn't check what you have in your inventory, he just says "that is indeed a goodly gift", even if you are carrying nothing! It depends which conversation path you take. So unfortunately this is a bug in the original conversation code. I might be able to patch it but it's low priority.
I found the issue with the Bullfrog puzzle, thanks to someone sending me a player.log - the wand needs to be on the same level as the switches, or on a level that you have visited since you loaded the game. I have fixed it locally. I still haven't found what is wrong with the silver/gold switch door. It doesn't rely on any other object, so it's not a related bug.
By inert you mean they don't even slide the little nodule in and out? I'm not sure how that's possible. There's no connection to the plot or any dialog. Switches can't be disabled. Can you try it and send me your player.log from %APPDATA%\..\LocalLow\Kweepa\UnityUnderground please? (To stevemccrea at gmail dot com)
I just checked to be sure and yes, it does work. The dials control the position, then the upper button raises the floor at that position and the lower button lowers the floor. The buttons and dials work the same way as the other buttons and dials, press Y to activate. You should see the dials rotate and the buttons toggle in and out and hear a scrrrreak sound. To check if anything has happened, you may need to climb down and run around the area inside the moat of water.
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!
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).

