Skip to main content

Some days (or weeks) with Underrail

I have been a fan of Underrail since its first beta. Or alpha. In the last years, I have been lucky to get my hands on a couple of versions, being the 0.1.13 the last one, which is quite complete and bug free. I consider this as one of the few games that trigger in me what I call the Fallout feeling.

I disagree, of course, with a few design decisions and features. For example, the psi regeneration hasnt been included until the last versions, making impossible to play as a pure psi character. Eventually, after the second or third replay, you will figure out how to keep your character well supplied of psi boosters, but for a newcomer, playing as psi is out of the question.

The most annoying features implemented after 0.9 is that the merchants buy only some items (nothing new, Arcanum did that a decade ago) but just a few of them: 2 firearms, 3 leather armors, etc. You end up carrying tons of stuff, just in case you are lucky to find a trader that wants to buy that rat leather. Your work as game designer is not to give the player all what he thinks its good (otherwise, the game would be too easy), but I have always disagreed with some artificial techniques to force the player to roam and spend time doing nothing. Being the last of them the hyper-complex scenarios where a range of mountains is right between you and your target. This limitation is one of those weird things, perhaps looking for a realism that shouldnt be.

And talking about realistic behaviours, it seems that item degradation over time has been tuned. In the first alphas, using a knife against a couple of rats was enough to break it. Now takes more than a dozen of shots to damage a gun.

Im really sorry I cant buy this game. It is one of those few titles that I would like to support and that I recommend to people looking for some old school RPG. Also, it is another proof that the graphics doesnt matters when you have good gameplay.

Comments

Popular posts from this blog

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started.

Start Unity3d and in your scene, add an empty GameObject, we will call it target. Create a camera object and drag it to target to make it child. The result looks like this:


Now select Camera and set the values to this:


For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom).

Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code:

if (Input.GetKeyDown(KeyCode.W)) {
            dir = UP;
        } else if (Input.GetKeyDown(KeyCode.S)) {
            dir = DOWN;
        } else if (Input.GetKeyD…

TPS with free look tutorial, version 2 (and bugs)

After working a bit to improve the third person camera system I mentioned a couple of days ago, I found a few problems that I could fix, and other I cant. Here is the updated code:

public class PlayerControl : MonoBehaviour {

    public GameObject pivot;
    Animator anim;
    int direction = 0;
    int FORWARD  = 1;
    int BACKWARD = 2;
    int LEFT = 3;
    int RIGHT = 4;

    // Use this for initialization
    void Start () {
        //cam = gameObject.GetComponent<Camera> ();
        //Cursor.visible = false;
        //Cursor.lockState = CursorLockMode.Locked;
        anim = gameObject.GetComponent<Animator> ();
    }

    // Update is called once per frame
    void Update () {
        Vector3 rot;

        if (Input.GetKeyDown (KeyCode.W)) {
            direction = FORWARD;
        } else if (Input.GetKeyDown (KeyCode.S)) {
            //go back
            direction = BACKWARD;
        } else if (Input.GetKeyDown (KeyCode.A)) {
            direction = LEFT;
        } …

Tutorial: building a modular character

Building character models with body parts have been an obsession for me in the last weeks. I have googled, asked, googled, and asked again, played with Unity3d editor, tested code, and so on. You can see the result of my work in the previous post. First of all, I have to say that what I achieved is mostly derived from this thread and the sample posted there. My code is a copy&paste of that sample. Also, you can find a more extense solution in this Gamedev.net forum thread.

First, lets start with the model, which obviously, is divided in the required sections. Lets say we have head, torso and legs. Each part must be exported to a separate fbx file, but it must include the skeleton. Then, export the skeleton without geometry to another fbx.

Im going to assume that you want to instantiate all components, and even player, at runtime, from a  C# script (no Unity editor involved, except for creating prefab an position marker), so, we will place the sections, the skeleton and everything…