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Underrail Infusion

For discussing role-playing video games, you know, the ones with combat.
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Underrail Infusion

Post by Cogemeister »

Thread for the Upcoming sequel for Underrail. https://stygiansoftware.com/infusion/
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Post by aweigh »

are they adding party members
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Post by Cogemeister »

aweigh wrote: May 20th, 2024, 04:58
are they adding party members
That was something a lot of people on rpgcodex were asking for so I’m sure it will be implemented in the sequel.
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Post by wndrbr »

aweigh wrote: May 20th, 2024, 04:58
are they adding party members
the last DLC for Underrail (Heavy Duty) featured a hireable merc. I assume it that way Styg tested companion gameplay.
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Post by wndrbr »

Dev Log 9: New Combat System
Hi guys,

As I mentioned in the previous dev log, our next goal with Infusion was to produce a short gameplay video that would feature some exploration and combat. The said video is finally here. This is a big milestone for us as the game is finally in a good enough state to be seen in motion, but also with this video we're revealing probably the biggest (and potentially the most controversial) change - the new combat system. Check out the video below.

Image

Before I get into the details of the new combat system, I would like to say a few words about the state of the engine and Infusion's development in general.

I think we are finally at the point where we have all the fundamental visual and gameplay features in a stable and robust state, ready to have the content piled on top of them. Of course, many smaller secondary systems are yet to be migrated from the previous game or re-implemented completely, but these are much easier and faster to develop.

For example, this year I spent a lot of time transitioning the engine from tile-based to voxel-based space, allowing for true verticality, which in turn allowed for free-form movement in 3D space for player, creatures and objects. So now we can have platforms above and below, flying (and maybe later swimming/diving) enemies, dynamic climbing and falling, etc.

Image

But because a lot of other mechanics rely on spatial structure, I had to rework those as well, including movement, sight, light, combat interactions and AI in general. For this reason, this was not the direction I wanted to take the engine in initially, but the more we discussed the gameplay features we wanted to implement in this game, the more apparent it became that no half-measure would suffice.

The story is similar with a lot of visual changes to the game. What often started as a smaller change to the rendering engine, eventually revealed itself as inadequate, prompting me to make a more radical re-implementation.

But in the end I regret nothing. The heavy lifting is now done and both the engine and the game will be better off for it. In the coming months and years, I expect us to make rapid visible progress as we transition from the tech phase to the production phase of the development.

Image

Now onto the combat changes.

In Underrail's design I drew from what I considered to be the high point of western RPG tradition and tried to build up and out from there. This was the case with combat system as well. I adopted the action/movement point design with sequential turns that worked well (enough) in a number of classical RPGs, adjusting it for my specific needs. Over the years, however, I came to realize that, while it's a solid way to approach party-based combat, it has some significant disadvantages when it comes to single character RPGs, even more so when coupled with free-form exploration:

Reactivity, or rather lack of it. As Underrail veterans know all too well, if you happen to stumble into combat with multiple powerful enemies and lose an initiative roll, you are going to get "100-to-0-ed" more often than not, probably getting stunned in the process as well. This is because giving a long turn to a powerful character in this system, without any opportunity to react to or counteract their actions, puts the party on the receiving end into considerable disadvantage. While in party-based combat, you could tolerate having one of two of your characters nuked or temporary disabled, if you are controlling a single character, this is often an unrecoverable situation. To a lesser extent, same is true with the player character getting the jump on the NPCs, though often, unlike the player, they can afford to lose a unit or two.

Dual time modes. Every active thing in the game requires two implementation for polar opposite modes. One is the real-time mode where things happen simultaneously and can and should be reacted to immediately, and the other one consists of long sequential turns where each actor can only react to the end state of the previous turn. This goes beyond the combat itself and goes into general AI and the behavior of the environment itself.

Sluggishness. This system scales badly with large number of participants if the player is controlling only a single character. The ratio of player waiting to player acting gets worse and worse with each NPC added to the encounter. Even worse, because there is a need to keep all the combat turn-based in order to avoid having to implement and maintain real-time combat AI, sometimes in Underrail you are just a passive observer of third-party combat.

The new combat system is designed to address all these and more. It is a combination of traditional roguelike combat, where turns are still sequential but short with atomic actions, and simultaneous turns combat. So here is the basic rundown of how it works:

- Under normal conditions, game is in real-time mode.
- When required due to the presence of hostile entities, the game will transition in and out of combat mode. Usually player will not be able to activate combat manually except under special conditions.
- In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
- When exactly this time is granted to the NPCs is critical as sometimes they might act immediately to interfere with the player. This time may also be granted in bulk or in smaller amounts (e.g. channeled abilities such as bandaging).
- Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.
- NPCs usually won't block each other. Meaning they will act simultaneously for the most part.
- Because NPCs are just executing their real-time AI while stopping for time allowance, there is no need for a separate AI implementation, and they can also take the time when player is acting to "think" about their situation. That is, their AI state machine is running at all times.

Hopefully this grants you some clarity regarding what you saw happening in the combat demo. This is the basic gist of the system, but, of course, the devil is in the details. The amount and the, uh, timing of the time transfer between the player and NPCs, as well as determining which actions (and under which circumstances) are simultaneous and which are blocking (sequential) - these things are going to be critical. I am going to tweak and shuffle these things throughout the rest of the development with the aim of making combat as fast, fluid and fun as possible while still keeping it cerebral and tactical. You should be able to go fast and furious when you can and as slowly and deliberately when needed. And you should be able to transition between those seamlessly.

The extent of the combat changes goes further than just time management, though that is the most radical one. There are others factors and considerations, such as focus, momentum, stamina, range, different speed categories to replace action/movement points modifiers, different combat stances and attacks, etc, etc. I will go into more details regarding those in future dev logs.

Image

So what's next? After we take a short break for the holiday season, we're going to into full production next year. We want to produce more environments, areas, equipment, creatures, more of everything. At the same time I will be working on re-implementing all the basic game mechanics of the previous game, such as lockpicking, hacking, trading, as well as redesigning some of the character progression stuff such as feats and, of course, the leveling system itself.

Our aim is that by the end of next year, we have enough material to create a Steam page and start hyping the game up properly and gathering those precious wishlist additions. At some point in the future, we are likely to release the game in Early Access, as we did with our first game. At the moment, I cannot give any precise or broad timeframe for when that might take place, so don't ask. What is important for us is that we ensure that the game functions well, that it's fun and that there's enough content so you can get some of your money's worth at least.

In the meantime, stay tuned for more dev logs and follow me on X, where I post smaller tidbits of development regularly (also, thank you very much for all the positive feedback and support you've shown us there so far).

Merry Christmas to everyone celebrating the birth of our Lord and Savior on either calendar and a Happy New Year!


Looks sick.
Last edited by wndrbr on December 26th, 2024, 05:09, edited 1 time in total.
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Post by wndrbr »

Redditards are trying to ruin Styg by spreading info about him posting homophobic slurs in Underrail discord server.

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Last edited by wndrbr on December 26th, 2024, 05:24, edited 1 time in total.
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Post by rusty_shackleford »

ah, finally, timelapse vertigo 2
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Post by rusty_shackleford »

I think the new character art looks worse tbh :sad:
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Post by wndrbr »

I don't like the character art/animations either, but the environments looks way better than i expected based on the small-ish screenshots Styg posted previosusly.
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Post by rusty_shackleford »

wndrbr wrote: December 26th, 2024, 05:09
Redditards are trying to ruin Styg by spreading info about him posting homophobic slurs in Underrail discord server.
Why yes, I will buy your game now Styg.
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Post by Tinky Winky »

rusty_shackleford wrote: December 26th, 2024, 05:14
I think the new character art looks worse tbh :sad:
It reminds me of Project Zomboid which they went from 2D to ugly, cheap looking 3D ****, just likes this.
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Post by Tweed »

Looks decent to me. :smile:
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Post by rusty_shackleford »

The environment art looks good, but I think there's too many props put between the playing area and the camera for a fixed-view perspective. Colony Ship did this as well(to a worse degree, seemingly) and I hated it.
videoframe_434027.png.webp
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Post by rusty_shackleford »

rusty_shackleford wrote: December 26th, 2024, 06:14
The environment art looks good, but I think there's too many props put between the playing area and the camera for a fixed-view perspective. Colony Ship did this as well(to a worse degree, seemingly) and I hated it.
Image
More examples

(referring to the bottom right area here)
videoframe_551689.png.webp
videoframe_607295.png.webp
videoframe_628001.png.webp
videoframe_637458.png.webp
etc.,
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Last edited by rusty_shackleford on December 26th, 2024, 06:21, edited 1 time in total.
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Post by wndrbr »

Underrail fans: Styg please, the is too slow, add a speed-up button
Styg: *adds walk/run toggle*
Styg: *but with a STAMINA BAR*
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Post by Monochrome »

I think it looks fine and I like the background ambience. Obstructing your gun sights with a light isn't the brightest of ideas, though.
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Post by PixiGreen »

I wonder if it is true or reversed psychology to encourage people to buy the (first) game:
https://steamcommunity.com/profiles/765 ... ed/250520/

"This is a very, very good game. While the reputation for being difficult is well deserved, the official forums have endless builds for all difficulties that can make it trivial to dive into the game and play how you want. Even more so if you opt to play a psi build.

Unfortunately, the developer is a raging transphobic racist who's discord is widely know as a cesspit on the unofficial subreddit. I'm talking real nazi ♥♥♥♥.

Get it on a steep discount if you like games that mimic FO1/2 gameplay styles. Otherwise give it a pass. Scum like the developers don't deserve your money. "
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Post by Element »

Looks good. I like the move away from strict turn based.
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Post by rusty_shackleford »

PixiGreen wrote: December 26th, 2024, 12:08
I wonder if it is true or reversed psychology to encourage people to buy the (first) game:
https://steamcommunity.com/profiles/765 ... ed/250520/

"This is a very, very good game. While the reputation for being difficult is well deserved, the official forums have endless builds for all difficulties that can make it trivial to dive into the game and play how you want. Even more so if you opt to play a psi build.

Unfortunately, the developer is a raging transphobic racist who's discord is widely know as a cesspit on the unofficial subreddit. I'm talking real nazi ♥♥♥♥.

Get it on a steep discount if you like games that mimic FO1/2 gameplay styles. Otherwise give it a pass. Scum like the developers don't deserve your money. "
It's true. The first game is also decent, probably great if you're a fan of games where you plan out your build.
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Post by asf »

nothing like casualizing combat
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Post by Tweed »

Deeply goncerning.
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Post by Valter »

PixiGreen wrote: December 26th, 2024, 12:08
I wonder if it is true or reversed psychology to encourage people to buy the (first) game:
https://steamcommunity.com/profiles/765 ... ed/250520/

"This is a very, very good game. While the reputation for being difficult is well deserved, the official forums have endless builds for all difficulties that can make it trivial to dive into the game and play how you want. Even more so if you opt to play a psi build.

Unfortunately, the developer is a raging transphobic racist who's discord is widely know as a cesspit on the unofficial subreddit. I'm talking real nazi ♥♥♥♥.

Get it on a steep discount if you like games that mimic FO1/2 gameplay styles. Otherwise give it a pass. Scum like the developers don't deserve your money. "
"Comments are disabled for this review."

You love to see it :smug:
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Post by Unhelpful Contrarian »

wndrbr wrote: December 26th, 2024, 05:09
Redditards are trying to ruin Styg by spreading info about him posting homophobic slurs in Underrail discord server.

Image
You know even he did make those comments who cares , it’s not like he blatantly putting his own politics in the game.
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Post by Rand »

wndrbr wrote: December 26th, 2024, 05:09
Redditards are trying to ruin Styg by spreading info about him posting homophobic slurs in Underrail discord server.
Did he call them gays or queers?
Words they use to call themselves, by the way.
What absolute *******...
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
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Post by Rand »

rusty_shackleford wrote: December 26th, 2024, 06:14
The environment art looks good, but I think there's too many props put between the playing area and the camera for a fixed-view perspective. Colony Ship did this as well(to a worse degree, seemingly) and I hated it.
Image
Yes. I am disinterested in examining the geometry of the local ruined air system ducts.
Especially when it blocks the actors, items, and usable geometry of floors and doors.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Rand »

PixiGreen wrote: December 26th, 2024, 12:08
Get it on a steep discount if you like games that mimic FO1/2 gameplay styles. Otherwise give it a pass. Scum like the developers don't deserve your money.
Note the difference.

The woke left can't GIVE away their garbage games and tell us CHUDs not to buy them while they don't buy or play them either.
But their side WANT the good developers' games and tells each other to steal them to deny them income for their efforts.
Last edited by Rand on December 27th, 2024, 12:30, edited 3 times in total.
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Post by TKVNC »

rusty_shackleford wrote: December 26th, 2024, 06:21
rusty_shackleford wrote: December 26th, 2024, 06:14
The environment art looks good, but I think there's too many props put between the playing area and the camera for a fixed-view perspective. Colony Ship did this as well(to a worse degree, seemingly) and I hated it.
Image
More examples

(referring to the bottom right area here)
Image Image ImageImage

etc.,
It's relatively aesthetic, and adds to the immersion of the scene; however, it detracts from the gameplay / practicality of the player experience.

Visuals, no matter how immersive or impressive, should never interfere with the game.
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Post by Element »

It's still alpha footage. Maybe there'll be an option to toggle the opacity of topmost geometry.
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Post by rusty_shackleford »

After comparing it, I actually prefer Underrail's graphics
Image

The same look could have been recreated using 3D assets(albeit using a custom lighting model rather than an off the shelf one… heck, even just turning roughness up and metallic down in a PBR pipeline might get close), but they decided to go with an entirely different aesthetic.
Last edited by rusty_shackleford on December 29th, 2024, 09:31, edited 3 times in total.
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Post by wndrbr »

rusty_shackleford wrote: December 29th, 2024, 09:18
After comparing it, I actually prefer Underrail's graphics
Image
that's a screenshot from the Black Sea expansion. It looks way different from the base game, and it also took Stygian ages to release.

I believe they realized that the beautiful 2D art is just too time consuming to draw, so they decided to make some sacrifices.