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Vapourware Sui Generis + Exanima Early Access

Spike

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[...] but clothing is especially problematic because there's a huge number of different items of varying shapes that can be worn in any combination. Every combination needs to change the shape of clothing, and so something like a shirt needs to come in thousands of shapes. These are dynamically assembled, but even so we need as many as 500 3D models in very specific configurations. For one shirt. This part is all done by hand, and it can take weeks of confusing and tedious work, testing and adjusting [...]
not only is this insane, it goes against the notion that the team developing it are competent autists. this reads like literal wheel-spinning by code monkeys
I did not catch that. That is one of the most insane, obnoxious things I have ever read on gamedev. The novelty for that is not worth the devtime. But I mean...oh well, I guess. The game will still be 10/10 on 1.0. :positive:
 
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That is quite dumb. Tediously dumb. That shirt nonsense evokes the proverbial boy trying to empty the ocean into his dug hole. I already went through the 5 stages of grieving on this project. I'm comfortably within acceptance and simply check in on this once in awhile. I just wish they'd turn their autism towards real gameplay elements. How about sperging out on new spells, or ranged weapons? I guarantee they've spent 20x as long obsessing over velvet simulation as the time it took for them to build the engine itself.
 

Spike

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That is quite dumb. Tediously dumb. That shirt nonsense evokes the proverbial boy trying to empty the ocean into his dug hole. I already went through the 5 stages of grieving on this project. I'm comfortably within acceptance and simply check in on this once in awhile.
Maybe Madoc has OCD.
 

Technomancer

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I just wish they'd turn their autism towards real gameplay elements. How about sperging out on new spells, or ranged weapons?
Ranged weapons were always past 1.0 feature. According to Madoc "it is easy to do". Said he has no intention of doing anything overly complex with it, not to a degree melee combat is. Spells are done, other schools will get backported from SG back into Exanima. Those are according to him also easy and simple to implement compared to Mind (AI) and Force (Physics) because Light, Body, Energy and Displacement thaumaturgies are mostly VFX and scripted effects. The only powers left unimplemented for now are cut Force Jump because there is no support of even basic jumping yet, some spells for budding ranged (same reason) and combined hybrid power of Force-Mind gained through Amalgamation skill.

Actual gameplay elements will come from new level and creatures and more independent AI characters in this update. This means addition of long missing Knight story character and possible one other that was hinted towards on previous update.
 
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AdolfSatan

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Spike

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Easy to implement my ass, once/if Madoc gets to ranged weapons, he's gonna spend another half a decade sperging about string simulation physics and realistic feathers.

sometimes in 2026
Heh, wouldn't surprise me as well if these "5%" would take two years to complete :hahano:
5% of 10 years is 6 months, so...
https://en.wikipedia.org/wiki/Ninety–ninety_rule
Hah! Wasn't aware of this. So the last 10% takes as long as the first 90%. I'm gonna be married and have children when this finally releases :deathclaw:
 

thesecret1

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I can only assume that Sui Generis will have us play the role of a velvet merchant, where spotting any irregularities with the fabric's quality will be a core mechanic, and where NPC AI will be able to dynamically evaluate the sheen and craftsmanship of shirt buttons.
 

Technomancer

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Easy to implement my ass, once/if Madoc gets to ranged weapons, he's gonna spend another half a decade sperging about string simulation physics and realistic feathers.
Could be, could be. Just saying it how I read it. Tho if you think about it, fundamentally close combat took so much time because of how tricky it is to design combat system around procedurally generated animations and dynamic control. For ranged its literally just point and click, not too different from casting Bolt power which is already in game. Only needs 3D assets for bows and crossbows, level spawn for arrow or bolts and animations for aiming and reload. The most time-consuming part I imagine would be level design, if he adds some ranged enemies as well as some tweaking with how arrows interact with armor. Do they stick in characters? Do they break? Can armor deflect projectiles? Anyway, Madoc didn't voice any particular interest in making it super complex. Close combat is meat and bones of the game, maybe thaum too. Ranged is just extra. More interested in Alchemy personally but he didn't speak about it for ages.

I can only assume that Sui Generis will have us play the role of a velvet merchant
I love how velvet became a meme of this thread :-D
 
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Technomancer

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Ranged weapons were always past 1.0 feature.
Nvm, looks like it changed a few years ago.

Current roadmap is:

0.95 will come with new level called the Gardens, new characters, new AI "role" system (backbone of what is supposed to make SG a believable immersive world)

1.0 last story level (more optional sublevels will come after release) and ranged combat

Testing for 0.95 will likely begin early next year, in January-March. With public release coming somewhere near summer.

Final update will take awhile as usual but its the finishing line at last, so game could release in 2026 or 2027.
 

Spike

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Ranged weapons were always past 1.0 feature.
Nvm, looks like it changed a few years ago.

Current roadmap is:

0.95 will come with new level called the Gardens, new characters, new AI "role" system (backbone of what is supposed to make SG a believable immersive world)

1.0 last story level (more optional sublevels will come after release) and ranged combat

Testing for 0.95 will likely begin early next year, in January-March. With public release coming somewhere near summer.

Final update will take awhile as usual but its the finishing line at last, so game could release in 2026 or 2027.
2026 or 2027...:roll:
 

Technomancer

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2026 or 2027...:roll:
Usually big content updates take around 20 months or so. Seems like a reasonable guesstimate if you add that to next year pre-final update. Of course you can still play it next year with 0.95 update and finish it later. Enough time to git gut.
 

Spike

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2026 or 2027...:roll:
Usually big content updates take around 20 months or so. Seems like a reasonable guesstimate if you add that to next year pre-final update. Of course you can still play it next year with 0.95 update and finish it later. Enough time to git gut.
I want to play on a clean-slate 1.0. The last time I played the game was like 2014 lol. I am excited to see how massive the improvement is and I am delaying my gratification to the ultimate :greatjob:
 

Technomancer

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I want to play on a clean-slate 1.0. The last time I played the game was like 2014 lol. I am excited to see how massive the improvement is and I am delaying my gratification to the ultimate
Makes sense, though it wouldn't really be the ultimate version. Ultimate is post 1.0 with multiplayer, extra levels, more post release content and after that, back ported thaum from SG. So can pretty much wait forever for that "best version" for ultimate first time experience or gratification +M
 

Spike

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I want to play on a clean-slate 1.0. The last time I played the game was like 2014 lol. I am excited to see how massive the improvement is and I am delaying my gratification to the ultimate
Makes sense, though it wouldn't really be the ultimate version. Ultimate is post 1.0 with multiplayer, extra levels, more post release content and after that, back ported thaum from SG. So can pretty much wait forever for that "best version" for ultimate first time experience or gratification +M
Don't care about multi :salute: 1.0 is 1.0, so anything after is bonus.:positive:
 

Technomancer

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Don't we have them padded gloves already?

They don't really do anything for damage. Just offer superior protection for the arena item tier you can wear them in. But fist weapons as a class are not implemented yet at all.
 

Technomancer

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January 2025

Since we started working on roles a few months ago we've been focusing on a few specific goals. This is good, because what we've learned in years of theory crafting the system is that it's all too easy to get lost in hypotheticals and go down rabbit holes without really reaching a conclusion. Fundamentally the idea is that we can keep expanding our collection of roles, adding more nuance and situationally appropriate behaviours. Ultimately the complexity lies not in the system, but in the quantity and variety of roles, and when asked "what does the role system do?" the best answer we can give is "depends what you tell it to do". By focusing on few specific problems we can make progress without worrying too much about the endless potential applications. However, this is a critical moment in which we're defining not only a limited set of behaviours, but also the capabilities and details of the system.

We've done a lot in the past few months, much of it was building new AI features and behaviours rather than the roles themselves, but we've defined the mechanics for driving behaviours and activities with roles, how they can influence and exert control over emotions and solved various difficult problems. But the biggest obstacle in the system's design hasn't been how to make it function, but how to make its emergent complexity easy enough to make sense of and navigate for someone designing roles. It's important to understand that roles are not simple triggers and set behaviours, each one introduces possibilities, and many roles exist and are working at the same time. Basically we don't tell NPCs exactly what to do, we merely suggest things that they might want to do, but they are not limited to just a few choices that belong to expected paths.

One particular stumbling block has been "relational roles", which describe what individuals know or assume about each other, what specific relationships they might have, how they might interact under various circumstances and carry a detailed history of their previous interactions. These are usually reciprocal and often asymmetrical or dynamic pairings on both sides, which can explode into a huge number of relationships with varying affinities in both directions. This makes even apparently simple problems immediately confusing, and we've never been happy with this convoluted structure and its unclear implications. It has remained somewhat of an unsolved problem. We've been analysing many practical examples trying to narrow it down to something intuitive that could meet our requirements, and finally we've found something we're happy with.

We've also established some new mechanics for relational interactions, we simplified accessing and using complex role data by moving most of the complexity to the inner workings of our scripting language, which now has more advanced high level features and is supported by better visual tools. This also allows us to use fewer specialised roles and more intricate dynamic decision making. There's a lot of details we've established better, we have clear best practices in place of open ended problems. In finalising some of these details we've also dealt with another troublesome issue, which is that changing roles could cause historical data for them in saved games to not match up. This is inherently less problematic now and with the new tools we can easily track changes in role data allowing them to be patched.

We've completed, finally, the new AI behaviours and core mechanics to drive them. The scope of the roles is for now quite limited, but we're touching on everything the system needs to do. Having now also finalised how the roles themselves function, in a way that goes beyond our immediate requirements, we can now more quickly and confidently develop roles that aren't just placeholders. We're immediately seeing elegant solutions to introducing more complex behaviours and social dynamics for even the most basic and unintelligent encounters in the short term. We already have a very solid foundation for AI which works surprisingly well even without roles, so we're excited to see what we can do with proper roles that actually expand on this rather than hinder and limit it.

As for the clothing and cloth armour updates we've talked about recently, we completed the changes to how character models are generated and also identified and included more optimisations that will allow us to render characters more efficiently. We're very happy with some clever solutions we developed here, the entire system is much more efficient and robust. We're still replacing a couple more items, but the bulk of them is done. The new items look great, a huge upgrade from the items we replaced and with all these replacements, the new items and the material improvements, the overall upgrade to character visuals is huge. We also added a bunch of features and a tool for our new cloth physics system that allows us to use it for creating clothing assets and textures. We're able to change many parameters in real time, interact with the cloth and even dynamically change the structure. Our new cloth is very versatile and performant, we're able to do this with millions of polygons of cloth, tweaking and adjusting things in real time to quickly create some very high quality assets. We've yet to explore everything that we can do with this, but already we've gotten some very useful things out of it.

We think we're very close to being able to begin playtesting, we've been pushing the requirements for the first playtest further and further, but at this point everything looks quite final so there shouldn't be any more unexpected additions or requirements. The play test should be more about fixing issues and adding things rather than an early look at features that are still in development at this point.

Best,

Bare Mettle
 

AdolfSatan

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tbh the most exciting prospect in all of this (if it delivers on all it’s promising), will be a new paradigm on the concept of cheesing, because it seems the AI would be more reactive to a player trying to game the game.
 

Technomancer

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will be a new paradigm on the concept of cheesing, because it seems the AI would be more reactive to a player trying to game the game.

What kind of cheesing do you have in mind? Say in the open world RPG scenario of Sui Generis, in that game you basically are immortal. When you die, you will reform elsewhere naked and gearless, sure NPCs will react to it but how would that benefit you? There are bound to be some punishment mechanisms too, so far it is known that main character will always loose thaumaturgic potential on death, a rare, irreplaceable innate 'resource' from which all of your psionic powers scale. So each death makes you slightly weaker.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
so far it is known that main character will always loose thaumaturgic potential on death, a rare, irreplaceable innate 'resource' from which all of your psionic powers scale.
Oh cool, I was hoping there would be a way to play as a dude without magic.
 

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