Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Styg

Pages: [1] 2 3 ... 149
1
Development Log / Re: Dev Log #10: Lockpicking and Hacking
« on: October 28, 2025, 11:46:54 am »
These not coding in the hacking videos / screenshots I've shown. It's just running some command shell programs with specific parameters. It's not really that complicated once you learn the parameters. Of course, you'd also have to know how to use the command shell, but if you know how to use windows or linux ones, you'll be fine.

Of course, I know that not everyone will be interested in doing this, so there will be easier ways to hack by using graphical programs and such, but those will be less powerful.

As for writing your own programs and scripts and such, it is my plan to develop the computer system as deep as I can over time (it might include post-full-release development). I would like to, at some point, provide a some sort of API for characters to write their own graphical software in-game as well.

2
Development Log / Dev Log #15: Steam Page Launch & New Gameplay Video
« on: October 27, 2025, 11:50:05 am »
See nicely formatter HTML version on the website.



Hi guys,

UnderRail 2: Infusion Steam page is official up, so you can go ahead and wishlist the game! Also, check out our new 10 minute gameplay video.

We plan to release the game in Early Access at some point in the future. I do not know the exact date, but if I'd have to guess it should takes us about a year and a half to get all the stuff we want in there. I could be wrong, though, so don't hold me to this. I'll let you guys know months in advance as we get closer to the release.

For our new Steam audience: you can real all the old Infusion dev logs here, while all the new ones will be posted on Steam as well.

So go ahead, wishlist the game, if it looks like something you'd enjoy playing and also spread the word about it, it helps a lot.

That's it for now. In the coming weeks we have some work to do on Underrail 1 (check it out on Steam as well) as it's nearing its 10 year anniversary, but after that we're going back into Infusion trenches with Early Access as our next big goal.

In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.

Cheers.

3
Development Log / Re: Dev Log #14: Low-Tech / High-Tech Rifles
« on: October 23, 2025, 10:08:12 am »
Styg, are you planning on introducing plasma pistols too? By the way, I was wondering if it would be possible to create a rapid-fire plasma weapon similar to a submachine gun?
Yes, there will be pistol variants for most energy type weapons.

No, plasma weapons are single shot weapons. There might be some rapid-fire laser weapons later.

4
Development Log / Dev Log #14: Low-Tech / High-Tech Rifles
« on: October 16, 2025, 07:55:24 pm »
See nicely formatter HTML version on the website.

Hi guys,

The humble bolt-action rifle and the mighty plasma rifle differ in power, availability and reliability, but both have their place in Underrail.



The low-tech option that is the bolt-action rifle is cheap, both in base parts and mods, it requires reasonably low mechanical skill to craft and maintain and its basic ammo is relatively cheap and plentiful. It does moderate amount of damage in early game (of course, keep in mind that damage of a firearm is going to heavily depend on the ammo) and it will never jam.

The game will also feature some some late-game anti-materiel models that will pack quite a punch, so investing in bolt-action rifle feats will be useful in late game as well.

https://www.stygiansoftware.com/videos/devlogs/infusion/14/RifleCrafting.mp4

The downside, of course, is that it's turn-bolt operated and requires a separate action to reload after every attack, so the rate-of-fire, and hence the overall damage over time, is rather low.

Plasma Rifle, on the other hand, is a formidable late game weapon. It has a powerful energy attack that melts through most enemies with ease. Only the most heavily armored robots or those targets sporting an equally high-end energy shield can shrug off such an attack.

In a way, it is not as different from bolt-action rifle in the way it operates - it fires a single powerful blast and then has to cooldown for a period (during which the character can perform other actions) so it has a low rate of fire. The power and the cooldown are determined by the number of capacitors used in its creation as well as general quality of components.

It's heavy, expensive, hard to create and maintain, its components are rare and expensive, and it can malfunction if not maintained properly or if damaged by elements.

On paper it is a far superior weapon to the simple bolt-action rifle, but overall, it's hard say. It will depend on the time, place, and, of course, the target.

https://www.stygiansoftware.com/videos/devlogs/infusion/14/RifleFighting.mp4

The comparison of these two weapons should give you a good idea about how I plan to approach balancing different armaments in Infusion. The power is not everything at all stages of the game. The cost, availability, reliability, skill requirements, the way weapon operates and more - it all plays into how good a weapon is.

That's it for now. We're very close to releasing that new gameplay video. It's going to be a short trailer of various things we have in the game at this stage. In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.

Cheers.

5
Development Log / Re: Dev Log #13: New Crafting UI
« on: October 16, 2025, 07:55:09 pm »
I notice on the model viewer we have a similar system that we did in the original. That being you click on a slot and it autofills components. Presumably it does this in a similar manor to what it did in the original as well, most recent to oldest in the inventory. This was one of my biggest pet peeves in the original as I would have a big box that I filled with my components and would just take all on them when I wanted to craft. Having to cycle through 30 different plasma cores, frames, etc was annoying. Nothing game breaking of course it's just that I have a small suggestion that could alleviate this.

Would it be possible to have a small sub-window pop up when clicking on the box that lists all the components you have? You could even keep the current functionality with a right/left click, and make the box pop up on the other. I'll say left for list and right for autofill. For removing it would be as simple as right clicking again and having a 'no component' option at the top left of the list in the submenu on left click.

--On further inspection I do see that you have the inventory off-screen in the pistol example for us to drag and drop from. If that is also how the crafting one works then disregard that will do just fine!

You can drag the component directly to the slot (you can do this in Underrail 1 as well) also. The way that it select the component to autofill is same or similar to that of Underrail 1, but I will probably at some point implement something akin to what you suggest. Perhaps when you mouse over a slot you get a drop down button and when you click it, you can select from a grid of available components for that slot.

6
Development Log / Re: Dev Log #13: New Crafting UI
« on: September 29, 2025, 10:07:13 am »
Very nice! Is this just for the expansion or also planned for the original engine?

Infusion is a completely new stand-alone game, so all the things described in its dev logs only apply to it.

7
Development Log / Dev Log #13: New Crafting UI
« on: September 27, 2025, 06:02:31 pm »
See nicely formatter HTML version on the website.



Hi guys,

Recently I've updated the item crafting and modding windows to be in line with the new UI aesthetics.

There are no more category filters, but you can sort by the blueprint name or category and can mark a blueprint as your favorite in order to be bump at the top of the list. Additionally, there's the search bar that you can use for filtering now.

https://stygiansoftware.com/videos/devlogs/infusion/13/Crafting.mp4

The item/view modding window can be accessed by right clicking an item in your inventory and selecting "Inspect". In this view, crafted items will show their components that you can mouse over to inspect individually and you can add/remove/replace components from those slots that are marked as "moddable", but you cannot change any of the basic components here.

For example, you can add or remove various firearm attachments, such as scopes and muzzle devices, but you cannot remove the barrel or any other basic component that would cause the item to stop working altogether. For that, you'll have to disassemble the item completely.

In the future, crafting and disassembling will require specific workbenches and you'll not be able to do it on the fly, while modding will be available anywhere.



Also, you can now inspect items that do not have 3D models as well. For those, we make high resolution renders so you can see more details.

That's it for now. We continue to work towards that new gameplay video. In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.

Cheers.

8
Development Log / Re: Dev Log #12: Graphical Improvements
« on: September 21, 2025, 12:41:40 pm »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.
I haven't tested it on lower end CPUs, so we'll see when I get to it.

As for GPUs - interestingly, my office PC currently is running GTX 1660 with 6GB and the game runs mostly fine even though it's not been fully optimized yet. Of course, it largely depends on resolution 1080p vs 1440p and how the features mentioned above are configured.

I think this line of GPUs (1650/1660) should be able to run the game on high settings at least on 1080p, but we'll see. We're going to have to test how the game performs when there's a lot of expensive stuff in the scene, but it's also been optimized.

But, in any case, you'll be able to run the game on that GPU for sure. It just remains to be seen at what settings.

9
Development Log / Re: Dev Log #12: Graphical Improvements
« on: September 21, 2025, 12:34:21 pm »
Looks great! RIP low end systems.
We'll try to make it run on low-end hardware, but it will require that those costly graphical features be toned down/disabled in visual options - such as shadows, volumetric lighting, reflections, etc.

10
Development Log / Dev Log #12: Graphical Improvements
« on: September 14, 2025, 08:29:25 pm »
See nicely formatter HTML version on the website.

Hi guys,

In the last several months, I implemented a number of significant features into the rendering engine. I'll try to keep it light with technical details as I go through the features/changes.

1. Shadow Maps / Dynamic shadows.

If you look at the old Infusion screenshots or watch the gameplay video, you'll notice that the shadows are only projected onto the floor and that they are always square. This is because I used a makeshift 2D ray tracing technique to give an illusion of real shadows when rendering the floor. So the floor was the only type of asset that had some sort of per-pixel shadowing, while other entities, such as walls, creatures and regular objects were either fully lit or unlit by a given light source (though normals were still taken into account) and this was determined through low resolution voxel ray tracing (similar to how player's vision works).

Naturally, this combination was inconsistent, inaccurate, and not very good looking. So instead, I switched to doing the good old tried-and-true shadow maps. I won't go into implementation details here as there's nothing new and interesting, the shadow mapping technique is well known and documented, so you can look it up yourself if you're interested.

One thing I will mention, though, is that this technique is meant for 3D games and our environment assets are mostly 2D pre-renders so they don't preserve the geometry required in order to project shadow maps. So, in order to make this work, we had to generate low-poly mesh for each pre-render asset that could be used for this purpose (and possible other purposes later). This meant that Mac and co. had to go through the old assets and generate these meshes. While all the new assets are now produced with these meshes included, the process is still ongoing for the old assets. For this reason, I cannot show you a direct comparison for how the old screenshots would look now, but you can see the effect of this technique on the new areas.


 
I think the impact is significant.

While this is one of more economic ways to deal with shadows, it can still be quite GPU expensive as is the case with any type of light simulation. A lot of 3D games, especially older ones, baked shadow maps into textures for static lights and objects in order to reduce costs. We do not have an equivalent in our 2.5D engine. This might cause some performance problems later on older machines, but for now I think just providing options for shadow map resolution and smoothing should be enough.

2. Liquids

We can now place bodies of various liquids into our areas. The surface is simulated through blending two moving normal maps along with screen space reflections (SSR). Later, I'm planning to implement dynamic ripples caused by objects fall in/jumping out or creatures moving through them. Another feature that would be nice to implement at some point is volumetric lights in liquids.



Liquids also affect gameplay as they can slow-down characters depending on the liquid's density, potentially deal damage (acid and the like), and even drown characters if they fail to keep their heads above the surface level. This opens a lot of level design opportunities where player will have to lower/raise liquid levels in order to accomplish some task or just mess with the enemies.

Some enemies, however, are completely unaffected by normal liquids, such as the slimes from the gameplay video. So, while you can easily outrun this damage resistant aberrant lifeform on dry land, this is not the case if you're waist deep in wastewater.

Furthermore, in the future we're going to have enemies that inhabit and move exclusively though liquids.

3. Specular lighting and SSR

Unlike with the 3D character and creatrure models, which are rendered using PBR (physically based rendering) technique, the environment is rendered using the more traditional diffuse texture base which has some lighting and shadowing baked in. This gives the game certain amount of traditional lean towards the old-school prerendered RPG classics.

One of the problems, however, is its limited interaction with the dynamic lighting system which made it hard for the viewer to distinguish between glossy and matt surfaces. The metal surfaces, which are common in Underrail, were particularly affected. It was hard to distinguish them from plastic surfaces. To fix this problem, we incorporated roughness texture in our rendering pipeline, which is used to calculate specular lighting component. Also, roughness is used when tracing screen space reflections for opaque objects - which allows the viewer to see reflections of environment and characters on high-polished metal surfaces.


 
Later on, I would like to implement SSR for glass surfaces as well, but due to the fact that these are forward-rendered, there are important performance issues to consider here.

* * * * * * *

That's all for now, but don't worry, we've been working on more than just graphical improvements and I'll show that stuff in a future dev log. In the meantime, follow me on X, where I post smaller tidbits of development regularly.

Cheers!

11
Suggestions / Re: Stronger Faceless Infusions on DOM
« on: August 31, 2025, 11:14:22 pm »
Not a bad idea.

12
Development Log / Re: Patch Notes
« on: June 03, 2025, 03:00:49 pm »
Version 1.2.0.23

Tweaks
  • [Heavy Duty] LMG frames will now state which barrels they support in the description
Bugs
  • [Heavy Duty] Fixed a certain issue with summoning exosoldiers at the training grounds in The Compound
  • [Heavy Duty] Fixed some doors in The Compound relocking on their own in rare instances
  • Fixed Power Fist not having an energy meter (somehow got broken in the previous patch)
  • Fixed the Warmed Up status effect problems
  • Various minor dialog/zone fixes

13
Bugs / Re: Exosoldiers opportunist proccing
« on: June 03, 2025, 10:57:48 am »
Probably because the armor itself has the movement speed penalty. I'll allow it.

14
Bugs / Re: LMG frames don't tell you what barrels they support
« on: June 03, 2025, 10:38:21 am »
Fixed for the next hotfix.

15
Bugs / Re: Something is horribly wrong with "Warmed up"
« on: June 03, 2025, 10:34:05 am »
Fixed for the next hotfix.

Pages: [1] 2 3 ... 149