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Kweepa

16
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59
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A member registered Jun 14, 2020 · View creator page →

Creator of

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(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!

(2 edits)

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!

Potions don't stack. It depends what enchantment they have, and allowing them to stack would reveal if they are the same without lore skill. For the sling stones, that's a bug - they sometimes have different quality. I'll need to fix that.

I didn't record that one - I got it from freesounds.org - so you may be right. Most of the floppy disks from the 90s were from the same manufacturers though...

(1 edit)

General movement:

Left stick - move

Right stick - look (can invert up/down from options)

A - jump

X - Inspect

Y - pickup or use, contextually

B - nothing

Left/right trigger (depending on handedness) - hold to build up attack, release to attack

Right/left trigger (depending on handedness) - hold to see player status

Left shoulder (hold) - open magic panel (controls are explained)

Right shoulder (hold) - open inventory panel (controls are explained, with the exception of hold A to pick up item to move it or combine it with another)

Select/View - map

Start/Menu - save/load/options

I think the autorepeat is a much neater solution, yes.

(By send me I mean email stevemccrea at gmail.com)

Please try getting the latest version (I updated where the original game data is extracted) and then send me the player log which is in %APPDATA%\..\LocalLow\Kweepa\UnityUnderground\

Thanks!

Not sure about that wrap around thing.

I experimented with the modal panels yesterday and I think it would work, yes. I've been playing with the shoulder hold for so long it has become second nature to me.

The font scaling is a good idea too. It's a little tricky since I built the inventory around this exact size. One possibility is to scale the whole panel up to 4x instead of 3x. Another is just to let the text wrap onto two lines where it's a problem.

You're not the first person to ask. I have RSI from mouse clicking so I was afraid to try, and I wasn't sure what to do about certain features, but I did start working on it yesterday and it's going pretty well. No promises, since it's distracting me from my next project, but maybe two weeks?

Yeah, I considered both briefly.

Having hi-res textures on the environment would just emphasize the boxiness of the environment.

Pixelating the npc textures (with pixatool or whatever) would look weird when they animate.

I think it looks nice as-is, but your mileage may vary.

You hold down the right shoulder to stay in the inventory mode, then move the cursor over to the npc's barter tray and press A to select the items you want to trade. The little light next to the items should illuminate. You can also switch out items quickly on your side the same way.

It should work with the original game data too. I think they are the same. I don't have that data so I can't guarantee the object indices are equivalent so there may be a few items that look a bit screwy.