cRPG

Other Games => ... and all the other things floating around out there => Topic started by: Weren on November 02, 2012, 07:23:03 pm

Title: Sui Generis
Post by: Weren on November 02, 2012, 07:23:03 pm
Just showed up on Kickstarter. Already looking like tons of fun.

"Sui Generis is an open world RPG for the PC featuring ground breaking technology and innovative gameplay"

http://www.kickstarter.com/projects/1473965863/sui-generis?ref=category (http://www.kickstarter.com/projects/1473965863/sui-generis?ref=category)
Title: Re: Sui Generis
Post by: Kafein on November 03, 2012, 01:01:11 am
When the guy fights the skeleton is feels like a drunk aventurer sim. This is very, very impressive nonetheless. It's really sad they have so few pledges.
Title: Re: Sui Generis
Post by: Gravoth_iii on November 03, 2012, 04:19:30 am
Looks like it has fancy physics n stuff, combat also looked pretty unique (and a tad bit ridiculous : D).. buut my pc would probably not run it >_>
Title: Re: Sui Generis
Post by: Banok on November 03, 2012, 06:52:18 am
was extremely impressive tech, but didn't look like my sort of game, I don't like diablo.

I've always dreamt of warband style combat where damage is physics based, and everything have realistic collisions etc. imagine getting lucky and blocking arrows with your sword ;p
Title: Re: Sui Generis
Post by: Weren on November 03, 2012, 11:07:45 am
When the guy fights the skeleton is feels like a drunk aventurer sim.
Yeah, especially how the hero finished off the knight. It looked so hilariously unintentional, as if the character had indeed taken few pints.  :lol:

'Tis a bit silly, but I expect them to tune it down since the game is still in pre-alpha state. Alternatively it could be a matter of learning, for example: in the beginning your
moves might look more like drunken rage than anything else, but as you progress and become familiar with the combat gameplay, your strikes become more precise and
less random. Though this is propably not the case, since I'd expect the developers to already be intimately familiar with the combat they have created themselves. :P
Title: Re: Sui Generis
Post by: Kafein on November 03, 2012, 12:44:32 pm
Yeah, especially how the hero finished off the knight. It looked so hilariously unintentional, as if the character had indeed taken few pints.  :lol:

'Tis a bit silly, but I expect them to tune it down since the game is still in pre-alpha state. Alternatively it could be a matter of learning, for example: in the beginning your
moves might look more like drunken rage than anything else, but as you progress and become familiar with the combat gameplay, your strikes become more precise and
less random. Though this is propably not the case, since I'd expect the developers to already be intimately familiar with the combat they have created themselves. :P

When he says he coded everything by himself I was like :shock: it takes some hardcore learning and programming skills to build a physics engine and a 3D engine and a dynamic lighting engine and euphoria-like dynamic animations from scratch. I wonder what kind of pc they are running it on. All that dynamic stuff can't be very good for performance.

The combat looks a bit untidy now but I'm sure they can make something original that plays smooth.
Title: Re: Sui Generis
Post by: Weren on November 03, 2012, 01:15:48 pm
Yup, 'tis all fairly impressive.  :)
Title: Re: Sui Generis
Post by: Ninja_Khorin on November 05, 2012, 01:30:36 am
This does look really good. I just can't afford supporting it after buying Xcom and supporting Project Eternity.
Title: Re: Sui Generis
Post by: [ptx] on November 05, 2012, 08:43:38 am
Yeah, they really need to work on their kickstarter page for this. I wasn't impressed at all, until i watched through the video, which admittedly is pretty awesome.
Title: Re: Sui Generis
Post by: Weren on November 06, 2012, 01:06:51 pm
New video out, showing more of the combat: http://www.youtube.com/watch?feature=player_embedded&v=OPrOonmaG00 (http://www.youtube.com/watch?feature=player_embedded&v=OPrOonmaG00)
Title: Re: Sui Generis
Post by: Sagar on November 06, 2012, 08:33:38 pm
Look very interesting and promising. The main character needs a few basic fighting stances and fighting positions or otherwise appear to be drunk.
Title: Re: Sui Generis
Post by: Tibe on November 06, 2012, 08:49:20 pm
This....looked pretty badass and promising. Finally something original. Thank you for sharing.
Title: Re: Sui Generis
Post by: Leshma on November 06, 2012, 09:28:10 pm
Too bad it won't make it...
Title: Re: Sui Generis
Post by: SixThumbs on November 07, 2012, 04:25:21 am
I can't see him just scrapping an entire engine he built by himself if it doesn't get funded through kickstarter.
Title: Re: Sui Generis
Post by: Leesin on November 07, 2012, 12:06:15 pm
I can't see him just scrapping an entire engine he built by himself if it doesn't get funded through kickstarter.

Scrapping it? no, but if they don't get funding of some kind then it's probably going to take them 10 years to release this, lol. They need the funding so they can work full-time on the game as a team, without it they will just be stuck doing it as a part-time hobby.
Title: Re: Sui Generis
Post by: Kafein on November 07, 2012, 02:02:12 pm
Scrapping it? no, but if they don't get funding of some kind then it's probably going to take them 10 years to release this, lol. They need the funding so they can work full-time on the game as a team, without it they will just be stuck doing it as a part-time hobby.

People often underestimate what a team of select very skilled people (which seems to be the forte of these guys) can do as a hobby, especially if they like what they are doing.

Imagine you were good at painting, how many good works would you be sitting on top of if you invested all your time playing cRPG into painting.
Title: Re: Sui Generis
Post by: Thovex on November 07, 2012, 05:02:35 pm
Could probably claim dibs on that engine and then sell it out to other developers and make an assload of money that way.
Title: Re: Sui Generis
Post by: TurmoilTom on November 08, 2012, 03:45:21 am
This looks awesome. Awesome enough to be something I would pay money for.
Title: Re: Sui Generis
Post by: Havoco on November 08, 2012, 08:06:03 am
Looks pretty cool. I can see myself playing that if they fix some combat animations and put more depth into it as well. Unfortunately, I don't think I'll donate until they add some more stuff to it and release another video.
Title: Re: Sui Generis
Post by: Kafein on November 08, 2012, 11:50:09 pm
Looks pretty cool. I can see myself playing that if they fix some combat animations and put more depth into it as well. Unfortunately, I don't think I'll donate until they add some more stuff to it and release another video.

The point is that there are no combat animations, which makes the whole "drunk fight" feeling very complicated to fix.
Title: Re: Sui Generis
Post by: Havoco on November 09, 2012, 09:30:16 am
The point is that there are no combat animations, which makes the whole "drunk fight" feeling very complicated to fix.
I get that it's the physics, but it just looks exaggerated. Mostly with the torso movement.

Anyways, think ill be donating to this. I wish I had more money, some of the thing for the pledges sounds interesting.
Title: Re: Sui Generis
Post by: Moncho on November 09, 2012, 09:39:14 am
It is still pre-alpha, hopefully it will improve a bit as they continue developing it.
Anyway, pledged for it already a few days ago, it looks very good
Title: Re: Sui Generis
Post by: Leesin on November 09, 2012, 11:25:20 am
People often underestimate what a team of select very skilled people (which seems to be the forte of these guys) can do as a hobby, especially if they like what they are doing.

Imagine you were good at painting, how many good works would you be sitting on top of if you invested all your time playing cRPG into painting.

Yes, but as this is taken from their kickstarter page

"We are a small team of 5 people who have been working in their spare time whenever possible. We are scattered across different cities and even countries. We started work on the game just over a year ago and it's been a difficult journey but we've reached the point where we are able to make it. To complete the game we need to all work full time and together as a team."

They must obviously know it will take way too long long to make if they don't have the ability to work full-time on it as a team. Right now they all probably have their own jobs and families to deal with, they can't just work on the game like a cRPG no-lifer lol. Making a game, especially a good game, takes alot of work and alot of time. A 5 person part-time  team is not going to be making any awesome games in a short amount of time, the longer it takes to make the game, the less relevant it might be upon release, the more dated everything will be etc.

I hope they do have the ability to finish this, but they have made a kickstarter for a good reason.
Title: Re: Sui Generis
Post by: Molly on November 09, 2012, 12:05:19 pm
Yea, it seems they won't go through with it for now if the Kickstarter goal isnt reached.

I went through their forum a bit and found a statement saying that they will refund every paypal-donor in case the kickstarter fails.
Doesnt sound like they are doing it it "either way".
Title: Re: Sui Generis
Post by: Havoco on November 09, 2012, 01:04:29 pm
I wonder how much money has been donated through PayPal now since that number doesn't show up on their kick starter page. If its anything close to the number on kickstarter (doubt it is), they still may get to 150,000.
Title: Re: Sui Generis
Post by: Tibe on November 09, 2012, 01:55:09 pm
Damn, I highly doubt they can scrape 116 000 more in 20 days. But if it doesnt get funded, atleast the engine should be sold, it looks pretty capable.
Title: Re: Sui Generis
Post by: Moncho on November 09, 2012, 01:58:39 pm
To be fair all they need is a bit of publicity.
And a couple of articles have been written about it already.
Timber and stone, for example, only asking for 50k, but he was 15k in with 1 week to go and he got like 35k in the last 3-4 days because someone posted about it on reddit.
Also, the name is a bad choice in my name, as it means unique in latin, which will filter a lot of google searches for it
Title: Re: Sui Generis
Post by: TurmoilTom on November 09, 2012, 11:04:11 pm
Quote from: Bare Mettle Entertainment website
Sui Generis is our first game, an ambitious RPG. We are a year into development and things are going very well. We have not only developed all of the core technologies and prototyped the game, but have developed a truly vast and impressive set of tools to ease development and the content production process. We have tried our hand at everything that we thought could pose a challenge and achieved what we believe are excellent results.

One year of development while still working full-time jobs and they have already made something so awesome... Motherfuckers.
Title: Re: Sui Generis
Post by: The_Bloody_Nine on November 10, 2012, 02:53:34 am
haha, kind of like Drunken Master yeah. But still really very impressive, hope they will do it!
Title: Re: Sui Generis
Post by: Everkistus on November 14, 2012, 06:43:32 pm
This was amazing. I funded it, and I recommend everyone who has some extra penny gives some to the devs as well.

I, for one, would like to pay for something as amazing as this game.
Title: Re: Sui Generis
Post by: Havoco on November 16, 2012, 09:41:16 am
A new gameplay video just came out. It's in their new update on the kickstarter page.
Title: Re: Sui Generis
Post by: Molly on November 16, 2012, 10:18:31 am
A new gameplay video just came out. It's in their new update on the kickstarter page.
This one should be the video...

Title: Re: Sui Generis
Post by: Weren on November 16, 2012, 08:04:53 pm
Really liking the new writer:
Quote
Jack leaned against the side of the building, trying to catch his breath. Behind him, beyond the palisade, shadows still prowled. Unable to scale the fortifications, they paced back and forth at the edge of the clearing in the vain hope he would emerge again. Eventually the high, nasal whine of their frustration slowly faded as the beasts retreated, and after a few more minutes Jack finally relaxed. He brushed the twigs from his hair, picked a few brambles from the hem of his cloak, and headed directly for the smithy.
“Good morning!”
“It may be...”, said the shopkeeper.
“Are you open, friend? I have need of a new blade.”
“We are as open as your purse, good sir.”
“Ahh. I’ve little wish to empty its contents on the counter...”
“Then we’re closed. Good morning!”
“Wait! I could be persuaded to pry it open... for the right weapon”
“Then I shall do my best to find such a weapon! What exactly are you looking for?”
“Not this.” *he displays a pitted, mostly dull and slightly crooked longsword*
“Gods below, what have you been using this for?!”
“Its main purpose of late seems to be acting as excess weight. It also does an excellent job of antagonising enemies, and impeding my subsequent flight from them”
“I could hardly sell you a worse weapon, friend. I have several fine oaken broom handles that would be a clear improvement!”
“I would prefer something sharper than a broom handle...”
“A basket of bread would be sharper than this apprentice’s accident.”
“Indeed. But again, let us confine ourselves to swords and the like.”
“Yes, yes. I have a fine journeyman blade, never used in combat. Its former owner was consumed by a bear a fortnight ago.”
“He was taken unawares by a bear?”
“I hardly think so. They make an awful noise, do they not?”
“But you said the blade was never used...”
“Quite so. The poor man left it at home for fear of chipping the finish before his master smith’s examination”
“Not the best decision, in hindsight.”
“I should think he would agree... now let us talk price.”
Title: Re: Sui Generis
Post by: TurmoilTom on November 16, 2012, 08:22:38 pm
Hahaha, now that's awesome writing. Love it.
Title: Re: Sui Generis
Post by: Molly on November 16, 2012, 11:00:33 pm
Kinda reminds me of the Bard's Tale redo they made...
Title: Re: Sui Generis
Post by: TurmoilTom on November 17, 2012, 06:24:13 pm
Quote from: Kieran
As the combat is at the moment, we only have swinging weapons. Every attack is chosen out of a set at random, and while each have their perks, it's up to you to react and adjust your aim, or even cancel it (by simply letting go of the mouse button) in favour of parrying. It makes for very skilful gameplay whilst being hugely dynamic and simple to operate. Parrying is automatic, but you're at the mercy of physics, and learning to rotate your character so your parrying arm is better placed to deflect the incoming blow is key.

I spent a long time playing Mount and Blade, and not to blow my own trumpet but it was one of the games I was very good at, and I'm obviously talking about PvP against some very good players. While it is seriously fun, combat is not very dynamic and it's not hugely fun to watch unless you can appreciate the skill involved in what's going on. It is purely mechanical and looks kind of silly. With only 4 directions of parrying, all of which you can attempt every single attack (if you're quick enough), it is entirely possible to, say, make a macro that cycles parrying every direction, rendering the entire system exploitable. This is not a criticism, I love the game, it's just the nature of a mechanical system.

This is very, very early combat you're looking at here. Think typical isometric game, where all you can do is left-click. If you were watching someone play the third installment of a game who's name I shall not mention, and all the person was doing was left-click attacking, I think it would be far less enticing. We are going to have special strikes you can incorporate into your build and even stabbing weapons as either an alternate attack, or more specialised weapons like spears. These will be pin-point accurate, based on our epic collisions and bring in a whole new play-style to the early gameplay you're seeing in our videos. We would also like to include double-tap behaviours for dodging and a wide variety of close-quarters utility thaumaturgic powers.

Shields will play an important role in defensive melee combat, and instead of providing a static defensive bonus, when you aren't attacking you will adopt a sort of bracing stance. It will be up to you to angle the shield into blows, and allow you to perform bashes and other offensive maneouvres. Skill points are very limited, and choosing to incorporate a shield into your build will be a significant build choice, rather than just a damage/defence tradeoff.
Title: Re: Sui Generis
Post by: Havoco on November 18, 2012, 09:08:29 am


I just dont see how this game isn't receiving the funding... Really sad. I guess I'll just have to wait for them to release it on their own.
Title: Re: Sui Generis
Post by: Kafein on November 18, 2012, 12:40:31 pm
I hope this Kieran guy lets us workship him.
Title: Re: Sui Generis
Post by: Weren on November 24, 2012, 07:35:35 am
Update 11 (http://www.kickstarter.com/projects/1473965863/sui-generis/posts/355023)

Now that is just kewl.
Title: Re: Sui Generis
Post by: Moncho on November 24, 2012, 10:51:53 am
Such a shame that they are so far away from their goal...
Title: Re: Sui Generis
Post by: Leshma on November 24, 2012, 05:13:40 pm
All they need is a good final push. They have awful marketing though, they admit they did everything wrong. Totally forgot to mention the game, lore etc. Most people think it's just technology lols.
Title: Re: Sui Generis
Post by: Havoco on November 26, 2012, 12:35:13 am
has anyone read update 12? Really good piece of writing there.

Sorry I can't link it, I'm not on my computer.
Title: Re: Sui Generis
Post by: TurmoilTom on November 26, 2012, 12:47:39 am
http://www.kickstarter.com/projects/1473965863/sui-generis/posts/355939
Title: Re: Sui Generis
Post by: Leshma on November 27, 2012, 12:23:14 pm
Almost 10000 pounds for last 5 hours. Hopefully those are real pledges and not some kids trolling.

During last 30 hours they collected 19k, there is 60 hours left. If every backer raise his pledge by 7-8 pounds this will be funded.
Title: Re: Sui Generis
Post by: Havoco on November 27, 2012, 12:44:20 pm
Lol, I guess I should donate now. I didn't yet because I wasn't sure if it would make it or not.
Title: Re: Sui Generis
Post by: Weren on November 27, 2012, 02:28:05 pm
I'd up from 10 or 15 pounds to 20, but since I'm already there, going up to 40 feels like too much of a stretch.
I hope they had something in between, like access to alpha without the extra copy for 30 pounds.
Title: Re: Sui Generis
Post by: Moncho on November 27, 2012, 03:39:47 pm
Same here Weren, but I increased it to 30 anyway, just to give them a small push. After all $30 is around £20 that I was counting on...
Title: Re: Sui Generis
Post by: Leshma on November 27, 2012, 06:36:28 pm
Quote
"The idea is that you and your friends drop your characters in a (persistent) world instance and just do whatever you want. Whether you cooperate or duel or whatever else is entirely up to you. Even if you are cooperating a stray swing of your friend's weapon will still hurt, thaumaturgy affects everything etc. We want AI whether for combat, dialogue or anything else to function in relation to groups as well as individuals (the two things can be conceptually abstracted by AI). Even in single player you may be able to join, lead or form bands of mercenaries, for example."
There is a huge dynamic sandbox element to the game (the idea is a sandbox with lots of depth and complexity) and the general emphasis on dynamic story, dialogue and AI behaviours means that even the more important plot elements should work well whether you are playing alone or with friends. We want lots of major variables to be dynamic and every play through to be significantly different.
Title: Re: Sui Generis
Post by: Leshma on November 28, 2012, 01:43:05 am
Title: Re: Sui Generis
Post by: Havoco on November 28, 2012, 08:14:48 am

Did he just fucking stab to kill that ogre?
Title: Re: Sui Generis
Post by: Everkistus on November 28, 2012, 12:00:23 pm
Come on people, if you haven't supported yet it's a good time to do your little bit. Remember that if they don't reach the 150k you don't have to pay anything.
Title: Re: Sui Generis
Post by: Leshma on November 28, 2012, 12:32:18 pm
http://www.forbes.com/sites/erikkain/2012/11/27/indie-kickstarter-rpg-sui-generis-combat-shields/
Title: Re: Sui Generis
Post by: Weren on November 28, 2012, 03:57:50 pm
Woop woop, They made that extra tier. I instantly raised my pledge to 30 pounds.  :)
Title: Re: Sui Generis
Post by: Havoco on November 28, 2012, 08:09:56 pm
Wonder if they put their Paypal donations into kickstarter yet.
Title: Re: Sui Generis
Post by: Leshma on November 28, 2012, 10:47:38 pm
I don't think that's possible. They will announce how much they raised at the end, but kickstarter campaign must succeed first. They made one terrible mistake, they are selling this game for 10 pounds and they didn't put the limit on lowest tiers. For example, Elite Dangerous raised more than 600k pounds with 13k backers.
Title: Re: Sui Generis
Post by: Leshma on November 29, 2012, 12:58:34 am
Quote
Forbes: When I first wrote about Sui Generis, a lot of my readers said it looks more like a tech demo than an RPG. While I was enthusiastic about the nature of the game and the gameplay itself, many people worried that this was technology without a game.

So what is the story, and how will it figure into what we’ve seen already?


Evans: Well, we’re very keen on the concept of writing your own story. Our main focus is creating a world and sandbox elements that have lots of depth to them. Mostly it’s going to be about you discovering the world, learning abilities and growing into whatever it is you will become. The player character is special but what is special about them is that when they die they return to life. No saving and loading and no respawning as if it were normal, the fact that you come back is a big deal within the context of the world.

You don’t do quests and get rewarded for completing them, there’s stuff going and you can get involved. You might actually lose more than you gain by doing so.

Update #12 is intended as an example of a game experience from the player character’s perspective. The events there are dynamic, based on player actions. An apparently simple premise can escalate into almost anything and by doing things you always discover more things to do and get more deeply involved. No content is isolated, there’s an open world and a single vast interconnected underworld rather than a series of small dungeons. Similarly with events, we want everything to be connected and affected by whatever you do or happens.

The main plot is essentially just an extension of this. Theoretically it would be possible to avert the entire affair by accidentally rolling a boulder off a cliff and this landing on the main antagonist. The player would then play the game and perhaps never realise there was supposed to be some big problem to solve. Of course in practice this is quite unlikely!

It’s ambitious but we think this is what an RPG has to be. Who knows how much we can actually do but we have to try! We do have serious ideas about its implementation.

A lot of games promise character choice, dynamic outcomes, and so forth but this almost always turns out to be difficult to implement and few games do it well.

What sort of ideas do you have in regards to implementing this in the game? Do you think there’s a risk that an open-world game can be too open?


There’s no such thing as too open a world. This is not a game with a beggining, a middle and an end. It’s a world where you can do whatever you want and everything you do has permanent consequences. We won’t guide you, if you do something stupid like attack a castle or a group of thaumaturges on your own you’re just asking for it.

Basically what we’d do is take any “quest” or story element and break it down into its components, each component then has activating conditions that are as dynamic as possible. An NPC decision that is specific to a situation would still be subject to various weighted factors that support that decision, it would have to contend with other decisions, including general ones not specific to the situation, for priority. Each decision has associated risks and rewards that vary in dregrees and the NPC’s personal characteristics or mood also weigh in.

We think this is something we can build on gradually, adding more variables, behaviours and ways for NPCs to achieve their goals, even intermediate goals that can improve their odds of reaching other goals. The biggest risk is that this will be limited in scope but we’re not fond of epics, we’d rather have a world that immerses you by being reactive than one that tells a grandiose story. To keep in interesting we want the world itself to be full of mystery and intrigue.

This is not a game where you rush through killing enemies and clicking on highlighted items, it’s a game where you can spend a significant time in every location, looking for keys hidden under objects, hidden switches, journals that may contain important clues, that sort of thing. Even a peasant’s home could hold some dark secrets.

I’ve seen your recent update on blood, fire, and shields. What is your philosophy behind the games combat, both offensive and defensive? What makes Sui Generis different in fighting terms?

We love character advancement but we also love action and a good challenging fight. What we want to achieve is character customisation that allows you to experiment with many different play styles. We want players to invent their own way of playing the game, whether it’s manual skills, tactical combat, stealth, strategy or a combination of things.

There is a lot to experiment with in terms of skills, thaumaturgy and just generally a world driven by massive interactivity and hugely dynamic systems rather than rigid, mechanical ones.

Your Kickstarter pitch makes a big deal out of the physics in the game. Some readers weren’t convinced. What makes the physics unique? Why is this important?

The physics are obviously crucial to the gameplay, even in close quarters combat you get a sense for the weight of your weapon, the forces acting on characters and it makes it deeply engaging. We want a realistic game and even a slight increase in your swing speed or the reach of your weapon can confer a huge advantage in combat. Much better than silly stats. Individual weapons feel different and you have to learn to wield them as a player.

Then there’s the environment, thaumaturgy and everything else. Even without thaumaturgy a table or a door can make the difference between life and death, even a chair. When you start playing around with thaumaturgy and all the ways you can manipulate things you’re opening up all sorts of gameplay possibilities.

And of course there’s realism, immersion. I think anyone who’s seen our video and doesn’t get caught up on the early state of animations or other obvious flaws, or isn’t expecting ninjas who defy the laws of physics, can appreciate this. It’s also just ridiculously fun, it’s easy to just repeat the same fight endlessly because it’s so engrossing, or even just watch someone else do it. Every moment is unique and just damn cool.

The combat looks like it could be quite fun, but a lot of the videos so far have shown a kind of repetitive swinging back-and-forth motion that doesn’t seem to capture the array of possible moves you would hope for. Will swords be limited to this sort of slashing, or will players be able to stab and thrust and do other types of moves as well?

We do plan to include additional combat manoeuvres.

For example, we plan to allow thrusting with a sword by clicking once and then holding the button down while aiming with the cursor. We plan to have other weapon specific attacks and also introducing WASD double tap behaviours that can be used for dodges or lunges. The current swinging however is more tactical and skilful than it might look. You execute your own manoeuvres by a combination of attacks, steps and turns.

The combat has a certain rythm to it and the physics an implicit flow which you can predict because it’s natural, it’s about measuring the motions of your opponent and timing and executing attacks accordingly.

The goals you point to in your Kickstarter are ambitious. Multiplayer looks to be confined to LAN at this point but you write that your ultimate aim is to have some massively multiplayer elements. What do you mean by this? Many RPG fans have grown weary or a bit cautious about the MMO genre, and this sort of thing can be viewed as not only a possible detraction from single-player elements, but an awfully big and potentially risky investment.

We’re definitely not making an MMO and anyway I think it would be impossible with these physics.

When we say “massively multiplayer elements” we mean things like social interaction and perhaps trading within a larger player community and arena fights with spectators. Like a step up from battle.net but nothing more than that. The game is what it is, it’s not strictly a single player experience because it’s not really player centric.

It’s a world first design, the player is a pesky intruder who better watch their step! Things aren’t there to help the player or get killed by them, they’re there to protect their own interests.

As a “world first design” what sort of world should we expect? What types of environments, what scale of towns and cities? Will there be ships, mounts, or any other non-foot travel? Will the world be heavily populated?

It certainly won’t be a planet with continents. It will be relatively small in scale but hopefully densely packed with interesting locations. It won’t feature major climate changes, you can expect green pastures, more forested areas, wastelands and marshes but not much beyond that. We plan on having one major city and a number of towns, villages, castles, fortresses, farms etc. Horses are a pretty fundamental component of the society we want to create, we’re just hoping equestrain physics won’t be too much trouble!

The underworld is also a huge aspect of this world, it’s basically a gigantic non linear “dungeon” that changes and features new elements the deeper you go. It has many entrances and many ways of getting around it. In the underworld you can expect to find themes that are quite in contrast with those of the overworld, it has a very long history predating anything on the surface.

Do you have any plans to license out the engine you’ve created to other developers or publishers? Also, the ease with which you can apparently build terrain and add content to the world seems like it would make for incredibly simple and robust modding—will you provide support for mods?

Definitely. I’m already licensing the engine for non game applications though I have an understanding with the licensee. Obviously it’s going to take quite some work for the engine to be made ready for use by anyone. Modding tools seem like a logical intermediate step towards that licensing goal, but in terms of the game we’re focusing on the game without any concern for how modding might fit into it.

What will be the business model for the game once it’s finished? Are you looking at free-to-play or any other alternative revenue options?

Honestly we don’t have a business model, we’re just making the game we really want to play. We really badly want to play this game. Really.

The only thing we like is the old school way, you buy the game, you’ve got a game to play. We might charge for a significant expansion but never microtransations, we really hate that stuff. We hope to be able continue doing work on the game and providing some new content and features free of charge to anyone who bought it. If we provide online services and need to cover costs then we’ll probably charge a very reasonable subscription fee.
Title: Re: Sui Generis
Post by: Moncho on November 29, 2012, 01:17:06 am
Woop woop, They made that extra tier. I instantly raised my pledge to 30 pounds.  :)
I asked them whether the £30 tier includes beta access.
Their reply:
£30 tier includes insider forum access (that was a mistake, sorry), but not beta access. We created it for people that didn't want beta access but would like to keep up to date with awesome videos of the game they've supported.

You can always add a beta copy for £15 with our add-ons, however :)

So even though I am upping my pledge to £30, I am still in the £20 tier as I want to have access to the beta
Title: Re: Sui Generis
Post by: Herr_Thomas on November 29, 2012, 05:00:34 am
This looks amazing.

Back'd hard.
Title: Re: Sui Generis
Post by: Havoco on November 29, 2012, 06:35:23 pm
Wow. It's really coming down to the wire on this one.

Edit: made it with 6 hours left!
Title: Re: Sui Generis
Post by: Leshma on November 29, 2012, 09:24:03 pm
Yeah, goal has been reached. Gratz to them and I hope they'll make us a great game.
Title: Re: Sui Generis
Post by: TurmoilTom on November 29, 2012, 10:08:58 pm
It's not over yet. People can still withdraw their pledges before the Kickstarter timer runs out.

I'm not saying it's going to happen, though, but yeah. It definitely looks like this is going to get funded. Now I have something to look forward to for the next year or two.
Title: Re: Sui Generis
Post by: Havoco on November 30, 2012, 12:02:43 am
Congrats on ur new title leshma.  :!:
Title: Re: Sui Generis
Post by: Leshma on November 30, 2012, 12:29:09 am
ROFL :lol:

Edit: Better this than being permabanned on forums for questioning chadz's authority.
Title: Re: Sui Generis
Post by: Molly on November 30, 2012, 10:13:50 am
Congratz to Mettle Ent. are in order I guess... they made their goal. Not to mention the paypal-donations they got on top... like my 20 bucks.  :mrgreen:
Title: Re: Sui Generis
Post by: Leshma on March 09, 2013, 10:58:35 pm
Development update (http://www.kickstarter.com/projects/1473965863/sui-generis/posts/421050)

Looking good so far. Already has the things some of us want for *khm khm* game :wink:
Title: Re: Sui Generis
Post by: Havoco on May 17, 2013, 10:55:22 am
Has anybody been keeping up with this? I probably should but have kept forgetting about it.

Nvm, looks like there hasn't been an update since march.
Title: Re: Sui Generis
Post by: TurmoilTom on May 27, 2013, 05:55:19 am
http://test.baremettle.com/sg/forums/index.php?threads/development-update-2.909/
Title: Re: Sui Generis
Post by: Vibe on November 18, 2013, 12:16:22 pm
legit necro, new gameplay video

Title: Re: Sui Generis
Post by: Molly on November 18, 2013, 01:16:30 pm
I love how the inventory works and is interacting with the world. Very cool.
Title: Re: Sui Generis
Post by: Kafein on November 18, 2013, 01:20:52 pm
7:10 typical german poleaxe user
Title: Re: Sui Generis
Post by: Radament on November 18, 2013, 01:30:32 pm
don't really know how combat works (parry , hit detection etc) but overall seems promising , h&s games need moar interaction with the world , not only open stupid chests or destroy some barrels.
Title: Re: Sui Generis
Post by: Logen on November 18, 2013, 08:30:08 pm
Attack animations still look more like mindless flailling than focused strikes, though.
Title: Re: Sui Generis
Post by: Nightmare798 on November 18, 2013, 08:31:09 pm

"Sui Generis is an open world RPG for the PC featuring ground breaking technology and innovative gameplay"


I heard that like 10 times already

EDIT: Just saw the video.

Holy fuck does this a mouse motion based combat?
Title: Re: Sui Generis
Post by: Leesin on November 18, 2013, 08:43:11 pm
I heard that like 10 times already

EDIT: Just saw the video.

Holy fuck does this a mouse motion based combat?

Wut
Title: Re: Sui Generis
Post by: Nightmare798 on November 18, 2013, 08:46:24 pm
Wut

I am asking how they control the spazmic flailing of the characters.
Title: Re: Sui Generis
Post by: Havoco on November 18, 2013, 09:15:27 pm
The animations look better but they still need work with the heavy blows. the characters should actually be able to fall down in combat.

I found it funny that they had to turn around the character when they were switching out armor. I guess that means there's full nude characters.
Title: Re: Sui Generis
Post by: Tibe on November 18, 2013, 10:07:01 pm
Lookin pretty good so far. Almost forgot about this game.
Title: Re: Sui Generis
Post by: Xant on November 18, 2013, 10:37:37 pm
Attack animations still look more like mindless flailling than focused strikes, though.
Good news for you, I guess.
Title: Re: Sui Generis
Post by: Kafein on November 19, 2013, 12:58:54 am
Good news for you, I guess.

Xant let's be honest I like your posting habits a lot, but not this one.
Title: Re: Sui Generis
Post by: Leshma on November 19, 2013, 01:10:47 am
Vibe, you're probably the first person who took the time to search for existing thread to post in it. That's kinda awesome :D
Title: Re: Sui Generis
Post by: Kafein on November 19, 2013, 01:12:19 am
Vibe, you're probably the first person who took the time to search for existing thread to post in it. That's kinda awesome :D

That's because he already knew about this thread before posting
Title: Re: Sui Generis
Post by: Xant on November 19, 2013, 01:23:02 am
Xant let's be honest I like your posting habits a lot, but not this one.
It's ok, it's just Logen.
Title: Re: Sui Generis
Post by: SixThumbs on November 19, 2013, 09:10:56 pm
More recent gameplay footage:

(click to show/hide)
Title: Re: Sui Generis
Post by: Nightmare798 on November 19, 2013, 09:14:05 pm
More recent gameplay footage:

(click to show/hide)

That is what I call total overhaul :D
Title: Re: Sui Generis
Post by: Vovka on November 19, 2013, 11:14:01 pm
More recent gameplay footage:

(click to show/hide)
so u post video where 2 white ppl manipulate 2 black dolls for the entertainment of other white people? are u rasist!? ban!  :P
Title: Re: Sui Generis
Post by: SixThumbs on November 20, 2013, 03:42:04 pm
I noticed that quirk after watching about a minute into the video. Then I watched a few other videos in the side links and realized marionettes are extremely creepy regardless.

Sui Generis looks good, the man's a genius if he built that engine all by himself (as I think the case was). Character animations do look a bit silly at times though (the soldier right-to-left swinging with his arms crossed) but then again look at the game this forum is for.
Title: Re: Sui Generis
Post by: TurmoilTom on November 20, 2013, 10:38:56 pm
Title: Re: Sui Generis
Post by: Teeth on November 20, 2013, 11:24:30 pm
I am not sure if this is the type of game for me at all, but I friggin love the visuals. It looks really good and I really want to play it, looks like a chill game to put some hours in. I find that the combat looks really cool and interesting. It is a little ridiculous at times but I think it's a huge step up from a 'guy one hits guy two, guy two hits guy one' look. What I find puzzling though is that they have created such an advanced dynamic combat system but they managed to completely cock up the running animation.
Title: Re: Sui Generis
Post by: Banok on November 22, 2013, 12:02:47 am
combat looks like octodad at times, not sure if this is a game I'm going to enjoy either

but yeah the art is really good, and the whole drag and drop from inventory into gameworld thing is really cool.
Title: Re: Sui Generis
Post by: Dalhi on July 13, 2014, 07:04:45 pm
They released the combat demo beta, whose of you that have acces to the beta stage might want to check it out. I am currently downloading the game, we'll see how it works.

http://www.baremettle.com/sg/forums/index.php?threads/combat-demo-beta-release.1342/#post-18021
Title: Re: Sui Generis
Post by: Molly on July 13, 2014, 09:59:02 pm
Thanks for posting, Dahli!

Checking tomorrow...
Title: Re: Sui Generis
Post by: Voso on July 14, 2014, 12:47:54 am
Oh shit thanks for the heads up Dalhi.


Combat is a ton of fun, tough though. I imagine its just a learning curve, interesting to see how it will turn out in a RPG setting. I can't imagine having to fight more than one person at a time but I've heard armor makes a huge difference. Hopefully I can get far enough in this beta to get some damn armor, been getting shut down by Mr. Warhammer.

Warhammer obtained.
Title: Re: Sui Generis
Post by: Weren on July 14, 2014, 08:24:29 am
I can barely win the first guy, these controls are killing me.  :)

EDIT: Oh made it to the warhammer guy.
Title: Re: Sui Generis
Post by: Voso on July 14, 2014, 10:46:55 pm
Alright, I beat it on expert.

It definitely takes some getting used to but after a while it starts to feel pretty natural. Only thing that still bugs me is how the WSAD is in relation to your character or rather where your cursor is and not the screen. I just try and position myself so the camera is on my back because it feels weird fighting from the opposite direction.


Also the demo sucks because if you close the game you lose all your gear and everything, even if you beat novice and unlock expert you have to beat novice again after closing your game.



this may be helpful to anyone trying out the beta. Just goes over the controls.

https://www.youtube.com/watch?v=6K1DtyGAuB0
Title: Re: Sui Generis
Post by: 722_ on July 16, 2014, 12:49:48 am
i took the 2h sword but i cant figure out how to lolstab....

i love how the big melee weapons get caught up when you get into close combat, im useless though
Title: Re: Sui Generis
Post by: Herr_Thomas on July 16, 2014, 10:14:27 am
Anybody figure out how to stab yet?
Title: Re: Sui Generis
Post by: Molly on July 16, 2014, 10:21:49 am
https://www.youtube.com/watch?v=6K1DtyGAuB0
Video explains stabs/overhead too... at least a bit.
Title: Re: Sui Generis
Post by: Weren on July 16, 2014, 11:32:58 am
"stabs are a disabled work in progress" from one of the devs on the insider forum.
Title: Re: Sui Generis
Post by: Molly on July 16, 2014, 11:38:28 am
I just saw the overheads in the video. Assumed stabs might be similar...
Title: Re: Sui Generis
Post by: Joseph Porta on July 16, 2014, 03:52:15 pm

Omg dat hilltop skeleton fight :O
Title: Re: Sui Generis
Post by: 722_ on July 17, 2014, 12:56:28 pm
Any tips for beating the maul guy?
Title: Re: Sui Generis
Post by: Weren on July 17, 2014, 01:39:13 pm
Any tips for beating the maul guy?

He's so slow you can easily get good hits if you lunge in between his strikes. You can see his whole body sway when he swings, use that to your advantage.

EDIT: Phew, finally beat expert. Too bad you can't loot the last guy's stuff.

Title: Re: Sui Generis
Post by: Gnjus on July 18, 2014, 08:05:35 am
Phew, finally beat expert.



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Title: Re: Sui Generis
Post by: Kato on March 20, 2015, 10:19:36 am
Title: Re: Sui Generis
Post by: Vibe on March 20, 2015, 10:32:48 am
What is this, a new game by the same guys, a redone Sui Generis, or just renamed or what?
Title: Re: Sui Generis
Post by: Kato on March 20, 2015, 10:47:51 am
Quote
WHAT IS THE EXANIMA BETA?
We call it a beta but really this is more indicative of what tier of backer has access to it than anything else. We've reached a level of quality and functionality that we're happy with, we've used our alpha testing period to refine core gameplay and weed out all the bugs we could find. Exanima is a prelude to a game that is still in development and our focus has been on getting the most fundamental things right and solve any issues before we start piling on more features.

The purpose of Exanima is to give all of you something to play and provide feeback on as we complete development of Sui Generis. It is also designed as a standalone game that we can release to raise further funds for the final stretch of development. It is designed as a slice of Sui Generis. It is set in the same world some 20 years earlier, it tries to convey the existence of this world beyond it and the events taking place at this time are of some importance. You could see Exanima as what a long trip into the underworld in Sui Generis might be like, we have been faithful to it in every regard.

Despite all of this it is important to remember that while Exanima could be seen as a slice of SG as an actual game it doesn't have much in common with it. It's made from the same ingredients but follows a completely different recipe. More importantly we've prepared the finest dough and baked it to perfection but we're still adding the final icing that will make it taste delicious.
Title: Re: Sui Generis
Post by: Xant on March 20, 2015, 12:17:46 pm
I see it's still Few Drinks Too Many: The Game. Was hoping the combat system would be bit more crisp and the footwork perhaps not so much like a drunk swaying and managing to regain their balance just in time before falling over.
Title: Re: Sui Generis
Post by: Logen on March 24, 2015, 11:07:14 pm
Greenlight (http://steamcommunity.com/sharedfiles/filedetails/?id=412380198&searchtext=exanima)
Do it
Title: Re: Sui Generis
Post by: Kafein on March 25, 2015, 12:37:43 am
It's probably fun to play, but either the goofy combat ruins the serious atmosphere, either the serious atmosphere ruins the goofy combat.
Title: Re: Sui Generis
Post by: Nightmare798 on March 25, 2015, 06:43:41 pm
Just watched the trailer again...

My sides hurt...
Title: Re: Sui Generis
Post by: kwhy on May 13, 2015, 01:22:41 pm
been playing the steam exanima release.  noone liking it?

the controls are a bit weird, but after a few hours you get used to the combat though I don't like movement by mouse myself and would rather see being able to move with wasd keys.

overall pretty challenging game though especially the story mode.
Title: Re: Sui Generis
Post by: Vibe on May 13, 2015, 01:34:26 pm
I think the physics of the combat are really nice, and how clashing works, for example arms bumping off the enemy if you get too close. It takes some time to get used to the combat, but I had the feeling that while the combat system is pretty open ended, player lacks 'control' of his character, resulting in your character often doing silly stuff.
Title: Re: Sui Generis
Post by: Weren on May 13, 2015, 11:28:13 pm
been playing the steam exanima release.  noone liking it?
I am liking it very much. The controls need time getting accustomed to but there really isn't a better alternative(at least not yet) if you still want to keep the precision the current system offers.

It takes some time to get used to the combat, but I had the feeling that while the combat system is pretty open ended, player lacks 'control' of his character, resulting in your character often doing silly stuff.
You learn to attack and move more elegantly as you play the game. I am not saying that the animations are perfect either atm, they still need polish for sure.
Title: Re: Sui Generis
Post by: Utrakil on May 14, 2015, 10:15:46 pm
I really like it. bought it today and I must say it feels pretty good. the goofyness of the combat fades away as you learn to controll it. it doesn't feel goofy but it feels like you are doing something wrong. this gives footwork a whole new meaning.
Playing this makes me fantasize about M:BG adopting the clash and hit physics.
BUt it is horibly hard. I have beaten the hammerguy twice but died to the next (shielder).
The storymode is just so frustrating because there is no saveoption and no healing (at least at the point I am). So if you take too much damage from the first oponent you can restart rightaway.
Title: Re: Sui Generis
Post by: Weren on May 15, 2015, 12:46:37 am
The storymode is just so frustrating because there is no saveoption and no healing (at least at the point I am). So if you take too much damage from the first oponent you can restart rightaway.
I think they just added a checkpoint system after every level in a patch a day ago. You probably have to turn it on from somewhere first, though.
Also there are healing potions, they are just well hidden(well except for the first one).
Title: Re: Sui Generis
Post by: Senni__Ti on May 15, 2015, 01:59:33 am
I saw the checkpoint tickbox in the settings.

Also got this today, very strange controls, but very fun.
Took me the best part of an hour to get used to the controls. Managed to get to the halberdier/bardiche guy a couple of times, took me ages to get past the first guy for the first time and then the 2hander proved the most challenging.

It's a shame arena progress is wiped on game close, though I guess it increases re-playability this way.

Can you shove? and what does ctrl do?
Couldn't figure either out (Thought ctrl changed the swings slightly, but I think I just imagined it).
Title: Re: Sui Generis
Post by: Jarlek on May 15, 2015, 03:08:34 am
Control just lets you interact with the environment while you're in combat mode.

Basically it's the same as leaving combat, but you autoenter it when you let go of ctrl.

Good for opening/closing doors or throw chairs infront of zombies if you aggro more than 1 at a time in story mode.
Title: Re: Sui Generis
Post by: Senni__Ti on May 15, 2015, 04:51:23 pm
So tried a bit more today, managed to reach and kill the halberdier.
Disappointed I couldn't pick up his shit though.
(click to show/hide)

And then my expert difficulty spree began, flew through to the 2hander, before I messed up a bit (and died *sniff*).
Rinse and repeat, this time focusing on up close and personal spam. Can't believe the loot you start getting, see swag pics.
(click to show/hide)

Just noticed you can take your char fully kitted into either difficulty, fun times ahead.
Also decided to make my character a dwarf, it's all about those shin shots.
(click to show/hide)

EDIT:
Attempt 2, this time I picked up the buckler and mace along the way.
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

EDIT2:
Attempt 3, polehammers are really good.
(click to show/hide)
Title: Re: Sui Generis
Post by: Gnjus on May 17, 2015, 12:13:55 pm
I spit on your huge images.

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Title: Re: Sui Generis
Post by: Kafein on May 17, 2015, 03:13:59 pm
Wait, is it just an arena thing or what?
Title: Re: Sui Generis
Post by: Jarlek on May 17, 2015, 04:34:01 pm
No, there's also a dungeon crawl.

Arena mode is just easier to learn/practice the combat.
Title: Re: Sui Generis
Post by: Purple_Wizard on May 20, 2015, 05:16:09 am
the biggest problem is left to right swing is ass because i move the camera all the time

wonder why they went with some weird movement instead of the right or left click
Title: Re: Sui Generis
Post by: [ptx] on July 01, 2015, 01:18:17 am
Title: Re: Sui Generis
Post by: Kafein on July 03, 2015, 06:46:34 pm
I suspect the hero in this game and the guy in surgeon simulator are the same person.
Title: Re: Sui Generis
Post by: //saxon on August 24, 2015, 03:44:56 pm

Skip to 10:20 for overhead raping
Title: Re: Sui Generis
Post by: Sagar on August 25, 2015, 10:55:14 am
Game is fantastic. I wish that arena have multiplayer mode.
Title: Re: Sui Generis
Post by: The_Bloody_Nine on November 18, 2015, 08:37:03 pm
Really promising game. Second time now I played Examina after they recently had a rather biggish update - you can now venture forth through the portal in lvl 3. Game is kinda frustrating in the beginning and the physics based combat certainly has is drawbacks, especially movement. But overall it's a pretty unique gameplay experience and combat is much more like M&B than Diablo or similiar which is great. And they did a good job with the eerie athomsphere, music score, level design and lore. Also I like the so far subtle use of magic and magic items. Could become a great game, will see...
Title: Re: Sui Generis
Post by: Jarlek on November 19, 2015, 01:45:29 pm
Really promising game. Second time now I played Examina after they recently had a rather biggish update - you can now venture forth through the portal in lvl 3.
You can go past the portal now? Time to play exanima again!
Title: Re: Sui Generis
Post by: The_Bloody_Nine on November 19, 2015, 04:40:11 pm
You can go past the portal now? Time to play exanima again!

Yeah it's not much yet, but new environment and a little surprise as well. Scary shit  :D
Still underground though, but I remember something that Exanima will be completely underground only the main game outside, right?

btw. I found a secret door in lvl 3 with an awesome Item in it, so proud I didn't looked it up :)
Title: Re: Sui Generis
Post by: Leshma on August 10, 2016, 12:54:03 am
Title: Re: Sui Generis
Post by: [ptx] on July 12, 2018, 02:17:54 am
This just got updated to 0.7.0, tons of new stuff, update took like a year and a half.
Title: Re: Sui Generis
Post by: Leesin on July 14, 2018, 04:42:40 pm
The videos of this make it look more fun than it actually is, I got bored shitless of this game pretty quickly. Maybe I am just an old grump though
Title: Re: Sui Generis
Post by: Golem on July 14, 2018, 04:46:18 pm
It's more depressing than Dark Souls as far as exploration