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Kweepa

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

Creator of

Recent community posts

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.

I'm about half way through the implementation, but going slow as I'm working on bugs and my other game at the same time, and it's triggering my RSI, so I have to take it easy.

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Ohhh, it's because it's a container and you can't normally barter containers. Easy fix.

[edit] Fixed.

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Hmm, they are large but maybe you could email me a save game? 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.

I missed that when testing. Will investigate. Thanks for the reports.

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That's an easy one to fix :)

[edit] Fixed.

Is this always on a specific level?

Awesome! What was your time? How many achievements did you get? Did you tweet @ Richard Garriott?

Absolutely, I've been a fan of the game, of Looking Glass, and of Warren Spector, for 32 years. I'm hoping to make something that scratches the same itch with the same depth and density.

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I have a fix for the bartering bug.

For repair, you use the item on the anvil. Hold down the right shoulder and select the item in your inventory. When you look at the anvil, the X button should change to "Repair".

I just checked it and it downloaded a 426Mb file, so it may have been a temporary glitch.io.

Thanks for the offer - when I get kb/m sorted, I'll hit you up here. More than likely the floppy version will have minor issues - I'm using object ids for some bug fixes and so on that may not line up.

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.

I’ll get this fixed, thanks

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.

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Hmm, magic axe? Oh! I wasn't aware of that, and have never tested it. I wonder why it doesn't work though...

[edit] It seems he's not evaluating anything. I just gave him nothing and he called it a goodly gift.

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.

Yes, if it's windowed, press Alt-Enter to make it full screen, and vice versa.

Yeah, it's not very discoverable. Hold A on an object to pick it up, then move it to the bag and press A again. You do the same thing to combine objects.

Alt-Enter should do it. Thanks!

To fill the lantern, drag the oil onto the lantern (press and hold A on the oil until the cursor changes, then move the cursor to the lantern, then press A).

There isn't a specific quit option. You have to use the standard Windows Alt-F4. But why would you ever want to quit?

I haven't set up a Discord. Only about 500 people have downloaded the game so a server would probably be kind of empty. But I don't know much about Discord.

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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 fixed this, but making a build will have to wait for a while. (Unlocking things uses an unusual mechanism to set off "open triggers" - it uses the chain index, which is normally just used to identify the next item in a tile, and not a functional relationship.)

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.

Will fix that soon. Thanks for the details!

Oh, interesting. I'm pretty sure if you try to take anything from the treasure room they will notice. But I should see why opening the door doesn't make them hostile. Thanks!

Spherical Horse who did the object models are Ukrainian, so donating to a Ukrainian relief fund would be great!

No, it won't work. Would need code and data support.

Oh, I see what you mean. I just extract all the files from game.gog, which includes UU1 andUU2.

I let the torch (quality 40) run down at the start of the game and it took 40 minutes. The conclusion is obvious :)

it’s all generated when the game runs.

Just use standard zip compression, the game uses a zip library so it should pick it up fine

No, I don't think it would be appropriate given that it's a mod of an IP.

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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!

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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).

if you’re talking about the conversations, that’s already fixed in latest. If it’s something else, please let me know!

Ok, fixed and updated, thanks!