Styg (@stygdev) 's Twitter Profile
Styg

@stygdev

Lead developer of Stygian Software. We made @UnderrailGame. Currently working on the sequel - stygiansoftware.com/infusion.

ID: 1597342302921527303

linkhttp://stygiansoftware.com calendar_today28-11-2022 21:31:55

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2,2K Followers

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Implemented crouching. This will allow you to go through tighter spaces, since your character is only 1 voxel tall when crouching. It will help with hiding and avoiding attacks and explosions as it will allow you to hide behind shorter obstacles. And finally, your sight and

Implemented crouching. This will allow you to go through tighter spaces, since your character is only 1 voxel tall when crouching. It will help with hiding and avoiding attacks and explosions as it will allow you to hide behind shorter obstacles. And finally, your sight and
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Dipping my toes in some water mechanics. There's a lot more work to be done regarding the surface appearance, but it'll do for now in order to implement the gameplay. All those Underrail 1 sewer levels... we'll finally be able to walk through the shallows properly.

Dipping my toes in some water mechanics. There's a lot more work to be done regarding the surface appearance, but it'll do for now in order to implement the gameplay. All those Underrail 1 sewer levels... we'll finally be able to walk through the shallows properly.
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Switched to tetris style inventory. It looks better aesthetically and fits better with the features I want containers to have, such as volume limitation. Also, you'll have your backpack as a separate inventory since you can ditch the backpack if you need to do something athletic,

Switched to tetris style inventory. It looks better aesthetically and fits better with the features I want containers to have, such as volume limitation. Also, you'll have your backpack as a separate inventory since you can ditch the backpack if you need to do something athletic,
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Implemented dynamic shadows. Well, I implemented static ones as well, but we're going to need to upgrade our asset pipeline first to produce some simple geometry for our prerendered assets in order for it to look good. Soon.

Implemented dynamic shadows. Well, I implemented static ones as well, but we're going to need to upgrade our asset pipeline first to produce some simple geometry for our prerendered assets in order for it to look good. Soon.
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Dynamic shadows for characters and the environment have been implemented. I think that 3D models blend much better with the prerendered environment now. It'll take a little bit of time to generated shadow casting meshes for all the old environment assets, but all the new assets

Dynamic shadows for characters and the environment have been implemented. I think that 3D models blend much better with the prerendered environment now. It'll take a little bit of time to generated shadow casting meshes for all the old environment assets, but all the new assets
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One of the design problems with adding verticality to Underrail is that it somewhat limited our ability to annoy players with random packs of rathounds, but I think we found a solution.