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Vapourware Sui Generis + Exanima Early Access

motherfucker

Educated
Joined
Aug 23, 2020
Messages
278
Speaking of Cum Citizen, did any of my fellow slavs make a Hui Generis joke yet?
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,484
April 2024

We've been testing the many changes to the game and our engine with insiders this past month, which especially considering the extent of the changes to engine code, has gone very smoothly. It all seems very stable and we didn't really run into serious issues, though some proved tricky to fix. Insiders are always very thorough and meticulous, uncovering minute flaws and obscure little problems. We've done a few patches already, with many fixes and improvements to things both new and old.

We do still want to try to make a couple of improvements and additions for the full update, but things are in a pretty good place already so we're thinking to update the public test branch within the next few days to get things tested by more players and on more hardware. This basically includes physics engine improvements, some cloth physics, 64 bit, updated terrain system and assets, golems area graphical overhaul, a big expansion of the catacombs and a few other bits and bobs.

The physics are working better than ever, with more improvements we made during testing, and the performance increase is big, giving us a lot of headroom for more upgrades, new features and richer content. We are currently looking into some very interesting further core improvements we might be able to make, but it's a bit uncertain still and we are trying to move on to other things. There have also been general performance improvements, and better loading times too.

One of the features we're actively working on is the late game "save system", which is something that ties into the content and the player needs to discover and interact with, and comes with a few other additions. To support this we need new interaction mechanics, which we're implementing through a "placement zone system" which will support many things, like socketing items into elements of the environment, snapping objects into logical positions (e.g. torch in a holder, bar across a door) and just triggering all sorts of events when a particular thing or type of thing enters or is placed in a specific location. This opens up a bunch of new gameplay elements and interactivity. The concept is fairly simple, but the physics and persistence of the game do introduce a few complications, and we're going for a very versatile system, with core features that can be useful for other things too.

We did the thing again, where we invested in big core technologies and features for the future of the game, but we're wrapping this up now and moving on to gameplay systems and content additions. A lot of what we did here will be invaluable for some future content, and we like to tackle the most difficult problems first. The role system will be our next major focus, but we have a long list of features and additions to suit everyone's taste.

Best,

Bare Mettle
 
Joined
May 31, 2018
Messages
2,561
Location
The Present
12 years later and this thing is still a floating turd.
Poor man's Star Citizen.
Floating turd is unfair, but "poor man's Star Citizen" is a fair criticism. At this point, I have accepted this as an artists magnum opus that will never be finished. I'll check in every now and then and probably play it through every 3-4 years. It's definitely worth the money as is. The game runs great, looks great, has fun mechanics, and a big gritty dungeon to explore survive. Just don't go into it expecting anything else.
 

Spike

Educated
Joined
Apr 6, 2023
Messages
630
April 2024

We've been testing the many changes to the game and our engine with insiders this past month, which especially considering the extent of the changes to engine code, has gone very smoothly. It all seems very stable and we didn't really run into serious issues, though some proved tricky to fix. Insiders are always very thorough and meticulous, uncovering minute flaws and obscure little problems. We've done a few patches already, with many fixes and improvements to things both new and old.

We do still want to try to make a couple of improvements and additions for the full update, but things are in a pretty good place already so we're thinking to update the public test branch within the next few days to get things tested by more players and on more hardware. This basically includes physics engine improvements, some cloth physics, 64 bit, updated terrain system and assets, golems area graphical overhaul, a big expansion of the catacombs and a few other bits and bobs.

The physics are working better than ever, with more improvements we made during testing, and the performance increase is big, giving us a lot of headroom for more upgrades, new features and richer content. We are currently looking into some very interesting further core improvements we might be able to make, but it's a bit uncertain still and we are trying to move on to other things. There have also been general performance improvements, and better loading times too.

One of the features we're actively working on is the late game "save system", which is something that ties into the content and the player needs to discover and interact with, and comes with a few other additions. To support this we need new interaction mechanics, which we're implementing through a "placement zone system" which will support many things, like socketing items into elements of the environment, snapping objects into logical positions (e.g. torch in a holder, bar across a door) and just triggering all sorts of events when a particular thing or type of thing enters or is placed in a specific location. This opens up a bunch of new gameplay elements and interactivity. The concept is fairly simple, but the physics and persistence of the game do introduce a few complications, and we're going for a very versatile system, with core features that can be useful for other things too.

We did the thing again, where we invested in big core technologies and features for the future of the game, but we're wrapping this up now and moving on to gameplay systems and content additions. A lot of what we did here will be invaluable for some future content, and we like to tackle the most difficult problems first. The role system will be our next major focus, but we have a long list of features and additions to suit everyone's taste.

Best,

Bare Mettle
PLEASE. FINISH. THE GAME.
Why don't they do this for Sui Generis? The prototype or whatever already seems long completed. Or does he want to maximize+perfect systems/mechanics in Exanima and then focus solely on content for So Generic?
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,484
Or does he want to maximize+perfect systems/mechanics in Exanima and then focus solely on content for So Generic?

Seems to be the plan from what I read. Of course SG will have their own technology challenges anyway. Some of them are just outside of scope for Exanima to develop, like quadriped creatures. In SG there will be horses and another animals, perhaps new monsters too once they will have support for many legged creatures.

Prototype is no longer relevant since team now wants to complete Exanima as its own full game. All SG features that can reasonably fit in Exanima will be developed here first.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,484
Exanima 0.9.1.5 Test Branch Release

This is a mostly complete test preview of the upcoming update. We're not going to go into too much detail here, that will come later, but mostly give you a summary changelog and the broad strokes. Our engine has undergone massive changes with the switch to 64 bit and an enormous overhaul of the physics and some other things. There's been a lot more and more substantial changes to the physics engine since the video we released with one of the coffee diaries. The way our physics engine works has fundamentally changed now to dramatically improve on some key interactions and behaviours, with a particular emphasis on characters and combat.

We have deliberately not made substantial changes, but rather improvements for a mechanically much more solid foundation. These improvements will however support gameplay mechanics changes and new features. Inevitably many things will need to be tweaked and adjusted over time after so much has changed.


Save game warning

Be warned that existing story saves are not compatible due to the extensive changes to terrain and level assets throughout the entire game. Once the update goes live on the main branch, there will be a full save wipe, for now we leave it to you to start fresh. To access the testing branch you will need the password: BMXATestB915

Changelog for 0.9.1.5:

• Complete graphics overhaul of Golems area

• Big overhaul and expansion of Catacombs

• Complete remaster of all terrain and ground materials

• New terrain material system and features

• Reworked rock and other common assets

• Huge updates to physics engine

• Greatly improved collision behaviour

• Improved articulated bodies and reduced separation

• Improved static and dynamic friction model

• Improved character muscle and joint behaviour

• Improved weapon and character mass balance

• Improved ground-foot interaction

• Improved weapons sticking in bodies

• Improved object stacking behaviour

• Advanced cloth physics

• Improved generic impact and fall damage mechanics

• Improved collision and other sound mechanics

• Improved door sound mechanics

• Apparel world items now have collision sounds

• Object placement is much more accurate and gentle

• The game is now 64 bit

• Massive physics engine performance improvements

• Render performance improved, especially in busy scenes

• Significantly improved loading times (again)

• Significantly improved saving time

• Lighting improvements

• Post processing improvements

• Added skill UI images

• Combat AI tactics improvements

• Reworked sword guards and added 18 new variants

• Falchions can now be flipped, guard permitting

• Fixed some issues with golem mechanics and behaviour

• Fixed various journal issues

• Many, many bug fixes and small improvements
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,854
Exanima 0.9.1.5 Test Branch Release

[...]

• Improved static and dynamic friction model

• Improved character muscle and joint behaviour

• Improved weapon and character mass balance

• Improved ground-foot interaction

• Improved weapons sticking in bodies

• Improved object stacking behaviour

• Advanced cloth physics

• Improved generic impact and fall damage mechanics

• Improved collision and other sound mechanics

• Improved door sound mechanics

i love weaponized autism
 

Zariusz

Arbiter
Joined
Nov 13, 2019
Messages
1,900
Location
Civitas Schinesghe
I wonder if this engine after Exanima release, after years of ripening in rich fluids of high grade autism will be deemed by devs adequate enough for a more content focused, smoother Sui Generis development...

But hey man can dream right? Ehh, we all know that years will be spent on shit like proceduraly generated peasant tavern brawls with real time simulated alcohol level in blood...
 

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