Technomancer
Liturgist
- Joined
- Dec 24, 2018
- Messages
- 1,532
Out in early access for 9 years, dude. I don't give a shit.
Yeah, I know. And you know I don't give a shit if it takes 9 years more. So it is what it is.
Out in early access for 9 years, dude. I don't give a shit.
Just don't act like it's unreasonable or crazy for a lot of us (especially those of us who paid for the game in 2015) to be perplexed or annoyed at how things have and continue to go.
First of all, it needs to come out.Has anyone ever enjoyed a game less because its plant physics simulation wasn’t accurate enough? I respect the man’s commitment to his vision, but get a fucking grip. It’s a game, in the end, all it needs to be is fun.
unfortunately for everyone wishing to play a completed version of this, the largest joke of all is the perpetual procrastination manifested by the developer in the form of micro-simulation autism :/Predictable joke is predictable. And even pointing out it was mostly a thing of the past by the time Renaissance came over, didn't shield me from your inexhaustible wit @agris
Bad game remains bad forever as they say. I act as if it was not unreasonable for some games to take this long to develop. Exanima is certainly not unique in that aspect.
an incomplete game is never a complete game - is it?
the largest joke of all is the perpetual procrastination manifested by the developer in the form of micro-simulation autism.
taken together, I can't help but feel it is a shame what has happened to this game. i hope it's released one day, but whether it's: procedural velvet, historically accurate dye simulation, or corrosion simulation of procedurally generated items;
one can't help but feel like for the majority of this game's development history, focus has been everywhere but where it is needed most: in finishing the story, levels, quests and content.
The reasonable solution here was for the developers to focus their efforts entirely on finishing the level design, encounter design, item placement
implementing any magic they wanted to be in the final version, even roughly
@Technomancer, you act like the game even in its current state is god's gift to man
Is there romance in this game?
At first there was no proper romance in the game, it was only seemingly drunk people fucking each other in a comical way. But it got much better over time.Is there romance in this game?
Waiting for hug and kiss physics. Don't get me started on the sexual intercourse physics. There's a long way to go.Is there romance in this game?
Is there romance in this game?
Hnnnnnnng.Waiting for hug and kiss physics. Don't get me started on the sexual intercourse physics. There's a long way to go.Is there romance in this game?
Your hand would surely break for more reasons than that...Hnnnnnnng.Waiting for hug and kiss physics. Don't get me started on the sexual intercourse physics. There's a long way to go.Is there romance in this game?
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I think I got carpel tunnel from playing arena. I can only imagine actually having intercourse in this game. Would probably break my hand.
March 2024
This has been a month of mostly wrapping things up and getting them ready for a release. There have been a lot of important core improvements that affect the entire game and content, so we want to get the game in testing and updated before moving on to other things. This includes the switch to 64 bit and optimizations to many parts of the engine, the overhauled terrain system and all related assets, improvements our physics engine and important new features, a complete graphical overhaul of the golem area, a huge rework and expansion of the Catacombs map and a few other smaller, but still important improvements. It's a lot.
Most recently we've been working on improvements and additions to our physics engine. These are things we've been wanting to do for some time and are extremely important for the future of the game. The core physics improvements are immediately obvious in gameplay, they make weapon interactions feel and function better in combat, they solve many problems and we're already noticing how they allow us to do more with level design and interaction. Last month we released a video where we showed what was basically a prototype version of new cloth and soft body features. This is something we hope to use extensively for things like clothing, plants, those creepy fleshy growths, sheets of paper and generally the many things that should be soft, flexible, floppy and squishy. This would allow a new level of immersion and interactivity. Dynamic physical interactions are at the core of Exanima's gameplay and immersive world, and this is something we want to extend to every part of it.
The key breakthrough we demonstrated in our video was a performant way to do polygonal collision on deformable bodies. While it's great that we're able to do realistic interactions between cloth and things like weapons, this provides a versatile solution for all sorts of soft bodies beyond cloth, where simpler methods could be considered sufficient. Since the video we've further improved our model, stress testing it and making it very functional and stable under many conditions and applications. We can drape cloth over objects, hold objects in nets and sacks and do all sort of tricky things that require a very stable and accurate model.
Performance is of course a major concern, we identified good, fast methods, but we still had to optimise what we showed then. We knew our prototype implementation could be made roughly 10 times faster, and we joked about making it 20 times faster, but that's what we did. Then we optimised it even more, and made it 40 times faster. This being physics, it means a bigger performance budget for more cool things. Another important optimisation was making deformable bodies that aren't currently doing much and actively interacting with anything, or visible, or casting a visible shadow etc., go into an idle state where they cost virtually nothing. This is ultimately what allows us to have a huge number of these complex objects in an environment.
In keeping with Exanima's full interactivity, we also added the ability to move and drag cloth around with the cursor. Besides that consistent immersive feel, this has a number of gameplay implications that we're eager to explore. Another of Exanima's more unique features is perfect persistence of everything, this means that if you leave a piece of cloth draped over something in a particular way and exited your game, it has to be in the same exact position when you return to it.
We've also extended our development tools to support these new features and generally improve our workflow for all physics. We've been constantly making improvements to our tools and also making them more intuitive and user friendly, for eventual modding use and also if and when we expand our team.
There is so much we can do with these new features and we're very excited by the possibilities, but as usual much will be revealed when we add new content and gameplay where you can experience it fully first hand. Everything we listed up top and these core improvements are in the polishing stage now and we hope to begin testing in the next few days and get it all released for everyone soon after.
Best,
Bare Mettle
Still holding, after three years since making that post...Incredible.
This may actually be released, some day.
I wouldn't hold my breath if I was you.
April 2024
We've been testing the many changes to the game and our engine with insiders this past month, which especially considering the extent of the changes to engine code, has gone very smoothly. It all seems very stable and we didn't really run into serious issues, though some proved tricky to fix. Insiders are always very thorough and meticulous, uncovering minute flaws and obscure little problems. We've done a few patches already, with many fixes and improvements to things both new and old.
We do still want to try to make a couple of improvements and additions for the full update, but things are in a pretty good place already so we're thinking to update the public test branch within the next few days to get things tested by more players and on more hardware. This basically includes physics engine improvements, some cloth physics, 64 bit, updated terrain system and assets, golems area graphical overhaul, a big expansion of the catacombs and a few other bits and bobs.
The physics are working better than ever, with more improvements we made during testing, and the performance increase is big, giving us a lot of headroom for more upgrades, new features and richer content. We are currently looking into some very interesting further core improvements we might be able to make, but it's a bit uncertain still and we are trying to move on to other things. There have also been general performance improvements, and better loading times too.
One of the features we're actively working on is the late game "save system", which is something that ties into the content and the player needs to discover and interact with, and comes with a few other additions. To support this we need new interaction mechanics, which we're implementing through a "placement zone system" which will support many things, like socketing items into elements of the environment, snapping objects into logical positions (e.g. torch in a holder, bar across a door) and just triggering all sorts of events when a particular thing or type of thing enters or is placed in a specific location. This opens up a bunch of new gameplay elements and interactivity. The concept is fairly simple, but the physics and persistence of the game do introduce a few complications, and we're going for a very versatile system, with core features that can be useful for other things too.
We did the thing again, where we invested in big core technologies and features for the future of the game, but we're wrapping this up now and moving on to gameplay systems and content additions. A lot of what we did here will be invaluable for some future content, and we like to tackle the most difficult problems first. The role system will be our next major focus, but we have a long list of features and additions to suit everyone's taste.
Best,
Bare Mettle