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Development Log / Re: Dev Log #11: Bartering and Inventory Tetris
« Last post by Amannamedsquid on Today at 02:07:21 am »
New money and store mechanics! Cool.

Also, is that rifle kinda cursed looking or is it just me?
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Bugs / Re: Report spelling/grammar errors
« Last post by harperfan7 on Today at 12:55:11 am »
Talking to Doctor M on mutie island about the effects of mutation, one new paragraph starts with:

"But then it sinks back in, you mind, in calm, again spiraling motion."

should be "your mind", and the rest of the sentence is off but I'm not sure exactly what it should be.
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Development Log / Re: Dev Log #11: Bartering and Inventory Tetris
« Last post by Alt on May 13, 2025, 04:37:29 pm »
nice
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Bugs / Minor graphical bug in Phreaks dungeon
« Last post by harperfan7 on May 12, 2025, 05:31:57 pm »
Across the hall from his entrance room
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Development Log / Dev Log #11: Bartering and Inventory Tetris
« Last 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.



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.


(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.


(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, where I post smaller tidbits of development regularly.

Cheers!
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General / Re: Make a mushroom doughnut
« Last post by Alt on May 12, 2025, 08:04:02 am »
Lastly, I have a question: We have the bacon and cheese sandwich right? So where exactly does the cheese come from? Is it actually cheese?
Be careful with your questions
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General / Re: Make a mushroom doughnut
« Last post by Amannamedsquid on May 12, 2025, 06:45:01 am »
1. Roasted rat on a stick: Sometimes, you just can't beat the classics.

2. Pork Chop/Roast Pork/Ham: We've got pigs and boars. So why do we not have a meal based on a nice, juicy slab of cooked pork?

3. Sausage: Similar to the above suggestion.

4. Moss: Some kind of genetically modified moss grown for human consumption. Really fits the whole underground thing and probably the closest most people get to eating actual vegetables.

5: Old world fruits and veggies: Did some research and a surprising amount of fruits and veggies can be grown in hydroponics. Some do better than others. Tomatoes, grapes, bananas, peppers, onions, radishes, spinach and strawberries are just some of them. A luxury that mostly upper class types get to enjoy.

6. MRE (Meal Ready to Eat): Military ration pack. Not very tasty but dehydrated and vacuum packed for long shelf life and chock-full of nutrition. Just add water and dinner is served. Comes with a plastic fork, a sugary energy drink (some mixing required) and dessert (usually a chocolate bar).

7. Biocorp/Protectorate issued ration: A cheap ration made to feed the hungry masses. First introduced by Old Biocorp shortly before they collapsed and recently re-introduced by the Protectorate. No-one quite knows what the hell it's made of and theories abound; Some think that it's made of ground up roaches, certain particularly schitzo types think that it might actually be rocks somehow transmuted into edible form. And some others speculate that it might be proccessed human flesh. There's also a quest tied to this one where you learn the truth.

Lastly, I have a question: We have the bacon and cheese sandwich right? So where exactly does the cheese come from? Is it actually cheese?
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General / Re: Make a mushroom doughnut
« Last post by Amannamedsquid on May 12, 2025, 05:55:15 am »
Cooked human meat. Roasted, simmered, served with Chianti - whatever, as long as consuming it should count as cannibalism. It's always miffed me that lurkers have no 'unique' cousine on them or anywhere in their territory, just human hearts and brains in freezers (seasonal candies do not count). I was really stoked to unknowingly become addicted to human meat in NEO Scavenger, and would be just as stoked in Infusion.

Come to think of it, the Tchortist admission interview even brings up human meat consumption, yet no option to actually do it exists...
Y'know what? I think that you might be onto something there.
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Bugs / Two random encounter bugs
« Last post by harperfan7 on May 12, 2025, 03:23:11 am »
1.  Crusty Martha; she has a non-overcoat leather armor sprite, but she dropped a tacvest.

2.  The exploding ferry; the leaking tanks can be closed in turn-based mode for like 15 ap; trivializes the challenge. 
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Bugs / Re: Report spelling/grammar errors
« Last post by harperfan7 on May 11, 2025, 07:11:35 am »
"Point him to where" or "Point to where"
"That is disgusting!"
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