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It's likely because the rendering component is a UI control itself (that is, it derives from the base control class).Īnyway, in some future iteration I intend to implement the radial menu as the context menu of usable objects for invoking alternative actions. I can't remember exactly anymore, but I think I wrote it even before I set the foundations for the isometric rendering component. Perhaps because it's easy and I get to see the results quickly, owing to the solid and versatile UI framework I wrote as the part of the game engine way back at the beginning of this project. Making changes to UI and producing new types of controls is one of my favorite stuff to do. In the process of doing this I also fixed a number of interface bugs and tweaked a few things I meant to for a while. An icon representing the currently assigned capability will appear alongside the item icon in the lower left corner as well. You can also use this control to set the active 'capability' on the item you've dragged onto the action bar. This will ensure that only those characters that spend a lot of points in Guns will be able to effectively use the most powerful weapons, while other characters can decide how much they want to spend in this skill to supplement their other damage sources.īy the way, not meeting the minimal skill requirement for a weapon will not prevent you from equipping the weapon, but give you an increased chance to miss (which increases with skill discrepancy). This requirement is based on the weapon class (pistols - requirement, SMGs - low, rifles - medium) and weapon level. Then I introduced minimum weapon skill requirement for using different weapon types. So I decided to merge these four skills into a single skill called ‘Guns’. So these should require more training to be used, but with originally, it’s just as easy to spend points in rifles as in pistols. The latter will still be viable damage-wise in the late game and might bring additional utility however, for a character that wants to max out their pure weapon damage, rifles will be superior. Some weapons (assault and sniper rifles) will have naturally higher damage output than others (pistols, SMGs).
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I want to introduce different weapon classes gradually during the early game, but the player would be asked to invest skill points in a certain weapon class immediately which would often leave him with two options: waste skill points in the early game to be proficient in a weapon you might not use later or spend skill points only in the chose weapon class and struggle until you obtain that weapon.Originally, they each had their own skill, but after a while I realized that wouldn’t work well for two main reasons: The rest of the weapons mentioned above are the usual ranged firearms (though some will have energy based variants as well). I intend it to be a different kind of weapon from the rest of the ranged weapons one that makes up for its lower damage output with additional utility and shield mitigation. The last three are covered by a single skill – melee - which also includes unarmed combat.Ĭrossbow is a class of its own. There are essentially eight weapon classes in Underrail: pistols, SMGs, assault rifles, sniper rifles, crossbows, knives, sledgehammers, and miscellaneous melee weapons (such as a crowbar). Here’s a sample of what the new human models look like.
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With the old title I also got rid of the placeholder human and creature sprites - so no more blockmen and disproportionally large head quadrupeds.
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Of course, this isn’t the only thing I did in the past six months of silence. The new website is (or will be once DNS kicks in). While there is a greater, sort of background plot that concerns the nature of time, the game is largely about the Underrail itself - its inhabitants, politics, strife, dangers, mysteries, as well as the player’s place within all this. Secondly, I’ve decided to change the name of the game to “Underrail”, which is the name of the underground metro system the game takes place in. I promise to put more effort into providing info on the game’s progress on a more regular basis in the future. There have been some setbacks, but the development of the game hasn’t stopped. First, I’d like to apologize for the silence of the development log in the past six months or so.
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