Can you give examples of those innovative RPG features or are you under some sort of NDA?(...)
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).
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: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...
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.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.
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.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.
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.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.
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: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.
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: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.
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.________________________________________________________________
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.”
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.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.
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.
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 promisesI 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.(And actually there is a bit of overlap between their ideas and mine.)
Ah, interesting! I wish you the best of luckWell 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.![]()
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.@freakie1one
What do you think are the game's weaknesses?
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
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 anything is possible then it should always be possible and be a natural result of the underlying simulation.
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.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!![]()
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 itDamn, 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. :/