|
Your donations keep RPGWatch running!
Sui Generis: Exanima - Update 0.6.4.3 released
September 4th, 2016, 15:59
So this is finally moving forward? Does the player still look "drunk"?
Last edited by luj1; September 5th, 2016 at 01:22.
Sui Generis: Exanima - Update 0.6.4.3 released
September 4th, 2016, 15:59
An update for the Early Access game Exanima has been released:
Exanima 0.6.4.3 ReleasedMore information.
We're working towards some major features to support the rest of the story content and bring it to its conclusion, these are not ready yet though so in the meantime we've expanded on the arena mode and core gameplay with some really big improvements.
Initially we focused on longer term goals, thinking we would add some skills and arena features for a nice intermediate update. When it came to adding these features however we found that they placed demands on our animation and other systems that they couldn't meet. This led to the most thorough and extensive overhaul of our animation system yet. Improving animation and gameplay has been a constant and often fruitless struggle from the first day of development. Realistically we'll never consider it truly finished, but this latest iteration has certainly brought them to a new level.
As usual, the update took longer than expected. We've got a lot of stuff that's almost done and we would have liked to include it, but we don't want to keep you waiting any longer. The current version should be stable and brings a lot of big improvements. Over the next few days we'll be releasing a series of smaller updates as the rest of the features and content are completed.
There's a few incomplete things still, notably the lack of ceilings in ogre matches can on rare occasion lead to an unfortunate death. We will correct this ASAP.
Here's the changelog for version 0.6.4.3:
- Ogre matches in arena mode (more tiers coming)
- New Close Combat skill technique: Dual Wield
- New Shield skill technique: Synchrony
- New Shield skill technique: Ward
- New Shield skill technique: Persist
- New Shield skill technique: Endure
- New Shield skill technique: Mobility
- Added shield block stamina mechanic
- Added shield item statistics
- Added merchant hireling NPC in arena mode
- Hireling NPCs now come with various ranks and equipment
- Many new items (more on the way)
- Improved footwork and balance
- Improved combat stances
- Reworked all combat and most other animations
- Improved parrying and blocking
- Improved thrust accuracy and power
- Improved action transitions and dynamic posing
- Sped up recovery from falling
- Various improvements and fixes to combat mechanics
- Improved AI combat tactics
- Improved NPC equipment choices
- More variety in master level opponents
- Gave AI more human-like use of controls
- LtR swings are now easier to execute
- Various graphical improvements
- Analogue stick movement via XInput
- Numerous bug fixes and improvements
September 4th, 2016, 22:38
Forgot the game existed. I've already blacked it out. I'm a backer, so one day I'm sure it will come back to me like a guy with stories about the forgotton dumbass things I did the night before.
September 5th, 2016, 13:47
Unlikely. This product serves as a prologue to Sui Generis. It uses some elements like combat. A sort of dungeoncrawler that dilutes content through the save system (one save thing)
As to walking drunk, it depends on the player. The system takes practice. Accustomed players are able to get fluid movement out of it.
Related: the product contains sequences like crossing over a pit walking on a plank demanding a certain level of command.
As it stands, the product requires to learn how to play through a fair amount of practice. At the moment though, not sure that the time spent on learning the ropes pay itself off.
As to walking drunk, it depends on the player. The system takes practice. Accustomed players are able to get fluid movement out of it.
Related: the product contains sequences like crossing over a pit walking on a plank demanding a certain level of command.
As it stands, the product requires to learn how to play through a fair amount of practice. At the moment though, not sure that the time spent on learning the ropes pay itself off.
--
Backlog:0
Backlog:0
SasqWatch
| +1: |
September 6th, 2016, 01:22
--
"… thing about Morrowind is we did far more than we could, far less polished than we should. It's a miracle that it works at all… there's too much, and it's like jazz… a product like Oblivion - far better software… but Morrowind… oh there's so much delicious nonsense in that." ~ words of wisdom by K.Rolston
"… thing about Morrowind is we did far more than we could, far less polished than we should. It's a miracle that it works at all… there's too much, and it's like jazz… a product like Oblivion - far better software… but Morrowind… oh there's so much delicious nonsense in that." ~ words of wisdom by K.Rolston
September 6th, 2016, 02:09
Sui Generis does not exist in any meaningful form. One little engine piece, the combat mechanics, looks like it might be in an alpha state. For some reason, they named this tiny piece of their game Exanima. I'm ashamed that I was conned into backing this.
--
c-computer, r-role, p-playing, g-game, nut-extreme fan
=crpgnut or just
'nut @crpgnut
aka survivalnut
c-computer, r-role, p-playing, g-game, nut-extreme fan
=crpgnut or just
'nut @crpgnut
aka survivalnut
September 6th, 2016, 09:42
Yep, I really wonder how only 4 years ago I was so naive to think that an unexperiebced team can pull this off with a budget of only 160k £.
If the devs succumbed to this illusion as well the project is a small tragedy.
If the devs succumbed to this illusion as well the project is a small tragedy.
--
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
| +1: |
September 6th, 2016, 10:23
Torch pick up was unsuccessful no matter how I tried: bye-bye intuitive UI. Started swinging with LMB/RMB and yes the character continues to stumble like a drunken man, turned his body, completely twisted legs as if suspended by a safety rope from the ceiling. Poor devs didn't to learn from their failure - or cannot let it go - and should have entirely replaced the animation system with the usual hand animated content by now. They had ample time to create pre-made animations as every other studio does. A tragedy in development indeed.
Character generator:
Still really nice with the body type slider, although could use better shader or lighting to make the character pop. GUI is okay.
Ogre screenshot looks fantastic. As all 3D dungeon graphics.
Character generator:
Still really nice with the body type slider, although could use better shader or lighting to make the character pop. GUI is okay.
Ogre screenshot looks fantastic. As all 3D dungeon graphics.
Last edited by mercy; September 6th, 2016 at 10:35.
|
|
All times are GMT +2. The time now is 08:40.
