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Default Sui Generis - Post-Funding Update #25

December 15th, 2013, 10:40
Bare Mettle Entertainment annouces that Sui Generis release date is being pushed back in the games latest post-funding update.


With less than six months left until our planned release date we can see that we're behind schedule. We thought it best to communicate this now rather than later. We also want to reprioritise current development goals in a way that is more satisfying for you and easier to manage.

Rather than rush to release something incomplete or just keep you waiting we thought to release a prelude which only requires a subset of the game's functionality while we take our time completing features properly and fleshing out the game world. While quite different in scope from the final game this will still be a very enjoyable game in its own right. Besides building a small independent plot (which ties in with the world's lore) no work would go into this that isn't required for the main game and most of the team will be working on other aspects of the game anyway. What it will allow us to do is bring a number of core features to completion first and continue developing others and the world without trying to do everything at once.

We have a somewhat atypical development process in that rather than pile on playable content we develop large complex systems that can deliver content more efficiently and drive it more meaningfully. It's never as simple as add a new character, animation, dialogue or object; everything is part of big unified totality that must support all aspects and instances of those things. We've seen how this can be frustrating for our backers because until these systems are complete there's not much to see. This is fundamental to our design though, we want everything to be playable and interactive in many ways, not just one; we want a reactive and dynamic world that feels real, where there's depth and substance to everything, not just surface. We also believe this is a good strategy for a small team like us working on a project of this scale, our limited resources don't really allow for a more brute force approach.
More information.
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December 15th, 2013, 10:40
"Turns out making a game is harder than we thought, so we'll just stick with making tech demos for our engine."
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December 15th, 2013, 18:19
Not a surprise really.
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December 15th, 2013, 21:55
Had to blink at that title. At first it looked like "Sub Genius!" And then I come in here and see Rjshae has a title of Bob??
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December 16th, 2013, 01:52
Sometimes I agree with Matt Barton about Kickstarter.
"Light thinks it travels faster than anything but it is wrong. No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it."
Terry Pratchett, Reaper Man
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December 16th, 2013, 02:10
Originally Posted by Zloth View Post
Had to blink at that title. At first it looked like "Sub Genius!" And then I come in here and see Rjshae has a title of Bob??
Mmm… that's my name… ?
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December 16th, 2013, 08:34
What we weren't prepared for when we set our release date is the difficulties we would encounter in the Kickstarter campaign and the level of quality people were demanding on every front. We assumed that as an indie team trying to do things differently some things would be forgiven. This critical response has driven us to achieve higher quality standards than we were originally aiming for and this has been very time consuming
Finally an update dealing with the core of the game. It took time.

This extract matters more.
When this KS project was revealed, instead of focusing on the original part of it, potential backers tried to stir this project away from its originality by bombing with demands that were secondary like story, animation, immersion etc

The project core is to generate a game world but it did not appeal and potential backers kept wanting the same old, same old.

Only the release will tell if this team managed to get back on track because it was clear from the start they did not get the budget to implement what is not essential to the game like story yet demanded by backers.

What they aim for requires functions to be integrated to the game engine and such cant be introduced bit by bit.
Sad to see though they lost time to implement a demo which might signal another project looking for expanding credits through a Steam Early Access thing.

Lets see if they manage to get it back on track. They could release DLCs for story, animation, or any other useless stuff backers long for as long as they get their core right.
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