Underrail Forum

Underrail: Infusion => Development Log => Topic started by: Styg on May 12, 2025, 11:40:23 am

Title: Dev Log #11: Bartering and Inventory Tetris
Post by: Styg on May 12, 2025, 11:40:23 am
Hi guys,

A while back we made a the change from the Underrail 1 style of inventory to a tetris grid based one. Originally, I was planning on keeping the previous inventory implementation because it was simpler and easier to integrate with other game mechanics. Also, not having to go through all the item management code would have saved me some development time. However, as we started adding all the different armor pieces and such, the difference in item scale and inability to render finer details on bigger pieces in the inventory made me realize this is not going to cut it.

It made inventory both aesthetically unpleasing and hard to read.

(https://stygiansoftware.com/images/devlogs/infusion/11/inventory.png)

I was always planning on adding item volume mechanic to Infusion, so in addition to managing weight of your haul, you'd also need to manage the volume. You'd not be able to go around carrying a ridiculous amount of light items even if your character is quite strong.

However, now that we switched to a tetris style inventory, instead of giving every item "volume" stat, we can control its volume through its size on the grid and stacking behavior (how many instances and be stacked together).

Every character will start with 8x8 inventory grid, but will be able to expand that by wearing a backpack, waiste pouch or some other similar container. Each container will act as a separate grid (or a number of them, if it has multiple compartments), so when you, for example, drop a backpack, all the items that you have stored in that grid will remain inside the backpack and you can retreive them all at once when you pick up the backpack again. This will come useful when you have to quickly ditch some weight in order to escape an enemy or perform some athletic feat.

Before someone gets some funny ideas - no, you will not be able to put an item container into another item container, unless the former is empty. So - no infinite space through container nesting.


Other containers you encounter in the game will also use this grid system, limiting their storage capacity through volume. Depending on the type of container, they may also have different grid configurations. Some containers, such as shelves, will have multiple smaller grids, which may limit how big of an item you can store there.

* * * * * * *

I also made a new UI for bartering. The system itself remains mostly the same - with merchants only being willing to buy limited amount of specific merchandise.

(https://stygiansoftware.com/images/devlogs/infusion/11/bartering.png)
(still missing some icons in the top left section)
Unlike before, this demand now "refills" bit by bit as time passes, instead all at once at set intervals. Also, there are no longer any hard-coded restocking mechanisms, so each store will have its own restocking logic.

Ocassionally, merchants will have discounts or mark ups on certain merchandise that would last for limited time or until the circuimstances change. Sometimes, you may get a personal discount from a merchant or they might even allow you to choose something for free as repayment for a favor.

Finally, all the items the store has will be present physically in the store somewhere, so all you theiving sons of rats will have a chance to get your greedy paws on it for free. Of course, the more valuable something is, the harder its going to be to get to it. Don't expect anyone to keep their super steel bars just lying on a shelf for everyone to see.

(https://stygiansoftware.com/images/devlogs/infusion/11/currency.png)
(note how we have different icons depending on the stack size)

Speaking of while, there will be two primary currencies that are going to be used in Infusion - Stygian Coins and United Stations Dollars. Nothing new here, except that we added a new denomination for each with 1/10 of the value - so 10 Stygian Chips have the same value as 1 Stygian Coin, and same for US Dime and US Dollar. Also, we added "Cerberus Bars" which are basically 1kg of super steel and can be used for trading when making a larger purchase.

That's it for now. Let me know how you like the UI changes. In the meantime, follow me on X (https://x.com/stygdev), where I post smaller tidbits of development regularly.

Cheers!
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: Alt on May 13, 2025, 04:37:29 pm
nice
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: Amannamedsquid on May 14, 2025, 02:07:21 am
New money and store mechanics! Cool.

Also, is that rifle kinda cursed looking or is it just me?
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: Antalos on May 14, 2025, 09:02:01 pm
- "Every character will start with 8x8 inventory grid"

Am I right in thinking that a character's strength won't affect the number of slots in their inventory? Just the total weight they can carry?
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: Styg on May 15, 2025, 11:06:52 pm
Also, is that rifle kinda cursed looking or is it just me?

What's wrong with the rifle?
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: Styg on May 15, 2025, 11:07:27 pm
- "Every character will start with 8x8 inventory grid"

Am I right in thinking that a character's strength won't affect the number of slots in their inventory? Just the total weight they can carry?

Correct.
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: harperfan7 on May 15, 2025, 11:25:21 pm
What's wrong with the rifle?

It looks like you chopped pieces off of six different rifles and frankensteined them together.  You probably did.
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: Albert Altmann on May 16, 2025, 12:59:56 am
What's wrong with the rifle?

It looks like you chopped pieces off of six different rifles and frankensteined them together.  You probably did.

Sounds about right for a post-apocalyptic gun design.
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: Amannamedsquid on May 16, 2025, 05:17:34 am
What's wrong with the rifle?

It looks like you chopped pieces off of six different rifles and frankensteined them together.  You probably did.

Sounds about right for a post-apocalyptic gun design.

I mean, if that's what they're going for then fair enough.
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: apollounderrail on May 18, 2025, 03:31:18 pm
Holy sh*t this looks awesome. I can’t wait to sink a thousand hours into this masterpiece. When we win, in the idealistic state of the future, Stygian staff members will be given special cultural achievement badges that they can display proudly as they walk through peaceful, crime-free cities.
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: Smog on May 18, 2025, 07:16:09 pm
I like the way the new inventory looks and the volume limit. The question arises how to solve the problem of the huge amount of loot in the game world. Will it be necessary to collect it all, or will you have to choose what to take and what to leave? In the original game, collecting loot and moving it to the player's base took a significant and not very interesting part of the time.
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: drakemallard on May 27, 2025, 01:42:24 am
I really enjoyed scavenging/bartering. The treks back and forth were a bit of a burden, but I had my caches near all the relevant merchants, and I had to think strategically about it. My only complaint was that, I really wanted an ability to check merchant demand without first going to a physical location (a major quest reward, not just a basic perk).

If volume becomes a limiting factor, is there anyway we could set up a temporary camp with a depo, and then pay some someone to transport loot from the camp back to our main.  In a similar, it would be cool if ongoing events changed merchant demand in an intelligible way (kinda like they did I pathologic).

This is a long way of saying, the barter system in Underrail is one of my favorites because you allowed us to approach it strategically, if that was what we were into. I get that some people weren't into it and would appreciate a simplified system, but I loved it because it felt more real and made sense in the world.
Title: Re: Dev Log #11: Bartering and Inventory Tetris
Post by: ClawBug on June 01, 2025, 06:15:07 am
look like a scientific version of stoneshard