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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Sat, 28th Jun 2014 05:44 Post subject: |
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Thanks Kein.
So I'm guessing mid-late 2015 but who knows!?!?
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Posted: Mon, 27th Oct 2014 09:52 Post subject: |
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Yeah the progress seems to be very slow and they'll likely run out of funds if they don't pick up the pace. Steam Early access might help them but they likely don't have much to show to people on Steam, or in general.
-=the wandering pillow stuffer=-
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Posted: Mon, 27th Oct 2014 12:14 Post subject: |
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I keep forgetting I backed this, until every time this thread pops up and reminds me. If it does go tits up, I hope they make the engine available, but I seriously doubt that will happen.
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Posted: Mon, 27th Oct 2014 16:32 Post subject: |
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I actually wanted to back this today through Paypal on their website but decided to wait until they show something that resembles a game. Right now all we have is an alpha demo of the prelude to the game. They would have to show me something much meatier after nearly 2 years of development to convince me.
-=the wandering pillow stuffer=-
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Posted: Mon, 27th Oct 2014 18:44 Post subject: |
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| DCB wrote: | | I keep forgetting I backed this, until every time this thread pops up and reminds me. If it does go tits up, I hope they make the engine available, but I seriously doubt that will happen. |
isodemo the alpha for us to test the grounds
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Posted: Mon, 27th Oct 2014 18:52 Post subject: |
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Posted: Sat, 21st Mar 2015 16:31 Post subject: |
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vurt
Posts: 13929
Location: Sweden
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Posted: Sat, 21st Mar 2015 21:42 Post subject: |
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I really like how the zombie that gets the chair around his neck gets annoyed by it after a while, so he lays down on the ground and struggles to get it off. Quite amazing even..
These are the kind of things i want to see more of in RPG's, just dumb / funny (or smart) stuff to do with the environments and an AI's that reacts life-like to the given situations.
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Sat, 21st Mar 2015 22:03 Post subject: |
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well that actually looks pretty amazing, especially the level of nteractivity , which is pretty bad in games nowadays.(especially AAA).
Back in 2000 i though we will have interactivity like this around 2010 , how mistaken I was ( I guess that was the win of CoDMW design over Crysis 1 design which fucked the industry for almost a decade)
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VonMisk
Posts: 9486
Location: Hatredland
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Posted: Sat, 21st Mar 2015 22:31 Post subject: |
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They should change the name of the game into Russia's Drunk Street Fights.
sar·casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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vurt
Posts: 13929
Location: Sweden
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ixigia
[Moderator] Consigliere
Posts: 65129
Location: Italy
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Posted: Sun, 22nd Mar 2015 00:55 Post subject: |
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That looked absolutely glorious... . Just imagine the possibilities! I hope this project is a successful one, so other developers can gradually understand that providing a physical and believable environment (in terms of interactions) should always be a priority.
| prudislav wrote: | | Back in 2000 i though we will have interactivity like this around 2010 , how mistaken I was ( I guess that was the win of CoDMW design over Crysis 1 design which fucked the industry for almost a decade) |
Haha yeah, me too, what a gigantic disappointment.
I'm one of the weirdos who enjoyed Trespasser back then despite the wonkiness for this very reason. Then Red Faction with the total destruction came out and reinforced my good sensations, but unfortunately in the last 10-15 years we've barely witnessed any progress.
The Euphoria engine is one of these exceptions, and like you said, Crysis 1 also provided a good level of interactivity (that got completely lost in the sequels). Not to mention Frostbite, from awesome prospects of destruction to the semi-static environments of late. The Source engine also showed some good premises as well, but they've remained a tad unfulfilled and underdeveloped (here's hoping Source 2 can expand that part). And with all the multiplatform games designed to run on toasters that are waiting for us, and the amount of lazy developers who always avoid focusing on 'risky' and demanding features, the future ain't too bright xD
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Posted: Sun, 22nd Mar 2015 01:21 Post subject: |
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| ixigia wrote: | | I hope this project is a successful one |
You did not read article at all?
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ixigia
[Moderator] Consigliere
Posts: 65129
Location: Italy
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Posted: Sun, 22nd Mar 2015 01:42 Post subject: |
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| Kein wrote: | | ixigia wrote: | | I hope this project is a successful one |
You did not read article at all? |
*suddenly realizes that there's an article, too*
Nope, I went straight for the video.
Somehow it reads like..they can't fulfill the initial promises, or at least, they thought it'd be easier, but it really isn't. I imagine it's a normal process for such a small team, but if there isn't any tangible content (yet) except for the engine itself, then it's indeed a bit worrisome.
We'll see I guess, maybe the next update in 2018 will clarify everything 
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Kaltern
Posts: 5859
Location: Lockerbie, Scotland
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Posted: Sun, 22nd Mar 2015 03:26 Post subject: |
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See this looks like a RPG should be. Ok the combat mechanics are a little clumsy, but I believe thats because of the controls, not the game physics, which look spot on (weapons that don't actually pass through things? Yes please.)
Of course, we'll never see such things in AAA games - far too much money, time and effort spent on children who only care about DAONEBUTTONAWESOMKILL!!XXXXX!!!
*sigh*
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Sun, 22nd Mar 2015 12:48 Post subject: |
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| Kein wrote: | | ixigia wrote: | | Kein wrote: |
You did not read article at all? |
*suddenly realizes that there's an article, too*
Nope, I went straight for the video.
Somehow it reads like..they can't fulfill the initial promises, or at least, they thought it'd be easier, but it really isn't. I imagine it's a normal process for such a small team, but if there isn't any tangible content (yet) except for the engine itself, then it's indeed a bit worrisome.
We'll see I guess, maybe the next update in 2018 will clarify everything  |
From what I understood it does not seems like Sui is going anywhere further besides this beta or a small incomplete demo release. |
well i read the original kickstarter update and have exactly oposite feel only that they thought that there will be less bussiness stuff to worry about
| Quote: | 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. |
looks to me that they try to be mechanicaly complete right now and test the waters with the Exanima Prelude , meanwhile of filling the content to SG , but yeah seems like it will take a while to get to SG, but doesnt feel that worrying to me
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Mon, 23rd Mar 2015 19:47 Post subject: |
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also the beta is on small-games site
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Posted: Tue, 24th Mar 2015 23:09 Post subject: |
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Posted: Tue, 24th Mar 2015 23:34 Post subject: |
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Just did, thanks
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Sun, 29th Mar 2015 21:52 Post subject: |
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Well, I played the demo/beta a bit and I must admit it becomes a chore rather quickly. At first it is interesting how it works but then it grows weary on you - the battle system, the clunky movement.
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Sun, 29th Mar 2015 22:29 Post subject: |
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Feels fine since I understood how it works , but have no idea how for long i played
But it might be because i am sick of all this weightless combat nowadays, this feels fresh yet a bit clunky
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TSR69
Banned
Posts: 14962
Location: Republic of the Seven United Provinces
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Posted: Thu, 27th Aug 2015 09:59 Post subject: |
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So they released something in between to make some extra money (free for backers).
Three years later now and I almost forgot about this one, took me several minutes to find it back, lol.
Formerly known as iconized
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Thu, 27th Aug 2015 10:05 Post subject: |
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Yep from what i understood Exanima is dungeon crawler-ish underworld standalone prelude to Sui Generis which is the large overworld openworld one.
From what i played its quite fun but it needs time to get use to fight system
As for Exanima itself
| Quote: | The current content represents about 25% of the total. After the portal there will be many more maps that can be explored in a less linear fashion. The post portal content is quite different visually and in other ways. It's been taking us a little longer to release it because we decided to put a lot more effort into making it unique and interesting. The first post-portal content should be released within 2 weeks along with a number of new features and improvements.
We're also going to completely overhaul the arena mode with outdoor arenas, much more varied fights and a progression system. Of course we're adding many new items and major features too. |
+ Steampage for it:
http://store.steampowered.com/app/362490/Exanima/
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Thu, 4th Jan 2018 14:30 Post subject: |
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Exanima still alive possibly getting to v1.0 full release soon-ish
| Quote: | Right now we're looking at a closed beta release today or tomorrow. The full release will hopefully be fairly close behind.
The work behind this update was a quite a detour for Exanima, focusing on very complex systems designed to support a much larger game world. With this seriously major hurdle behind us I can safely say we won't have any more long waits between updates, and we have a lot of very significant features and content lined up for the near future.
In response to the OP, we have always been very reluctant to show anything before we release. We think it's much better to discover them in game than go in knowing what to expect, and we're generally not fond of building up hype. We have been quite secretive about new content for this reason even with the small group of closed beta testers. |
http://steamcommunity.com/app/362490/discussions/0/1621724915816061764/?ctp=4#c1621726179564587526
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