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Game News Underrail - alpha gameplay video

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
Cool game bro.
Kind of looks like the bastard child of Fallout with Crusader no Regret.
There will be a number of different are types. You can take a look at the some Lower Metro and Cave areas in the media section on the website:
http://www.underrail.com/index.php?option=com_content&view=category&layout=blog&id=41&Itemid=55


A freelancer is doing the character models and animations. I'm doing everything else.

You say freelancer. So I'm assuming you're investing your own money and paying for it?

How long have you been developing this game?

Some comments/suggestions:
- implement crouch and crawl moving mechanics. As a bonus it could be used in the ventilation system.
- party based would be cool (it wouldn't be required for all missions to have a party, but on some it would be cool)
- (another thing that popped to me while watching the raider fight) Haver you considered having "shoot over the counter" mechanics. This would allow making better use of doors and other objects for cover. It's especially useful when you're against multiple targets, as the odds of hitting one enemy increase.


Will there be any different looking areas in the game, or only those vault-lookalike compounds like in the vid?
website said:
Story

The game is set in a distant future, when the life on the Earth’s surface has long since been made impossible and the remnants of humanity now dwell in the Underrail, a vast system of metro station-states that, it seems, are the last bastions of a fading race.

The player takes control of one of the denizens of such a station-state whose life is about to become all that much more interesting and dangerous, as our protagonist is caught amidst the conflicting factions of the Underrail as they secretly but violently struggle for the Humanity’s last gem of hope.

For me this kind of sucks, because having outdoors gives more room for areas diversity and exploration.



For those who missed it on his webpage, character system:
 

Crooked Bee

(no longer) a wide-wandering bee
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Raising the funds would certainly help speed up development, but I don't think I have enough visibility to start a successful crowd-funding campaign.

No harm in trying if you can put together a good pitch, set a realistic release date, and ask for $10000 or so. Look at the Cult Kickstarter, for example: the guy didn't have any visibility either, but he presented an intriguing description of the project and some videos to back up his intentions, and succeeded.
 
Joined
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Messages
1,538
Looks great indeed.
I agree that you should consider Kickstarting this - expand it's scope regarding locations etc, and perhaps implement companions, or even make it party based.
The UI looks sweet, but is it placeholder at the moment? It could use the hand of a competent UI artist. Not to change it mind you - just to give it some flavour.
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
Thanks guys. Really appreciate the support. :)

Also you should look into advertising it properly, at least on I don't know, gamebanshee, rpgwatch, nma-fallout? I think a lot of people don't know about it, and it would be a damn shame if it didn't sell because it was relatively unknown...

I did send mails out to a lot of news sites about this video.
Send more and send them again.

You would make a killing on Kickstarter.

Raising the funds would certainly help speed up development, but I don't think I have enough visibility to start a successful crowd-funding campaign.
Seeing recent trends on Kickstarter, it's enough to say you worked on a game in the past (no matter what you actually did), make a flashy video (with little to no gameplay), promise the stars and the moon and you're all set to reap $100k+. I don't know your employment history, but even if you never wrote a line of code before making this game, your playable demo (no matter how rough the build is) would trump "experience in the game industry" card. Flashy video and empty promises are easily added.

I think you're being too modest, but on the other hand, that's what got you to this point. So, keep it up :salute:

Styg, you are our new Messiah, may God have mercy on your soul if you fuck it up like VD did with AoD. No pressure! :P

I guess I don't want to know what happened to previous ones. :)

Some tips:
1. Don't get involved in pointless debates on Internet forums.
2. It's your game. You don't need to justify anything you do.
2. Keep an eye for "good" suggestions (like replacing RT with TB combat and speeding up movement and animation), but don't feel pressured into implementing anything.
3. Design may change. Don't overpromise or hype up your game with features that are not yet implemented. Better to be pleasantly surprised (like with this gameplay video).
4. Keep the scope of the game narrow, but make what you do have in the game "awesome". More isn't always better. More can be added later or made into another game.
5. Gameplay is king. Nice setting, interesting story, good dialogues..., all just accessories.
6. Marketing is really important. Pester and spam the gaming sites with updates on your game every week (doesn't matter if you have anything new to show or not).
7. Do not come back to the Codex, until you finish the game.
8. Disregard advice from random people on the Internet.

I guess 6 tips is enough. No need to complicate things, is there? :troll:
 

UnknownBro

Savant
Joined
Mar 23, 2012
Messages
373
Wow, it's looking great, and turn-based :bro:, though I don't like the character models, they look too 'clean' and uninspiring.
But really happy about this one popping out, I'll be buying it when released for sure.
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
751
Location
Serbia
You say freelancer. So I'm assuming you're investing your own money and paying for it?

Yes.

How long have you been developing this game?

Since sometime late 2009, I think. But I did develop the whole engine first and it was in my spare time until a few months ago. Now I'm working on it full time.

Some comments/suggestions:
- implement crouch and crawl moving mechanics. As a bonus it could be used in the ventilation system.
- party based would be cool (it wouldn't be required for all missions to have a party, but on some it would be cool)
- (another thing that popped to me while watching the raider fight) Haver you considered having "shoot over the counter" mechanics. This would allow making better use of doors and other objects for cover. It's especially useful when you're against multiple targets, as the odds of hitting one enemy increase.
- too expensive on the graphics department, considering all the armor-weapon combination that I need already and all the different animations already present
- the game is designed for a single character from ground up
- things are a bit more complicated here because of the way object are placed on the map; let's just say it would be hard to make a consistent system here, but it's one of the things I'm thinking about



For me this kind of sucks, because having outdoors gives more room for areas diversity and exploration.

I'm the one man drawing all those areas, so for me it's a good thing. :)


Looks great indeed.
I agree that you should consider Kickstarting this - expand it's scope regarding locations etc, and perhaps implement companions, or even make it party based.
The UI looks sweet, but is it placeholder at the moment? It could use the hand of a competent UI artist. Not to change it mind you - just to give it some flavour.

No, it's the real thing. I doubt it'll see much more work except that I'll probably need to make a high resolution one.

One thing that I failed to pick from videos is how the grid assignment occurs when combat starts. PC can move pixel accurate in real-time so do you make all actors move to the nearest square center at the start of combat?
This is a bit complicated as well:
- they can still move pixel accurate in TBC; there is re-positioning at the combat start
- area of effect abilities target tiles
- character is considered to be in a tile if any part of it touches it
- for character-to-character collision detection purposes, each tile is divided into 4x4 matrix and most characters take up 3x3; so basically there's a finer grid on top of the tile grid for collision detection
Hope this answers your question. :)

As for the kickstarter campaign, we'll see. My next stop is a playable public demo and currently all my energy will be invested in that.

Thanks again for your support and feedback, guys, and spread the word of the game as much as you can. :)
 
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That's a pretty sophisticated grid implementation but wouldn't it work out better if you went full out on it and displayed the denser grid with characters taking 3x3 and also allowed movement on that basis? Though you enjoy the practical simplicity of the current dual system, I suppose but it's bound to cause confusion on precision expectations from players. Likewise with LOS, I think game might look better if LOS worked as per the finer grid, assuming the tiles supported that.
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
- too expensive on the graphics department, considering all the armor-weapon combination that I need already and all the different animations already present
I thought the characters objects were 3D models. I guess they're 2D sprites instead.

I'm the one man drawing all those areas, so for me it's a good thing.
This is a double edged sword. I can imagine that designing the sprites for the areas can be quite time consuming. But just keep doing things are your own pace.
And if you eventually decide to jump on the kickstarter wagon, then that would be an excellent way to add new areas through the use of goals (but present then incrementally and keep them honest; don't do it like xenonauts did).
I think it would be preeeeety sweeeet! to be able to explore the inhospitable surface (using necessary equipment) and find... who knows what... (where the fuck is the its a mystery smiley?! it ruined my punchline!)

BTW, I really don't agree on what Marsal said about the way you should handle your eventual kickstarter pitch. Better gather support from people who like your game than promising apples and then giving then peaches.
And by looking at other projects I would say you could set a 20k goal and be successful.
But take your time. Don't rush things.
And keep posting those updates on the codex. Maybe someone will join your quest.

My next stop is a playable public demo and currently all my energy will be invested in that.
6c55b831.png
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
BTW, I really don't agree on what Marsal said about the way you should handle your eventual kickstarter pitch. Better gather support from people who like your game than promising apples and then giving then peaches.
I was being sarcastic, bro. My point was that playable demo >>> everything.

And by looking at other projects I would say you could set a 20k goal and be successful.
So that vaporware zombie game can get $200k+, with nothing to show after 3 years in development, but this game is worth $20k after showing great gameplay and character system?

:hmmm:
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
In the codex you never know if it's sarcasm, trolling or plain stupidity.

Vaporware zombie is being developed by Brian who has worked in Vampire the Masquerade: Bloodlines, and it looks like it has passed its vapor status. Besides it's a zombie game, which fortunately for them is a good thing. Additionally it's a fully 3D game, making it interesting to a wider audience.

Xenonauts was able to raise $155k, but it has the fanbase advantage, and they've been at it for to some time as well, meaning they already had some visibility to the public.

When I said 20k it was on my conviction that it would have a 99% chance of being successful.
But this is highly variable. For example, remember Legends of Eisenwald, they asked for 50k and got 80k.
When Styg is able to push out a polished and moderately sized demo that is able to captivate the players' interest, well, maybe he could even ask for 100k and be successful. But who knows...
 
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Despite looking like a swell game, there is a lot about the game that is unclear. You can learn more about the game in the Workshop thread here than on the game's own website, so a comprehensive effort to explain the ins and outs of the game from ground up would be necessary for something like Kickstarter.

Anyway, we should do an interview with Styg. He's been at it alone for some time now, also built his own engine and from what it looks like, the game is already in a better shape than ZRPG so I think he's likely to have a few words of wisdom on indie game development, including some tech talk. At the very least, it could be our attempt to generate some publicity for the game.
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
Vaporware zombie is being developed by Brian who has worked in Vampire the Masquerade: Bloodlines, and it looks like it has passed its vapor status. Besides it's a zombie game, which fortunately for them is a good thing. Additionally it's a fully 3D game, making it interesting to a wider audience.
1. Yes, he "worked" on Bloodlines. I fucking love Bloodlines. My top 10 game all time. That being said, what did he do? What does Bloodlines have in common with TB "strategy" RPG? He may be a brilliant writer, but quality of writing and story comes second to gameplay (and by gameplay I mean combat, because Arcanum).

2. Yes, it's not like everyone and their dog is making zombie games... (this is again sarcasm, not to confuse you).

3. It's a fully 3D game with shitty graphics and embarrassingly bad art direction. You may say that it has good graphics for an indie game, but it doesn't. Underrail has good graphics for an indie game. Why? Because having consistent and good art direction matters a lot and by going 2D it avoids direct comparison to higher budget games.

4. It's because of fags like you (and a good chunk of Codex), that we can't have nice things. While empty promises trump concrete evidence and perceived reputation trumps proven ability, it will remain that way.
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
Where is that crybaby smiley when you need it?

1. You said it yourself. Both Bloodlines and Arcanum are among the codex's top 5. But yes, it would have been nice for him to show a combat demo, so that we would all be assured that combat won't be shitty. But since he didn't I'm assuming it's not done yet. But should we ignore everything else?

2. it's not like there is a demand for zombie games or anything

3. "shitty graphics"... awesome!

4. orly? let me guess, you haven't donated to W2 nor will donate to DS. And it's because of me (who did) that we can't have nice things? Tell me, so which projects have you been supporting so that we can all have nice things?
 
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Yes, he "worked" on Bloodlines. I fucking love Bloodlines. My top 10 game all time. That being said, what did he do? What does Bloodlines have in common with TB "strategy" RPG? He may be a brilliant writer, but quality of writing and story comes second to gameplay (and by gameplay I mean combat, because Arcanum).

He is not alone in this, you know. Annie has experience in design. Also all roles at Obsidian presumably had spill overs to a certain degree as one can not just do writing or develop game systems in vacuum.

2. Yes, it's not like everyone and their dog is making zombie games... (this is again sarcasm, not to confuse you).

That's a bizarre strain of sarcasm. Where are all these TB RPG zombie games?

3. It's a fully 3D game with shitty graphics and embarrassingly bad art direction. You may say that it has good graphics for an indie game, but it doesn't. Underrail has good graphics for an indie game. Why? Because having consistent and good art direction matters a lot and by going 2D it avoids direct comparison to higher budget games.

This and obligatory mention of T-Rex armed lady. They have the sense to pass that around as concept art. WTF LOL

4. It's because of fags like you (and a good chunk of Codex), that we can't have nice things. While empty promises trump concrete evidence and perceived reputation trumps proven ability, it will remain that way.

It's not exactly an empty promise. We know they are working on it. They have street cred. Past experience. They are not nobodies. And they are saying all the right things about the game and also all the unfortunate things regarding limitations or shortcomings they acknowledge beforehand which firmly grounds the project in reality as opposed to retarded fan mod project #32343 promising a gazillion things they have no clue about how it could actually work. Even if they were nobodies, there is enough material and information out there atm to pitch the idea. I think everyone is being a little too ungrateful little punks about wanting playable demos and whatnot day -365.

It's a niche we have been deprived of. You either take an educated and calculated risk and support it or you don't. Don't bitch about the industry if you do the latter.
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
I can't be bothered to quote kaizoku and villain of the story VD-style. Let me just sum it up.

The zombie people are a bunch of "designers", "writers" and "artists". They do not, or have ever had, a programmer on the team. They plan to use Kickstarter money to hire a programmer. Not an extra programmer, the only programmer. Now, it may seem to you that designing games is purely a mental exercise, but nothing ever works just the way you imagined it. That's why you need to prototype and iterate on the design. You can do that without a dedicated programmer, and I guess they did, and that's why there is a lot of talk and little gameplay. 30 seconds of gameplay, that we were shown in the Kickstarter video, show nothing but a re-skinned version of AoD. There is nothing wrong with that, however after 3 years of "development" not to have something playable, that can be shown for more than 30 seconds (chopped into 5 second bits), seems a little fishy.

They aren't making a movie or writing a book. They are making a game, so I expect to see some gameplay (I guess some of us just feel entitled like that). It doesn't have to have fancy graphics, show me a prototype without animation or textures, with simple shaders and boxes as walls and environments. Instead, they show finished levels, complete with animation and textures, but without gameplay. Gameplay, as in stuff that makes something a game. This doesn't seem strange to you at all?

Of course not. You shower them with cash. Then you value Underrail at a fraction of that, because it doesn't have 3D graphics, isn't another zombie game and isn't being made by "famous" people with street cred and experience. Awesome.

Speaking of street cred and experience, Brian Fargo has street cred and experience. Tim Cain has street cred and experience. Zombie guys, not so much. They were never in charge, just a part of a team. Using Bloodlines and Arcanum as arguments for good gameplay is a bit of a stretch. I would say they are good games in spite of (majority of) their gameplay. Non-combat gameplay was excellent and the games came together nicely and were more than the sum of their parts. The combat (a humongous part of the gameplay, by design) was at worst completely broken and at best decent (in part by virtue of building on Source engine). You may, of course, blame the publishers, as I'm sure you'll excuse all the shortcomings of the zombie game by adding "indie" as a qualifier to everything.

As for bitching about industry and whatnot, you have me mixed up with Skyway. It's all simple supply-demand. You are creating demand for vaporware by supporting Kickstarter project such as the zombie game. I have nothing against idiots throwing their money away, I even encourage it. However, have in mind that it affects other, more promising projects, that will drown in a sea of vaporware, be devalued because they have set realistic goals or even get denied funding altogether when the Kickstarter bubble bursts.

There is a shortage of "good" games (or better said, games we like) on the market. Desperately throwing money on anything and everything with some promise is just going to make things worse.
 
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But I find it most ironic that you mention that Tim Cain as someone with street cred and then point to the shit combat in Bloodlines in the same paragraph, as if the latter is Brian was one of the figure heads responsible for that. I mean, HELLO, Tim Cain was the system designer in Bloodlines!

R00FLES!
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
But I find it most ironic that you mention that Tim Cain as someone with street cred and then point to the shit combat in Bloodlines in the same paragraph, as if the latter is Brian was one of the figure heads responsible for that. I mean, HELLO, Tim Cain was the system designer in Bloodlines!

R00FLES!
What I find most disturbing is your lack of reading comprehension. Read it again, and a couple times more if you need to. It's not a complicated mater by any means, but I guess it must be hard coping with your disability and all, so I'll give you some leeway. Just don't run away like a little bitch again and make another alt. That's not cool, bro sis.

Tim Cain's "street cred" (for me) comes from Fallout and ToEE, having owned a game studio and managed several teams of developers. Plus, he's actually a capable programmer, not some random "game designer". Remind me again, in what game was Brian system designer?
 

zeitgeist

Magister
Joined
Aug 12, 2010
Messages
1,444
Additionally it's a fully 3D game, making it interesting to a wider audience.
I thought the point of Kickstarter was to fund projects that aren't.

This is a bit complicated as well:
- they can still move pixel accurate in TBC; there is re-positioning at the combat start
- area of effect abilities target tiles
- character is considered to be in a tile if any part of it touches it
- for character-to-character collision detection purposes, each tile is divided into 4x4 matrix and most characters take up 3x3; so basically there's a finer grid on top of the tile grid for collision detection
Hope this answers your question. :)
Any grid subdivision should be visible. Also, I probably said this in the Workshop already, but please reconsider this being a game with no party creation/control, as it's rather pointless to waste a combat system this could potentially have on such a game.
 

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