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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.
 

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