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Messages - Styg

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1
Development Log / Re: Dev Log #10: Lockpicking and Hacking
« on: March 05, 2025, 12:18:33 am »
Gotta hand it to you, you're determined.

A question I have there: Does the game pause while this is happening, or go on as usual? Or will those systems be primarily be required in places where that does not matter?

The game goes on as normal. It can be in turn-based/roguelike mode, of course, and performing lockpicking/hacking actions will advance the clock and give your enemies chance to act.

2
Development Log / Dev Log #10: Lockpicking and Hacking
« on: February 25, 2025, 02:34:52 am »
Hi guys,

It has been exactly two months since the last dev log, which is also the shortest interval between two log entries this game has ever seen. We've been developing very rapidly and there's a lot to show, but for now I'm going to focus on lockpicking and hacking mechanics.

That I decided to make these mechanics more complex should come to no surprise to the people that have been following the development of our games. When I originally shared a sneak peak of lockpicking on X it caused a bit of a controversy. It is well known that among the menagerie that is the RPG gamer collective, "minigames" are not look upon with favor. I think this is mostly due to the concrete implementations and not so much the concept. However, I want to take a step back from "minigames" completely and argue that it is not what Infusion's lockpicking and hacking mechanics are, but are instead just normal gameplay mechanics that are being elaborated to a level of detail that is not traditionally seen in RPGs.

I will concede, however, that there are elements of our implementation that could be considered "minigamey", but I would say that is inevitable whenever you try to engage with some real-world mechanism that is too complex and needs some amount of simplification and abstraction in order to transform it into an engaging game mechanics.

First, let me explain the fundamentals of these new mechanics.



In Infusion, you'll pick the mechanical locks of doors, safes and containers manually, using tools such as lockpicks and tension wrenches. Locks will vary in type and configuration. On the screenshot you can see a typical pin tumbler lock, that I'm sure you're used to seeing in your average medieval walking simulator RPGs. It sports two types of pins that behave just a bit little differently.

In order to pick this lock, you'll have to tinker with it a bit and figure out the wrench tension at which all the different pins are set. This will require a bit of patience and paying attention to visual cues. The more skill you have in hacking, the more obvious these cues are and also you have to be less precise with the alignment.

Once you get a feel for this type of lock and learn the particularities of different pin types, and as long you keep investing into your lockpicking skill and some quality lockpicks, you should start getting quite good at this. But, don't worry, we'll introduce different, more complex, lock types as the game progresses, such as the disk detainer lock. These will become more complicated to solve, but we'll also provide you with more tools that can assist you.

If this sounds appealing and you choose to go down the lockpicking path, by the end of the game, both you and your character should feel like seasoned burglars. Lockpicking (and hacking especially) is no longer going to be just a simple numerical check, but will instead try to immerse you into a role of a professional lockpicker.

This is the point of this mechanic, as well as of all the new mechanics and complexities we're bringing into Infusion - we want the player to have a distinct experience based on skills, feats, gear, and chosen play-style. We want them to feel like they are their character.

On the other hand, if you don't like lockpicking (or any other mechanic), don't worry, we'll have plenty of other things for you to do. In Infusion. Lockpicking will not be as dominant of a skill-check as in Underrail 1. A lot of times you'll be able to circumvent, cut, smash or shoot your way through a locked door. Lockpicking is oftentimes going to be just one of the ways to solve a problem and the exclusive content here will probably be limited to a number of higher end safes that do not have keys anywhere in the game.

Also, because lockpicking is a slower and more involved action now, we'll be sure to distribute the locked objects more sparesly with higher concentration of loot and other rewards behind individual locks.



Hacking is somewhat of a bigger beast. Actually, hacking is just a part of the new computer system.

For the purposes of the game, I implemented a simple operating system inside the game and a command shell on top of it you can use to interact with it. And to use the shell, you'll going to need a keyboard and a monitor, which both have actual implementations in the game. For now, those function perfectly, but later I'll start removing keys from some of those and maybe shading in some dead pixel areas on the monitor as an added layer of suffering immersion, randomly I think (have fun doing anything in command shell without the A key and a crack down the middle of the monitor).

Also most of the computers in the game are going to be connected into a single network and you'll be able to access them remotely and you'll be able to share files with NPCs, and they will sometimes hack into your computers....

Now, you may think I've gone off the deep end with these features, but I intend to go even further. I'm yet to make a graphical UI for applications that are going to run on these computers and more. The reason I'm doing all this (apart from that it's fun) is so we can use this system to implement any kind of machine and computer interaction that we want seamlessly into the game. In Underrail 1 we mostly relied on the dialog system for this and it was very limiting and clunky. In the long run, I believe, my work on these features is going to pay off tenfold.

So what can you do in this new computer system:
  • Browse files, copy them to your own personal computer, sometimes sell them to information brokers
  • Control doors, gates and various machinery that's connected to the system
  • Obtain new software, including new hacking tools
  • Install new hardware and software on your personal (hand-held) computer that will give you new gameplay functionalities, such as motion tracking radar
  • Communicate remotely with other people
  • And more



When it comes to hacking itself, it will be similar in lockpicking in some ways. Your success will depend on your knowledge of the hacking software, its quality as well as your hacking skill. Your software's version (quality) grants you a bonus to your hacking skill check, but may also act as hard requirement to getting past some security measures. E.g. you'll not be able to beat mid-game encryption software using early-game decryption software, regardless of your skill, so you're expected to keep up with your software quality throughout the game.

When your combined hacking skill is not quite enough to hack something smoothly, you'll usually be faced with some sort of raw stream of data you'll have to make sense of in order too boost your check. Various additional software might come in handy here.

Later, I intend to make some graphical tools a less hardcore hacker might use instead of the command shell, but the latter will always provide you with most effective hacking skill and the greatest variety of tools.

Like with lockpicking, there is an idea here of sort of becoming an actual hacker within the game's world. The computer system implemented here is no minigame, it's something that exists and runs within the game's world at all time and its workings are part of the lore and aesthetic in the game.

* * * * * * *


The way we handled lockpicking and hacking is the way we're going to go about most of the mechanisms (machines and such) in the game. We're not going to use dialog for anything else but the actual dialog. Whenever we require some intricate interaction with a machine or an item we're going to implement interfaces in the vein of those seen above, using computer system where appropriate.

You can also tell we invested a lot into the minute details. You can see what's on the computer monitor even without opening its interface. With the big enough display, you could actually read the text. This is a separate engine feature that we can use to render all kinds of dynamic displays in the game, which is important considering what we plan to do with the environmental story-telling.

Also, you can see when a lockpick or key are left in a lock. The appearance of the lock is going to correspond with the lock type. You can see the exact data storage device (USB-like thing) that's currently inserted into a computer, and so on.

We have a general design philosophy when it comes to these things - we believe that the narrative, the aesthetic (audio-visual) and the mechanical (gameplay) aspects of some part of the game should be closely integrated and so amplify and feed-off each other. We believe this maxes out the immersion and gives the player the most authentic experience.

* * * * * * *


That's it for now. Let me know how you like these new systems and stay tuned for more dev logs. In the meantime, follow me on X, where I post smaller tidbits of development regularly.


Cheers!

3
Development Log / Re: Dev Log #9: New Combat System
« on: February 25, 2025, 02:34:20 am »
I had this topic locked all this time... Why didn't anyone tell me? :)

4
Development Log / Re: Patch Notes
« on: February 05, 2025, 05:39:57 pm »
Version 1.2.0.22

Items
  • Different crossbow sight will now be displayed on the weapon's icon
Bugs
  • Added Reflex Sight to the random loot table so you can actually find it in game   
  • Various minor dialog/zone fixes

5
Development Log / Re: Patch Notes
« on: January 28, 2025, 02:40:51 pm »
Version 1.2.0.21

Items
  • Added Reflex Sight that can be added to Assault Rifles
Tweaks
  • All assault rifles with scopes have their move and shoot precision decreased by 5%
  • Spiked Chrome Brass Knuckles can now be poisoned, can no longer by used with CACS, and incorrect durability when found has also been fixed
Bugs
  • Fixed a visual glitch with one of the old man sprites when moving with a crossbow
  • Fixed the Vanishing Powder Grenade for real now, truly... for real this time.
  • Fixed the bug that would allow the player to equip quick slot item for free under special circumstances
  • You can no longer use hyperallergenic in caltrops bluerint (it doesn't do anything, it's just wasted that way)
  • Fixed sometimes being able to use the Bullet Time ability without having picked the feat
  • Various minor dialog/zone fixes

6
Bugs / Re: Game crash on manual save
« on: January 04, 2025, 02:23:58 am »
Should be fixed for the next update.

7
The combat stats window doesn't reflect all the various damage bonuses, but just the standard ones from skill and strength.

I've tested your claims and they appear to be wrong. The feat does boost dirty kick and it does not boost fist weapons, as intended.

8
Oh, boy. Well, there was a separate problem with the Vanishing Grenade which made if fail when it was last in the stack and the solution to that bug was in conflict with the solution to this bug.... Basically, this item is cursed.

Anyway, fixed for the next update (probably not).

9
Ok, not sure what happened here, but I added a few more check in the code to avoid the crash in the future, hopefully.

10
Development Log / Dev Log #9: New Combat System
« on: December 25, 2024, 10:18:03 am »
Hi guys,

As I mentioned in the previous dev log, our next goal with Infusion was to produce a short gameplay video that would feature some exploration and combat. The said video is finally here. This is a big milestone for us as the game is finally in a good enough state to be seen in motion, but also with this video we're revealing probably the biggest (and potentially the most controversial) change - the new combat system. Check out the video below.

https://www.youtube.com/watch?v=HmPsCNMuUg8

Before I get into the details of the new combat system, I would like to say a few words about the state of the engine and Infusion's development in general.

I think we are finally at the point where we have all the fundamental visual and gameplay features in a stable and robust state, ready to have the content piled on top of them. Of course, a many smaller secondary systems are yet to be migrated from the previous game or re-implemented completely, but these are much easier and faster to develop.

For example, this year I spend a lot of time transitioning the engine from tile-based to voxel-based space, allowing for true verticality, which in turn allowed for free-form movement in 3D space for player, creatures and objects. So now we can have platforms above and below, flying (and maybe later swimming/diving) enemies, dynamic climbing and falling, etc.



But because a lot of other mechanics rely on spatial structure, I had to rework those as well, including movement, sight, light, combat interactions and AI in general. For this reason, this was not the direction I wanted to take the engine initially, but the more we discussed the gameplay features we wanted to implement in this game, the more apparent it became that no half-measure would suffice.

The story is similar with a lot of visual changes to the game. What often started as a smaller change to the rendering engine, eventually revealed itself as inadequate, prompting me to make a more radical re-implementation.

But in the end I regret nothing. The heavy lifting is now done and both the engine and the game will be better off for it. In the coming months and years, I expect us to make rapid visible progress as we transition from the tech phase to the production phase of the development.



Now onto the combat changes.

In Underrail's design I drew from what I considered to be the high point of western RPG tradition and tried to build up and out from there. This was the case with combat system as well. I adopted the action/movement point design with sequential turns that worked well (enough) in a number of classical RPGs, adjusting it for my specific needs. Over the years, however, I came to realize that, while it's a solid way to approach party-based combat, it has some significant disadvantages when it comes to single character RPGs, even more so when coupled with free-form exploration:

Reactivity, or rather lack of it. As Underrail veterans know all too well, if you happen to stumble into combat with multiple powerful enemies and lose an initiative roll, you are going to get "100-to-0-ed" more often than not, probably getting stunned in the process as well. This is because giving a long turn to a powerful character in this system, without any opportunity to react to or counteract their actions, puts the party on the receiving end into considerable disadvantage. While in party-based combat, you could tolerate having one of two of your characters nuked or temporary disabled, if you are controlling a single character, this is often an unrecoverable situation. To a lesser extent, same is true with the player character getting the jump on the NPCs, though often, unlike the player, they can afford to lose a unit or two.

Dual time modes. Every active thing in the game requires two implementation for polar opposite modes. One is the real-time mode where things happen simultaneously and can and should be reacted to immediately, and the other one consists of long sequential turns where each actor can only react to the end state of the previous turn. This goes beyond the combat itself and goes into general AI and the behavior of the environment itself.

Slowness. This system scales badly with large number of participants if the player is controlling only a single character. The ratio of player waiting to player acting gets worse and worse with each NPC added to the encounter. Even worse, because there is a need to keep all the combat turn-based in order to avoid having to implement and maintain real-time combat AI, sometimes in Underrail you are just a passive observer of third-party combat.

The new combat system is designed to address all these and more. It is a combination of traditional roguelike combat, where turns are still sequential but short with atomic actions, and simultaneous turns combat. So here is the basic rundown of how it works:

Under normal conditions, game is in real-time mode.
When required due to the presence of hostile entities, the game will transition in and out of combat mode. Usually player will not be able to activate combat manually except under special conditions.
In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
When exactly this time is granted to the NPCs is critical as sometimes they might act immediately to interfere with the player. This time may also be granted in bulk or in smaller amounts (e.g. channeled abilities such as bandaging).
Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of players melee range is relevant and player must "respect" their available, a neutral crab roaming on the other side of the map is not relevant and it can do what is pleases.
NPCs usually won't block each other. Meaning they will act simultaneously for the most part.
Because NPCs are just executing their real-time AI while stopping for time allowance, there is no need for a separate AI implementation, and they can also take the time when player is acting to "think" about their situation. That is, their AI state machine is running at all times.
Hopefully this grants you some clarity regarding what you saw happening in the combat demo. This is the basic gist of the system, but, of course, the devil is in the details. The amount and the, uh, timing of the time transfer between the player and NPCs, as well as determining which actions are sequential and which are blocking and under which circumstances - these things are going to be critical. I am going to tweak and shuffle these things all through the rest of the development with the aim of making combat as fast, fluid and fun as possible while still keeping it cerebral and tactical. You should be able to go fast and furious when you can and as slowly and deliberately when needed. And you should be able to transition between those seamlessly.

The extent of the combat changes goes further than just time management, though that is the most radical one. There are others factors and considerations, such as focus, momentum, stamina, range, different speed categories to replace action/movement points modifiers, different combat stances and attacks, etc, etc. I will go into more details regarding those in future dev logs.



So what's next? After we take a short break for the holiday season, we're going to into full production next year. We want to produce more environments, areas, equipment, creatures, more of everything. At the same time I will be working on re-implementing all the basic game mechanics of the previous game, such as lockpicking, hacking, trading, as well as redesigning some of the character progression stuff such as feats and, of course, the leveling system itself.

Our aim is that by the end of next year, we have enough material to create a Steam page and start hyping the game up properly and gathering those precious wishlist additions. At some point in the future, we are likely to release the game in Early Access, as we did with our first game. At the moment, I cannot give any precise of broad timeframe of when that might take place, so don't ask. What is important for us is that we ensure that the game functions well, that it's fun and that there's enough content so you can get some of your moneys worth at least.

In the meantime, stay tuned for more dev logs and follow me on X, where I post smaller tidbits of development regularly (also, thank you very much for all the positive feedback and support you've shown us there so far).


Merry Christmas to everyone celebrating the birth of our Lord and Savior on either calendar and a Happy New Year!

Cheers.


11
Development Log / Re: Patch Notes
« on: October 15, 2024, 11:52:25 am »
Version 1.2.0.20

Items
  • [Expedition] Added Stone Bolas to Black Sea savages
Bugs
  • Fixed the bug that caused Greaves to be generated with too low a level in the early game
  • Various minor dialog/zone fixes

12
Bugs / Re: Unable to transition out of any zone
« on: October 03, 2024, 10:01:23 am »
Add the game to the exception list of your antivirus.

13
Bugs / Re: Greave Armor Penalty Bug
« on: October 03, 2024, 10:00:53 am »
Not a bug.

14
Development Log / Re: Patch Notes
« on: October 02, 2024, 10:04:56 am »
Version 1.2.0.19

Items
  • Added Greaves blueprint
Bugs
  • [Heavy Duty] Fixed Rag's trapdoor displaying a "blocked" message if he opens it before the player does
  • [Heavy Duty] Fixed minigun disappearing from female player's hands while wearing a tac vest with black overcoat
  • Fixed the bug that would sometimes cause game to crash when thrown acid barrel kills someone
  • Fixed Makeshift Chrono-repeater not being considered a psionic headband for trading purposes
  • Core City station in Upper Underrail is now a controlled zone
  • Various minor dialog/zone fixes

15
Bugs / Re: Mace-Hand Smash Crash
« on: October 01, 2024, 10:49:42 am »
Thanks. Fixed for the next update.

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