Exanima / Sui Generis [Early Access]
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DCB




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PostPosted: Fri, 30th Nov 2012 04:34    Post subject:
Woke up this morning to see the announcement. Really good news. I was worried yesterday with under 24 hours left they looked like they were going to just miss out. Looks like they got some really serious support in the last few days though - http://www.kicktraq.com/projects/1473965863/sui-generis/#chart-daily More than 1/4 of their backers came in the final 2 days.
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Interinactive
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PostPosted: Fri, 30th Nov 2012 06:18    Post subject:
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human_steel




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PostPosted: Fri, 30th Nov 2012 09:07    Post subject:
Can't you support the project by buying it once it's out? Very Happy
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Bendi




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PostPosted: Fri, 30th Nov 2012 10:53    Post subject:
Interinactive wrote:
Ugh how did I miss this

Can you still back it elsewhere?


http://www.baremettle.com/sg/home/


Paypal option is still up.
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Interinactive
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PostPosted: Fri, 30th Nov 2012 11:08    Post subject:
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Areius




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PostPosted: Fri, 30th Nov 2012 11:13    Post subject: *****
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Bendi




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PostPosted: Fri, 30th Nov 2012 11:23    Post subject:
I'm sure they'll refine it. Remember that everything is physics based, no mo-cap or scripting, that's still uncharted territory for developers. Last game trying to use it was Tresspasser I think.

The second video showed major improvement and they have a lot of time to do more with it.
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DCB




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PostPosted: Fri, 30th Nov 2012 12:02    Post subject:
I don't care what they come up with game-wise - I just want the engine with an editor/toolset.
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TSR69
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PostPosted: Tue, 12th Mar 2013 00:22    Post subject:
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lolozaur




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PostPosted: Tue, 28th May 2013 11:46    Post subject:
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sabin1981
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PostPosted: Tue, 28th May 2013 13:36    Post subject:
That apparel/inventory system looks incredible Shocked
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Kein
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PostPosted: Mon, 18th Nov 2013 01:03    Post subject:
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ixigia
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PostPosted: Mon, 18th Nov 2013 01:37    Post subject:
Veery promising. Razz The combat system seems smooth enough, almost like a top-down Chivalry.
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sTo0z
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PostPosted: Mon, 18th Nov 2013 17:17    Post subject:
Gettin' there! NOW GIMMEH ALFUH CLIENT!

I like the teleporting the dude off the wall trick. Reminded me of that scene in Xmen First Class.


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Ghworg




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PostPosted: Mon, 18th Nov 2013 19:05    Post subject:
Looks great. I like that you can store all the weapons in the house, at the wall and on tables.
Not like most games where it all goes inside a chest or even worse, stays with the character.

Will keep an eye on this game, but no pre-order/backing, i'll wait till it's out and decide then if i buy or not.
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friketje




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PostPosted: Mon, 18th Nov 2013 20:47    Post subject:
Kein wrote:
http://www.youtube.com/watch?v=BuOzmyED5qA


Nice, a tech demo. Just like the first vid nov 2012, i don't see alot of progress. Empty enviroments, hardly any interface, just the main character running around. This is vapoware.
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h0rnyfavn
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PostPosted: Mon, 18th Nov 2013 21:26    Post subject:
I have no idea why but after watching the very first video posted in this topic I for some reason remembered a quite old game Druid Daemons Of The Mind Laughing

It would be interesting to see what they'll do with the money they got, I hope it will be something more than just a tech demo.


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VGAdeadcafe




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PostPosted: Mon, 18th Nov 2013 22:18    Post subject:
Wow, they still have zero content after many months Laughing
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Kein
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PostPosted: Mon, 18th Nov 2013 23:18    Post subject:
This puzzles me too. How and what they plan to deliver to may 2014? An engine demo with 2 locations?
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DCB




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PostPosted: Tue, 19th Nov 2013 13:07    Post subject:
The animation still strikes me as hilariously bad. The wild flailing about reminds me of that fight scene at the start of Team America. I get what they want to do, but I can't see them ever pulling off something you could build a (decent) game around. I'd much rather a solid combat system using pre-canned animations than stumbling about like a drunk. Still, I didn't back it for whatever they come out with. I backed it for the hope of some form of toolset eventually appearing.
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VonMisk




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PostPosted: Tue, 19th Nov 2013 13:12    Post subject:
Physics wise it looks nice. But realistically it looks bad, like two guys trying not to hit each other. They should watch some sword fights to learn how it should look like. And running is still hilarious as hell Very Happy


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Kein
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PostPosted: Wed, 20th Nov 2013 18:48    Post subject:
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dodger2020




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PostPosted: Wed, 20th Nov 2013 20:08    Post subject:
improved running? It's hilariously bad. There's no sense of connection between the player and the ground. And it looks like someone running when they try to not move their upper body at all.
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VGAdeadcafe




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PostPosted: Wed, 20th Nov 2013 21:45    Post subject:
I would think while some guys are improving the animation/physics system, some others would work on game content creation, like cities and body models, weapons,story etc.

These guys are just focusing on this gimmick 100%.
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Adahn




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PostPosted: Fri, 22nd Nov 2013 09:15    Post subject:
At the very least, this game seems to be pretty hilarious
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Kein
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PostPosted: Sun, 15th Dec 2013 19:09    Post subject:
Delayed.
Was expected.
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DCB




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PostPosted: Mon, 16th Dec 2013 17:46    Post subject:
They should collaborate with Wolfire. Overgrowth's combat in Sui Generis's engine would be a pretty sweet combo. Much better than the drunken stumble-fest they have atm.
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Kein
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PostPosted: Thu, 13th Feb 2014 13:25    Post subject:
Demo-alpha-beta-omega may be at the end of Feb
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lolozaur




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PostPosted: Thu, 13th Feb 2014 13:59    Post subject:
A quick update is provided for Sui Generis, which details what they have been working on after the postponement.

After announcing the postponement of the game we felt we had breathing room to develop some important features and improvements that we couldn't be sure we'd have the time to add and are better done sooner than later. Because we weren't sure we'd be able to add some of these features we've never really promised them or been specific about them. We've been wanting to make a development video or two about these new features but we're not finding the time to do this with getting a first build out of the office. We will make some new videos to go into more depth about these things but here's a quick breakdown of some of the more important improvements and features:

Procedural materials for apparel that allow items to be made from different fabrics and other materials, possess unique variations, be dyed in different colours and have dynamic dirt and wear. This allows for endless unique looking items, greater customisation options and many implications for gameplay and AI.
Procedural character texturing that allows us to add more unique detail and effects to our characters.
Finalised and improved models for both genders and all physiques taking advantage of new features.
Complete overhaul of sounds.
Reworked post-processing for a more vibrant overall apperance.
Torches! These work as dynamic lights with new dynamic fire effects, you can grab them off walls and even use them as weapons.

Various animation and combat fixes, including one that caused a perpetual swinging/swaying motion that gave characters a "puppets on string" feel.

A first playable version is scheduled for the end of the month.
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LMLM




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PostPosted: Thu, 13th Feb 2014 22:04    Post subject:
I'm still rather excited for this one. Combat and environs look good/great. I like the direction their going by focusing on the important details that bring serendipity (I forget the better word that describes this).
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