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Sui Generis

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Aes Sídhe

Aes Sídhe

Forum veteran
#21
Mar 11, 2014
hah that sounds great ! It is the variation like that which the game promises that will make it stand out, a lot of gamers will love those moments :)
 
F

freakie1one

Forum veteran
#22
Jun 19, 2014
Bare Mettle has released a public update for Sui Generis which can be found here (click link if you want to see more/larger screenshots; I was limited to only 5 in this post): Update #28: Update #28
....

So it's now June and some of you were expecting a prelude release. We've been communicating our progress on our forums but we haven't done a Kickstarter update in some time. We're not quite ready for a prelude release yet but we have been hard at work!

We know many of you have high expectations and you've encouraged us to take the time to make a great game rather than rush to release something mediocre. We are putting a lot of care into those things that will make Sui Generis a truly unique game. Of all the games we've played it's those that pay attention to detail and have layers of subtlety that have really engaged us. While we can't satisfy your every request we do understand the importance of making something good, not just "good enough".


THE UNDERWORLD

Until recently we focused mostly on outdoor environments which in many ways are the most technically challenging. Because we're such a small team with one programmer we generally have to focus on one thing at a time and the underworld had taken a back seat. Developing the prelude we found ourselves confronted with some issues that had been neglected and reviewing things that we weren't satisfied with.

You might remember we promised a vast and sprawling underworld, it's all interconnected rather than being many distinct environments. It's also very deep and it changes as you go deeper. The concept remains the same but our early design now seems too basic and not to the standards that the game is shaping up to.

Our first goal was to introduce more variation in the common structural graphics. We improved the modular system through which the environment is constructed and developed a tool that allows us to create these environments extremely quickly and interactively while providing an intuitive workflow, this means that we can focus on and experiment with design rather than getting bogged down in the work itself. We've improved and adapted our existing assets to this new system and we're developing new ones with fresh insights.

View attachment 4172

Unlike the terrain the underworld is not a single streaming environment and there are some very different travel mechanics. The underworld regions are quite large and complex, the first "level" of the prelude contains almost 10000 meshes, 100 shadow casting dynamic lights and many characters so we need some important engine features to be in a very much finalised state to drive all this. A lot of this work is done now but there are still a few important issues to resolve, especially for lower end systems.

One really important issue we struggled with for this type of environment and the isometric style view is visibility. Being able to see past walls is very immersion breaking, it removes depth from the environment and also causes difficult problems with balancing line of sight for the player and AI. This is especially true when AI has complex behaviours and may be interacting with the environment. The approaches we've seen used in other games would either not work or be visually disturbing.

Finally we had a promising idea, prototyped it and instantly loved it. What we're doing is dividing up the environment based on doorways and only allowing you to see the room you're currently in or any room that you're on the threshold of. The rooms fade in in such a way that as you move around you barely even notice it happening, the visual impact of the environment and exploration are much more immersive.

AIs can be subjected to the same exact visibility rules as players putting them on a level playing field. As a byproduct we've achieved a sort of old-school encounter mechanic which we really like. As you approach a room you are able to see what's inside and what's inside is able to see you.

This just naturally ties in with other mechanics and how AI understands and navigates environments. For example if you were being pursued we can accurately determine where AIs see you go and where they might search if they lost sight of you.

View attachment 4173

THE DEAD

One of the things we care about most is persistence, we want everything in the game to feel substantial and real. Everything can be interacted with and the results of every interaction are lasting. To support this the bodies of the dead must not just dissapear but remain in place until someone moves them. These bodies must therefore slowly decay. Necromancers must also find real bodies to raise, they can't just will them out of thin air.

We're leveraging the power of our recently improved procedural character system to make bodies gradually decompose, that of our procedural animation to make their movements uncoordinated by various degrees. Combine this with some great voice effects and unusual AI and you've got some pretty compelling undead.

View attachment 4174

DAMAGE AND EQUIPMENT MECHANICS

All the mechanics for armour and weapons are now in place and working as we wanted and better. There are four basic damage types: slash, pierce, crush and impact. All of these behave differently in terms of how the forces of collision translate to damage, for example slashing damage is effective when cutting and even with weaker forces whereas crushing damage requires significant impacts. Base weapon stats include these damage types and also various properties which control how they behave physically. Weapons are not just more or less powerful but each weapon feels and behaves differently in combat having a huge effect on how you play.

Armour has mitigations for the four basic damage types and also other properties. We are going for very realistic behaviour for armour, plate armour is effectively proof against bladed weapons and extremely resilient to all damage types, chain offers great protection against some damage types but not others, common leather apparel is pretty useless as armour. There are various other types of armour each with distinct qualities and things get interesting when you realise they complement eachother. It is entirely possible to wear chain under plate, or a gambeson to absorb some impact and effectively reduce the force of blows to a point where the plate can mitigate them completely. When you equip some armour you really get a sense of being armoured and protected, you will even hear the plates sliding over each other, the chain jingling and the leather creaking as you move.



We've extended our inventory system to support 8 layers and over a thousand slots, we don't use them all but they give us the flexibility to model the complex interactions of our growing repertoire of wearable items. All armour is locational, it covers different parts of the body and with different efficiencies, layers of armour interact locally on what they cover. Each part of the body also has varying base vulnerabilities to damage types with different effects. Head blows can disorient you, leg blows can throw you off balance, vital organs, bleeding etc. are all taken into account.

The best thing is that you can see, hear and basically feel all of this happening as you play the game. Weapons have realistically distributed mass, swings make swooshing sound based on the weapon and its current velocities, there are dynamic collision and other sounds, procedural animation behaviours, different cries of pain and sprays of blood which all accurately reflect what is happening. All these things are possible because there are measurable physical forces and interactions behind everything. They're not just effects on top of some simple mechanical system but a result of the simulation.


REVISITING COMBAT

The combat and animations have been evolving constantly, they are the thing the game has been most praised and criticised for. Making notable improvements has been extremely challenging, it's a hugely experimental and difficult technology and we're often shooting in the dark, sometimes missing and wasting time.

Originally we designed the combat with a big focus on the physics, the force of blows and movements of your character being very dependent on the fluidity and timing of inputs. We'd had a lot of practice with this but when we released the combat alpha we saw it wasn't always well received. Many people perceived it as somewhat unresponsive and clumsy, watching videos of others playing the game we saw that even skilled players weren't easily achieving the same harmony with the physics, their character's motions often looked ungainly. Elegance and effectiveness didn't necessarily go hand in hand. We quickly made changes to improve the responsiveness of the controls based on feedback but these hurried changes came at the price of some unrealistic behaviour.

So, having received a lot of feedback on the combat and prototyping various suggestions in several rapid releases, we then went back and revised some of the earliest and most fundamental aspects of the animation system. We shifted the balance away from pure physics towards player control, completely redeveloped the input system and fixed numerous issues that were present in the combat alpha. We also made improvements to the AI which was still incomplete, giving the AI more tactical and human similar behaviour and trying to counter potential exploits. Our redesigned AI proved extremely difficult to beat which is what we were aiming for when considering the best possible AI opponents.

View attachment 4176

This took some time but as it all came together we finally found ourselves before what feels like a new game. The many changes to animation systems and a new asynchronous processing of inputs led to very responsive character control, characters move fluidly and remain balanced even under the most extreme conditions, allowing for precise control over new attack combinations and very fast dodges. Our almost unbeatable AI became easy to defeat and we had to add a whole new layer of cleverness and precision to it, finally making it challenging again and then introducing skill levels to reduce and control it's effectiveness.

View attachment 4177

The final result is fantastic, it looks great and it's incredibly good fun. The foundation is now more solid allowing us to do more, we see ways to improve it further but already we've achieved better results than we initially thought possible. Looking back and seeing how far we've come since the early animation we wonder at what the future could hold!



These are just some of the most important things we've been working on, we have been consistently achieving our goals and the results keep exceeding our own expectations. The prelude is still in the works but we're very close to a first alpha release, we need to solve a few issues but further releases should be close behind. We're extremely pleased with the core combat in general now so after a quick final alpha test we plan on also releasing a beta combat demo. This kind of gameplay will also feature in the prelude in the form of an arena mode.

Best,

Bare Mettle
 

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Last edited: Jun 19, 2014
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freakie1one

Forum veteran
#23
Sep 13, 2014
*Chokes on a cloud of dust as he enters this deserted thread*

Just a heads up to anyone who might be following the game... The prelude (titled Exanima) alpha should be released soon and it's looking like a lot of fun. I've been having a blast playing/testing the previous versions released but Exanima will add quite a few more features and mechanics to the gameplay; the ones I'm most excited about are some of the RPG mechanics, which Sui Generis is approaching in new and innovative ways (adding depth and complexity to the gameplay).

Anyways, here are a few screenshots of actual gameplay:





 
Last edited: Sep 13, 2014
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Jupiter_on_Mars

Guest
#24
Sep 13, 2014
I have a question:

It all sounds interesting but it also looks quite barren and desolate. Places pretty much seem deserted minus the occasional NPC and foe. Is that how the final game going to be? Is it on purpose, part of the story/plot?

freakie1one said:
(...)

Exanima will add quite a few more features and mechanics to the gameplay; the ones I'm most excited about are some of the RPG mechanics, which Sui Generis is approaching in new and innovative ways (adding depth and complexity to the gameplay).
Click to expand...
Can you give examples of those innovative RPG features or are you under some sort of NDA?

That font is peculiar...
 
Last edited: Sep 13, 2014
F

freakie1one

Forum veteran
#25
Sep 13, 2014
Jupiter on Mars said:
I have a question:

It all sounds interesting but it also looks quite barren and desolated. Places pretty much seem deserted minus the occasional NPC and foe. Is that how the final game going to be? Is it on purpose, part of the story/plot?

Can you give examples of those innovative RPG features or are you under some sort of NDA?

That font is peculiar...
Click to expand...
The first three screenshots were taken over a year ago when most places were just barely being created in the game. The last two are more recent but things are still very much a work in progress. The final game will not be barren or desolate. In fact, just the opposite is planned. The devs prefer smaller areas filled with a lot content as opposed to large areas with nothing to do. They estimate the main world will be roughly the size of something like Skyrim and the Underworld will be almost inconceivably vast. A large part of the game will be discovering what the Underworld is, how things function in it and what the purpose of it is. Here's a quote taken from their homepage about what their main goals are for SG:

In Sui Generis we hope to create a computer role playing experience like none other. A world where you have complete freedom and everything you do has repercussions.

We have not defined a path for you to follow, we don't know what you will do or whether you will succeed in doing it, anything might happen. All events and plotlines unfold dynamically and according to a hugely detailed input of circumstace, even the most apparently insignificant change in conditions can result in dramatically different outcomes. There is no correct way to do things and no failure or success, just an ever changing world that you must discover yourself.

You cannot save and load in Sui Generis, the world never returns to a previous state, nothing respawns, eveything that happens is permanent. You do not try again or follow a known strategy, you deal with consequences and feel the weight of events that are meaningful in their implications and unique malliable state. What you do and what happens matters.

The world of Sui Generis is a highly original work, the product of a lifetime of deliberation and many rare moments of inspiration. Every detail matters and must feel authentic, there can never be enough depth and complexity. Nothing is as it seems, the people have forgotten their tortured past and fanciful myths conceal its complex true nature. It is a world rich in mysteries where even the apparently insignificant carries meaning, a purpose and history to unravel.

A feudal society is dissolving under the pressure of thaumaturges who have abandoned scruples and turned to dark pursuits. The seals of the underworld are being broken and its dormant threats have begun to stir. You will enter this unfamiliar world fraught with dangers and opportunities and have complete freedom in your actions. You might strive to restore peace, endeavour to uncover it's dark secrets or simply pursue your own selfish goals. It is your story to write.
Click to expand...
One of the most exciting features of the game will be the dynamic story. There is not a single linear story like in most RPGs. NPCs will have their own goals and objectives, they'll be capable of reacting to what is occurring around them, capable of making their own decisions and choices. No one is invincible in the game, everyone can be attacked or killed. All objects in the game aren't just visual props but actual objects that can be used and interacted with. All objects have perception modifiers applied so that NPCs will be able to recognize what the object is and be able to interact with them appropriately. This also applies to clothing; NPCs will be able to recognize what you are wearing and the condition that it is in (useful for attempting to deceive NPCs or for disguises/stealth). Because of these features how the story plays out will be different every single time you play the game. Who lives, who dies, who is successful and who fails, etc. will all change every time you play the game.

The dialogue system is also developed to be completely interactive and reactive. Here's another quote about how it works:

More recently we also succeeded in finalising how dialogue will work and we developed a complete and very neat tool with which to write actual interactive dialogue for the game. The dialogue system works closely with our AI and dynamic event system. In many ways it is like a scaled-down version of our event system. We have had a number of original ideas on making dialogue more dynamic and natural. Saying something is a decision like taking any other action. It is subject to circumstance and any external factors that might apply. Dialogue occurs in real time, people might talk over each other, grow impatient, add to what they said if there's an awkward silence, react to external events, etc. Information is being conveyed and others might be listening, they might even join the conversation. Characters are always at the mercy of their perception; roles and identities are open to interpretation.
Click to expand...
Then there's the fact that physics is applied to everything; combat, character movement (all movement is procedurally generated based upon physics instead of using static animations) and all objects in the game. This makes every single fight unique and also offers interesting gameplay possibilities. Being able to roll a boulder off of a cliff to kill someone, creating your own traps, moving an object over fire to prevent yourself from being burnt by the flames, etc.

The magic system is also quite unique. In Sui Generis magic is referred to as "thaumaturgy". Here's a quote about it:

Another major aspect of character advancement is thaumaturgy.

Though you can make some use of all forms of thaumaturgy you must choose one as innate to your character. This is your natural talent and where you will excel.

Each form of thaumaturgy grants specific effects rather than having a particular purpose. For example, a necromancer would use powerful Mind thaumaturgy to evoke the transcended mind of the dead, causing them to take control of their remains. The revived dead control their decayed bodies by means of their own dormant capacity for thaumaturgy.

Thaumaturgic power does not undergo gradual progression over time, rather some portion of the transcendent mind of others is absorbed in their moment of death. The more advanced the transcendence of the mind being sundered, the more of it may be absorbed. Some thaumaturgic knowledge, different from raw power, may also be gleaned during such moments.

Thaumaturgic knowledge may also be gained by natural insight where one's innate powers are concerned, and other sources of knowledge or learning besides.

You will initially have a basic command of your power, using it in its simplest form. With time you will learn more elaborate ways of shaping its outcome, refining its use and combining your individual insights into completely new effects. As a basic example, you may learn to turn Force Blast into an omnidirectional effect, pushing things away in any direction; you may also learn to make the force highly coherent, thus turning it into a shield. The two things combined may lead you to make a bubble that shields you from all directions.
Click to expand...
Basically, the devs are attempting to create one of the truest role playing games to date. You choose what type of character you want to play as -- where you go, what you do, who you help or hurt and what your objectives are -- all while the world and NPCs around you react accordingly. You aren't the center of the universe so people don't just stand around waiting for you to come up and talk to them to trigger events; you're just one person among many, all with their own goals and objectives. The world is filled with mystery, intrigue and things to discover.

This post is getting rather long but I hope that helped! If you have any other questions feel free to ask :).
 
Last edited: Sep 14, 2014
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Blothulfur

Mentor
#26
Sep 14, 2014
Got to admit i'm keeping my eye on this, looks stonking, whether that translates into a great game you never know but it's definitely got me attention. Think I might stick some cash in next payday, have a goosey.

That castle looks a bit like Krak de Chevaliers, gets my vote. That dungeon i'm a bit worried about, hope it's not just endless rooms full of monsters, with no rhyme or reason, prefer a theme, a use, a background and a logical reason for existing. But it might have them, just so many games don't.
 
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freakie1one

Forum veteran
#27
Sep 14, 2014
Blothulfur said:
Got to admit i'm keeping my eye on this, looks stonking, whether that translates into a great game you never know but it's definitely got me attention. Think I might stick some cash in next payday, have a goosey.

That castle looks a bit like Krak de Chevaliers, gets my vote. That dungeon i'm a bit worried about, hope it's not just endless rooms full of monsters, with no rhyme or reason, prefer a theme, a use, a background and a logical reason for existing. But it might have them, just so many games don't.
Click to expand...
The devs consider it to be very important that everything has a function, purpose and is designed in a realistic and believable fashion. Here's a quote from one of the devs about the Underworld:

I can say however, it wont be your standard fantasy style dungeon in that, it is not a labyrinth of catacombs or prison cells as is standard in most games of the genre, but something more grand and livable. There is a strong emphasis on realistic functionality and believable level design.
Click to expand...
The Underworld will have a lot of complexity and it plays a very significant role in the history/lore in the world of Sui Generis. As you can see in one of the previous screenshots, there is a skeleton sitting at a desk next to a bunch of scrolls and books. Figuring out what the purpose of the Underworld is, its history, and how things function in it (they've given examples of some pretty weird things occurring in it) is going to be quite significant in Sui Generis. Over a year ago one of the devs wrote a few short stories to give an example of how adventuring would work in Sui Generis and it just so happens to involve the Underworld. Here's the stories:


________________________________________________________________



They say we built cities in the sky.

The histories say we made great things, once. White pillars that never tarnished. Great monuments, and greater cities around them. We lived in tranquility. Somehow, everything changed. None can tell what the ancestors did to anger the Gods... to make them poison the water, and curse the skies.

That was lifetimes ago, so far gone that no one remembers how or even where it may have been. Others say that’s only fairy stories. That things have always been such as they are. That our ancestors scraped in the dirt just as we do today, and dreamed of greater things around the nighttime fires... just as we do today.

Myself, I couldn’t guess. I dream of walking the hills without need of a sword, of falling to sleep without setting traps against the night. Beyond that, I suppose I don’t much care.

They say we built cities in the sky... I’ll settle for travelling without looking over my shoulder, or wondering what hides within the evening mist.



___________________



The three most ill-advised words in our language are “I’ll do it”.​

"I'll do it." I said.

"Only to collect some pewter. Perhaps silver, deeper in. It's quite safe," he'd said.

"Oh, is it? Is it really?"

Of course it wasn’t. The deceit was obvious; it leaked out of him like sweat. Despite his disingenuous manner I was still tempted. No one had ever suggested venturing into the underworld might be safe, damned curiosity always did have the better of me.

Indeed the entrance was not sealed and once within I could already see the glow of those ancient lamps that never expire. As I entered I failed to check my footing and kicked something that rolled away, bouncing against the wall several feet away. Echoes faded slowly while I stood rooted to the floor, waiting. No further sounds, no movement... nervously, I looked to the ground. It was one of the lamps, inert after someone had attempted to take it.

As I traveled further down the dim corridor, the sweet and fetid smell of death reached me. Perhaps an animal sought shelter and died here? The best possible outcome. The stench lead me on nonetheless, and as the corridor opened into a large hall I caught sight of a mangled body. My esteemed employer’s cousin no doubt. Away on business indeed.

Dark corridors led away from the hall to both sides. Ahead I could see a room that looked to be a dining hall. Pewter tableware lay clearly in sight. Certainly if I hoped to find silver I would have to venture further...

* * *

My skin prickled, the hairs on my arms stood on end. I could hear a faint hum coming from behind the wall. Some ancient power? The solid stonework felt impassable, but I did notice one small block protruding unusually. I checked to see if it was loose, and it sunk into the wall as if drawn from the opposite side. A grinding metallic sound startled me, and I took an involuntary step back as a deep rumble began, somewhere beyond the wall. Dust rose from the masonry and soon the entire wall began to shift, sliding into gap in the passage. Beyond, a purplish light shined from within a shallow hall. The grinding noise stopped, leaving my ears ringing. I stepped carefully into the space, following the smaller passage a short distance.

As I rounded a corner I could see corridor ended in a wall of what seemed to be thick purple smoke and water at the same time. I approached it warily and extended my hand to touch it. It tickled my hand but offered little resistance...

What happened next may never be clear to me, but suddenly I found myself elsewhere. Dimly lit white walls stained with mouldy growths stood on either side of me, and a strange unrelenting noise was just barely audible. A flash like that of lightning illuminated the dark corridor ahead, and I caught a glimpse of a monstrous white shape before the light failed.

Fearfully, I looked behind me. The walls ended into rough hewn rock only a few feet away. The passage I’d come through was gone. I drew my sword and waited for the shape to leap at me from the darkness.... nothing came. I could hear no sound but that strange quiet noise. Fighting down a rising sense of panic, I cautiously advanced down the corridor. My hands sweating, I gripped my sword, poised to strike at an invisible assailant. Ahead, swirling mists caught glimmers of light. Inch by inch, I forced myself to continue. I feared I saw shadows but nothing resolved itself in the faint and shifting mist. A wide open space lay ahead, dim light converging from various directions. As I stepped into the space I moved to my left, hoping to find a wall. My hand touched something wet and warm... a terrible, howling screech sounded in my ear, slimy goblets of liquid hit my face.... a sharp pain and hotness surrounded my neck and enveloped me.

* * *

I awoke in bright sunlight on a smooth circular stone, coughing and spewing a foul white liquid. I could barely lift my head, and my hands shook uncontrollably. I was poisoned. What of the things I’d seen? The poison had apparently induced a terrible nightmare. The man in the marketplace must have done this. My possessions were gone... he must’ve robbed me, that rotten bastard.
I suppose I still do not know what lies within the underworld. The things I saw were surely a product of the poison, but when I look upon those ominous doorways now, memories come unbidden and I cannot stop the shivers of fear.



___________________



“Demons! Easily four or five of them!”

Shouts and catcalls drowned out the old man as soon as he began. I looked over my shoulder, hoping the noise would abate... sadly, no joy. The old man rose from his seat by the fire and thumped the table, roaring for his companions to be quiet, and they mostly did so. He stared down the last of the grumbling, eyes drawn into an angry squint made comical by the chaos of his beard and hair. When all was finally calm around him, he began again.

“Demons! Easily four or five of them...”

“Demon’s Brew, I’d say” someone yelled from the back of the room.

“Damn your tongue, Baren!” the old one growled, glaring again at a few souls bold enough to laugh. I turned back to my meal. The fare in this wayside tavern was tolerable, by which I mean it was hot and probably made from a beast whose name I knew. More than that would be too much to ask, this far from the city. I ate slowly, mechanically... bored and tired, worn thin by the long walk through rough country.

Perhaps it was the hour, or the smoke, or perhaps I’m the world’s biggest fool, but by degrees I found myself listening to the old man’s yarn. Clearly told before, it had the cadence of something well rehearsed. The mutilated livestock, the family dog vanished in the night. The shadow at the window. The scratches on the doorpost. The groaning bellows from afar. The night watches kept, blade close to shaking hand. The faint, otherworldly bluish glow as something passed through the trees...

“Wait,” I said, turning around. The word was out of my mouth before I’d forethought enough to bottle it in.

“Who spoke?” the old man demanded. I’d broken the spell he was weaving, and even now many were turning away.

I stood.

“You cried ‘wait’?” he asked, frowning.

“I did. When did you claim to see these demons?”

“Barely a week since I moved aught I cared for into my sister’s house here in the village. She said-”
“And you said you saw blue? Moonlight, perhaps?” I spoke quietly, listening for the lie in his voice.

“Never moonlight, no. Not a question of being moonlight. It was unnatural!”, he said at once.

I made no reply. This yarn was hardly rehearsed, I thought. It was remembered.

“Are you offering your assistance, young stranger?” the old man asked after a moment.
“Will you go out to my farm and show this lot that old Cory’s an honest man?”

Blame the hour, or the smoke from a fire burned down to coals. Call me the world's biggest fool, but I only paused for an instant before answering.

“I’ll do it.”
Click to expand...
Since I've noticed you're a fan of Severance: Blade Of Darkness, Bloth, you'd definitely enjoy the combat system in Sui Generis. The combat is very player skill driven and is quite engaging. You have control over every aspect of what your character does and it requires proper timing, footwork and use of feints (and other tactics and strategies) to be successful. It is like a much more advanced version of what you see in Severance but with actual physics applied to everything.
 
Last edited: Sep 14, 2014
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Mataresa

Rookie
#28
Sep 16, 2014
I hope it does well and they achieve most of the things they want to do. It is time to reform the RPG genre and finally put more of the RP into the G. :D

Even if it does not fully work out, their ambitions could help others changing how they create RPGs and maybe start a new approach to that genre.
 
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freakie1one

Forum veteran
#29
Sep 16, 2014
Mataresa said:
I hope it does well and they achieve most of the things they want to do. It is time to reform the RPG genre and finally put more of the RP into the G. :D

Even if it does not fully work out, their ambitions could help others changing how they create RPGs and maybe start a new approach to that genre.
Click to expand...
How they are going about creating Sui Generis is one of the most hard and difficult ways of doing it. Basically they're reinventing the wheel; almost all aspects of the game are done in a new and innovative ways. They created everything from scratch; the game engine, the toolsets, etc. No existing game engine had the capabilities to support the features they wanted. This requires a lot of trial-and-error and lot of prototyping to discover efficient and realistic ways to achieve their goals. Very few game developers are willing to go through this much trouble in order to create a game. Usually developers use the easiest and least time consuming approach in order to maximize profits.

Now why go to all this trouble one might ask? Because they're creating the game that they themselves want to play. They want features in an RPG that no game developer has yet to create. They're a group of hardcore gamers that got sick of waiting for someone else to make the game they've always wanted to play so they're creating it themselves. Their goal is not to become wealthy; they simply want to generate enough funds that they can finish the game and continue to work on it even post release, adding features, content and constantly improving things.

The game is a dream for them, not a job. They started creating the game all while working separate full-time jobs but realized that progress was being made much too slowly. This is when they launched their Kickstarter campaign in order to secure enough funds to quit their day jobs and work on the game full-time. They are literally devoting their entire lives to the creating the game, living in the studio they work at in order to not waste money on separate living quarters. None of the developers are being paid to do what they do, all funds earned go towards making the game.

This is why I have no doubts that Sui Generis will be a success. The devs are all heavily invested in the game and they will do anything it takes to make it a success. They've already proven themselves capable developers by the alpha/beta versions currently released. They've successfully achieved many of their goals and I believe they'll continue to do so. It is really a rather inspiring thing to get a behind-the-scenes look and witness such a unique game being created by such passionate developers. What they've already created is quite revolutionary and unique. It is impressive that such a small team is capable of creating next generation features that no other developer has been willing or capable of doing as of yet. Many people claim that what SG is already capable of is impossible for a game because it would be too demanding; yet SG is already well optimized and performs well even on lower end machines.
 
Last edited: Sep 16, 2014
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Mataresa

Rookie
#30
Sep 16, 2014
I don't doubt their passion and I knew that. Thing is, even with the most passion, you might not be successful with the game. But you are right, they will try to make the game they always dreamed of. I hope to one day do the same, even if it not profitable. :D (And actually there is a bit of overlap between their ideas and mine.)
 
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freakie1one

Forum veteran
#31
Sep 16, 2014
Mataresa said:
I don't doubt their passion and I knew that. Thing is, even with the most passion, you might not be successful with the game. But you are right, they will try to make the game they always dreamed of. I hope to one day do the same, even if it not profitable. :D (And actually there is a bit of overlap between their ideas and mine.)
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This is definitely true; passion alone is not enough to be successful. Developers must also be capable of creating and achieving their goals in order to deliver a quality product. And this is what I consider to be even more impressive than the passion of Bare Mettle: their ability to create things which most other developers consider impossible. They've proven time and time again that they are more than capable of delivering on their promises ;).

Usually they promise an amazing feature, which by itself would be quite impressive. However, while creating and designing said feature they have new ideas and discover ways to further enhance said feature so the end result is better than originally planned. This means they promise something good and end up delivering something that is mind-blowingly amazing. Their creativity and ability to do things in new and innovative ways never ceases to impress me.

In order for SG to be a success it does not need to be the #1 selling game. In order for it to be a success it simply needs to be completed; it needs to become a product that sells well enough for the developers to keep working on it. That is their goal with Sui Generis, simply to create the game and keep expanding it for as long as they desire to do so.

Something interesting that people might not know is that Madoc (the programmer who created the engine/toolsets) has already licensed the engine out to other companies because it offers advanced capabilities that other engines do not. In this way the engine itself is already a success :).

@Mataresa do you program? If so, have you created anything game related in the past? I'd love to see/discuss it if so. I program a bit myself and find it rather interesting and intriguing. I believe it is difficult to appreciate what Madoc has accomplished in SG unless someone understands programming; what he's done is the equivalent of moving mountains with your bare hands. He's created everything by himself (he's the only programmer on the Bare Mettle team) and he also taught himself to program (no formal education for it). He's using very advanced techniques; the procedurally generated character movement uses advanced algorithms similar to those used for robotics. The complex nature of Sui Generis allows fun, engaging, realistic and immersive mechanics that are not possible in games that lack such complexity.
 
Last edited: Sep 16, 2014
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Mataresa

Rookie
#32
Sep 16, 2014
Well I study Computer Science. I am not a great programmer, but I have a thing for Project Management and already managed a few student projects in conjunction with industry partners, as well as having been Lead QA with a team of a couple of people for a project at a games company before my Masters. After finishing that now, I will try to get back into the industry. :)
 
Last edited: Sep 16, 2014
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freakie1one

Forum veteran
#33
Sep 16, 2014
Mataresa said:
Well I study Computer Science. I am not a great programmer, but I have a thing for Project Management and already managed a few student projects in conjunction with industry partners, as well as having been Lead QA with a team of a couple of people for a project at a games company before my Masters. After finishing that now, I will try to get back into the industry. :)
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Ah, interesting! I wish you the best of luck :). It is great to be able to do something you enjoy in order to earn a living.
 
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EliHarel

Rookie
#34
Sep 17, 2014
@freakie1one
What do you think are the game's weaknesses?
 
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freakie1one

Forum veteran
#35
Sep 17, 2014
eliharel said:
@freakie1one
What do you think are the game's weaknesses?
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I'm not sure if this would count or not but Bare Mettle is such a small development team that things sometimes take a while before being completed/implemented. If only they could all clone themselves things would progress much more quickly! Though to be fair they've been working on the game full-time for less than two years so what they've already accomplished is still impressive.

Another one of the more obvious weaknesses could be the animation. It's up to the player to control every movement (instead of having pre-recorded static animations) so sometimes during combat it might look like the character is a bit drunk. However, they've made quite a bit of improvement already on the animations and they plan to continue to work on them as time permits. Since everything is based upon physics, having the characters move properly and naturally is a very complex and difficult process, especially when many crazy things can happen in combat; there are realistic collisions so it's possible for things to become entangled with each other and it's also possible to knock someone over or trip them. However, this is also what makes the combat so entertaining and every fight unique; you're not just watching the same few animations over and over and your character movement isn't restricted. To summarize: animations currently aren't perfect (not as natural looking as motion captured static animations) but they're good enough to not distract you while playing (and they're still being improved upon).

I'm having troubles thinking of anything significant to list! The devs pay so much attention to detail that there really aren't any major complaints that I have with the game. Perhaps when more complete versions of the game are released I'll have more things to complain about. I can directly communicate with the developers so anything I dislike, or any improvements/suggestions I think of, I make sure to pass along to the devs. They've already implemented some of my suggestions into the game :).
 
Last edited: Sep 17, 2014
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freakie1one

Forum veteran
#36
Oct 5, 2014
The team has been releasing info on a regular basis about their progress on SG in the insider forum; however, today they finally released a public update which I found to be very exciting and interesting. Here it is:

Recently we've been doing weekly updates on our insider forum, the prelude alpha is nearing completion and we've been keeping those waiting for its arrival informed on our progress and what challenges we've faced and overcome each week. It's been a very busy time for us but now we see the light at the end of the tunnel and we thought to do a more summary public update rather than the usual insider update.

We set a lot of extremely ambitious goals for ourselves with Sui Generis, we have to admit some of what we set out to do sounds a bit high-reaching. It's how we imagined future games when we were teenagers and that idea has stuck with us. You might find it a little concerning as a backer but there's quite a bit of what we wanted to do that we just couldn't be sure would really work. It made a lot of sense to us, we certainly thought we could do it but with no one having attempted it before we just couldn't be sure. There have always been moments of "Oh dear, what if this just causes too many problems?" There's also been a few times in development when we've imagined just how much easier our lives would be if we'd have gone for something simpler that's tried and tested!

Much of what we're trying to accomplish is far beyond the scope of the prelude and that's partly the idea of the prelude. It's an intermediate goal that is built from the same blocks but doesn't yet need to take advantage of everything they provide. In the end we've invested more in the prelude than we originally planned in an effort to do things right. Core to our game philosophy is that nothing is a static asset or effect, a predefined animation or scripted behaviour. We need to start with such things as placeholders while prototyping but in the end everything must be complex, mutable and reactive. If anything is possible then it should always be possible and be a natural result of the underlying simulation. We're not just talking about physics here but rather how everything has a meaning or purpose, how AI understands what things are and how they may relate to other things. Our event system and AI are aimed at providing an emergent story but we believe the most important and challenging aspect of this is the little things that drive how that story unfolds; the actions and objects that are instrumental to what actually happens and how what happens and happened previously can be perceived by AI. This has always been central to our design.

So far we've been very busy with overcoming the technical challenges of how to run a game where everything is dynamic, interacts and all motion is governed by physical forces; how everything can be described, how information can be accessed, interpreted and exchanged; how things behave in consistent and plausible ways rather than through simple schematic models; how AI can form opinions and make decisions that give them access to potentially unlimited options and roles, and do this in a lifelike and natural way rather than through a rigid set of unscrutable rules.

While on the surface the prelude is quite simple we have always remained true to our goals, it is built on these things and they are functional. It shows that we've already overcome the most serious technical challenges. Really we could not have hoped for better results. SG's physical world works beautifully and it can communicate, beneath the surface it is so much more than the typical series of player activated things, it is bursting with meaning and potential ready to be unlocked.

Now we're less concerned with technical issues and what could go wrong but rather with how to take advantage of everything we've done. Nagging concerns are being replaced by a flood of ideas about what can be done with what we've put in place. We still have a lot of work ahead of us, there's no mistaking it. We have developed models and methods, algorithms and data structures but ultimately it's the data itself that drives the world. We still have to design many of the things themselves, the activites or specific behaviours, the knowledge that governs them. This is an incremental process however where we can gradually expand options, understanding and possibilities.


We realise a lot of this may seem quite abstract but it's difficult to go into detail in a concise manner. Some people might also find knowing how things work breaks the illusion. If you are interested and have access to our insider forum, you will find more information about our AI systems, about how things in the world carry information and many other things besides. We plan to continue making frequent posts with detail of our progress and some of the game's inner workings.


On a more practical note, the prelude alpha is indeed very near completion. We've solved every major issue we're aware of, including those mentioned in our last insider Sunday update. This last week we've stopped to take a breath for the first time in a while and just look at what we're doing which is what inspired this update. It's very satisfying and exciting to see everything working smoothly. This week we'll be finalising some user interaction features and work on an actual release build. Performance on lower end systems is still potentially a concern at the moment (this is not a serious issue and will be solved completely) but we think it may be acceptable for a first alpha release.


Best,

Bare Mettle
Click to expand...
 
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Aes Sídhe

Forum veteran
#37
Oct 5, 2014
If anything is possible then it should always be possible and be a natural result of the underlying simulation.
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You gotta love natural language coming from devs to their customers, it carries with it honesty that imparts respect, and respect is a reciprocal force. My respect for this dev increases with every update.

If he pulls this off... I think we are going to have to start calling him The Mad Doc (in reference to the old venerable Docs of BW who are no more).

Disconnect all PR robots and send them to the game grid for derezzing immediately! ;)
 
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freakie1one

Forum veteran
#38
Oct 6, 2014
Aes Sídhe said:
You gotta love natural language coming from devs to their customers, it carries with it honesty that imparts respect, and respect is a reciprocal force. My respect for this dev increases with every update.

If he pulls this off... I think we are going to have to start calling him The Mad Doc (in reference to the old venerable Docs of BW who are no more).

Disconnect all PR robots and send them to the game grid for derezzing immediately! ;)
Click to expand...
Yes, I find the direct communication with the devs in the insider forum to be very refreshing. They are a very open and willing to speak about almost anything concerning the game as long as it doesn't include spoilers. This also applies to subjects that are not game related at all, such as the devs have helped people with PC builds and what not. It is quite different from what you see in most forums dedicated to games where the only interaction is done via a PR manager who spouts generic answers and shares very little useful information. The insider forum will always remain a private forum for the developers and original backers even post game release so once the game goes live and the forums explode with new members the insider forum will not be affected.

As far as the name "The Mad Doc" goes I find it to be quite suitable! I'll have to share that with Madoc to see what he says ;). While he is a very talented programmer (and the only one on the team) I suppose he can't take all the credit for making the game since the Bare Mettle team does consist of six other people currently. The latest update I posted above was actually written by the developer Kieran :).

While I can understand why people are skeptical about the game and what they're attempting to do (admittedly I was too when I first discovered the game several years ago) I have since lost all doubt about Bare Mettle being capable of delivering what they've promised. They've done nothing but impress by delivering above and beyond what they originally promised and they do this time and time again. An example: they recently had an issue with some of their dynamic lighting and within a week Madoc not only had everything working properly but he also enhanced how the dynamic lighting worked, improving upon how it originally functioned. They will promise something that sounds great but when they actually start working on the mechanic they are inspired by new ideas so the end result ends up being much better than what was originally promised. They did the same thing with their slotless inventory system. Originally they promised over 200 virtual "slots" to equip items on your character and currently in the game there are over 1,000 slots, all of which seamlessly work together (ex: pants tuck into boots, a leather vest can be worn underneath plate armor, etc.).

The Bare Mettle team has the passion, drive, creativity and skill sets necessary to be successful and I have no doubts that they will, indeed, succeed. Once the game is released I am confident it will revolutionize the RPG; it will be the new standard which other games attempt to imitate.
 
Last edited: Oct 6, 2014
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Mataresa

Rookie
#39
Oct 7, 2014
Damn, I wish I could join the insider forum. ^^ But I don't kickstart, preorder or anything like that on principle. I will only pay for a released game.

Though I heard, that even the current version is already very playable. I wish there were more updates for the general public. :/
 
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freakie1one

Forum veteran
#40
Oct 7, 2014
Mataresa said:
Damn, I wish I could join the insider forum. ^^ But I don't kickstart, preorder or anything like that on principle. I will only pay for a released game.

Though I heard, that even the current version is already very playable. I wish there were more updates for the general public. :/
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That's a very practical and generally wise approach. However, concerning SG it is like a dream game for me. I wanted to be involved in the creation process and also get a behind the scenes look during the creation process while having the option of directly discussing development with the devs. This, to me, is equally as important and exciting as the actual finished game will be. Paying a small amount to support something that otherwise wouldn't exist I have no problems with, especially when I'm gaining so much from it :). Though I rarely preorder or donate money on Kickstarter (only two games so far).

And yes, the current version is already a lot of fun (I've spent over 100 hours already playing it) and the prelude alpha being released shortly will be even more so!
 
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