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Vapourware Sui Generis + Exanima Early Access

Joined
May 31, 2018
Messages
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The Present
12 years later and this thing is still a floating turd.
Poor man's Star Citizen.
Floating turd is unfair, but "poor man's Star Citizen" is a fair criticism. At this point, I have accepted this as an artists magnum opus that will never be finished. I'll check in every now and then and probably play it through every 3-4 years. It's definitely worth the money as is. The game runs great, looks great, has fun mechanics, and a big gritty dungeon to explore survive. Just don't go into it expecting anything else.
 

Spike

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Apr 6, 2023
Messages
956
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
PLEASE. FINISH. THE GAME.
Why don't they do this for Sui Generis? The prototype or whatever already seems long completed. Or does he want to maximize+perfect systems/mechanics in Exanima and then focus solely on content for So Generic?
 

Technomancer

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Or does he want to maximize+perfect systems/mechanics in Exanima and then focus solely on content for So Generic?

Seems to be the plan from what I read. Of course SG will have their own technology challenges anyway. Some of them are just outside of scope for Exanima to develop, like quadriped creatures. In SG there will be horses and another animals, perhaps new monsters too once they will have support for many legged creatures.

Prototype is no longer relevant since team now wants to complete Exanima as its own full game. All SG features that can reasonably fit in Exanima will be developed here first.
 

Technomancer

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Exanima 0.9.1.5 Test Branch Release

This is a mostly complete test preview of the upcoming update. We're not going to go into too much detail here, that will come later, but mostly give you a summary changelog and the broad strokes. Our engine has undergone massive changes with the switch to 64 bit and an enormous overhaul of the physics and some other things. There's been a lot more and more substantial changes to the physics engine since the video we released with one of the coffee diaries. The way our physics engine works has fundamentally changed now to dramatically improve on some key interactions and behaviours, with a particular emphasis on characters and combat.

We have deliberately not made substantial changes, but rather improvements for a mechanically much more solid foundation. These improvements will however support gameplay mechanics changes and new features. Inevitably many things will need to be tweaked and adjusted over time after so much has changed.


Save game warning

Be warned that existing story saves are not compatible due to the extensive changes to terrain and level assets throughout the entire game. Once the update goes live on the main branch, there will be a full save wipe, for now we leave it to you to start fresh. To access the testing branch you will need the password: BMXATestB915

Changelog for 0.9.1.5:

• Complete graphics overhaul of Golems area

• Big overhaul and expansion of Catacombs

• Complete remaster of all terrain and ground materials

• New terrain material system and features

• Reworked rock and other common assets

• Huge updates to physics engine

• Greatly improved collision behaviour

• Improved articulated bodies and reduced separation

• Improved static and dynamic friction model

• Improved character muscle and joint behaviour

• Improved weapon and character mass balance

• Improved ground-foot interaction

• Improved weapons sticking in bodies

• Improved object stacking behaviour

• Advanced cloth physics

• Improved generic impact and fall damage mechanics

• Improved collision and other sound mechanics

• Improved door sound mechanics

• Apparel world items now have collision sounds

• Object placement is much more accurate and gentle

• The game is now 64 bit

• Massive physics engine performance improvements

• Render performance improved, especially in busy scenes

• Significantly improved loading times (again)

• Significantly improved saving time

• Lighting improvements

• Post processing improvements

• Added skill UI images

• Combat AI tactics improvements

• Reworked sword guards and added 18 new variants

• Falchions can now be flipped, guard permitting

• Fixed some issues with golem mechanics and behaviour

• Fixed various journal issues

• Many, many bug fixes and small improvements
 

agris

Arcane
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Joined
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Messages
6,927
Exanima 0.9.1.5 Test Branch Release

[...]

• Improved static and dynamic friction model

• Improved character muscle and joint behaviour

• Improved weapon and character mass balance

• Improved ground-foot interaction

• Improved weapons sticking in bodies

• Improved object stacking behaviour

• Advanced cloth physics

• Improved generic impact and fall damage mechanics

• Improved collision and other sound mechanics

• Improved door sound mechanics

i love weaponized autism
 

Zariusz

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Civitas Schinesghe
I wonder if this engine after Exanima release, after years of ripening in rich fluids of high grade autism will be deemed by devs adequate enough for a more content focused, smoother Sui Generis development...

But hey man can dream right? Ehh, we all know that years will be spent on shit like proceduraly generated peasant tavern brawls with real time simulated alcohol level in blood...
 

Technomancer

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May 2024

PHYSICS 2.0

We recently re-wrote a lot of our physics engine and optimised it for 64 bit, in the process we also made big improvements to collisions and some complex interactions. This has been in testing for a while now, and of course everything physics came under a lot of careful scrutiny, every little flaw exposed. Originally we designed our physics engine to tackle specific difficult problems, and we accepted that this came with some limitations and compromises. We should know by now - that just won't do.

The level of physics simulation in our characters and combat isn't easy to do, we've improved it a lot over time, but of course it can always be better. We also have a dedicated portion of our playerbase that engages in "grappling", using weapons and shields to trip and throw opponents, pushing the limits of what the simulation can handle.

The collision improvements are big and definitely help, but there's a lot more to it. A quite evident flaw is things separating from each other. This is most obvious when a weapon separates from hands during difficult collisions because it's got nowhere to go. With collisions becoming more solid, this problem became more obvious, and when a weapon is used as a lever to throw an opponent, but it separates from the hands, then the opponent can slip between the weapon and the hands, or the weapon between the opponent's joints and body parts.

Another difficult problem is static friction. This is basically the increased friction between surfaces that are not moving relative to each other, and prevents any movement at all. In many situations correctly eliminating all movement and slow drift or jitter is very difficult and leads to all sort of problems. We had already improved friction, but while this addressed some important cases, others were still not very good, and objects slowly drifting when active remained a problem.

A related issue, but also a separate problem, is vertical stacking. Creating something like a pile of books or plates is a good example of this, which wasn't really possible and particularly erratic when disparate masses are involved.

4bc55b47a9d27b11546834560bc1ebeaa6793357.png


This being a real time sim, we could improve all these issues with just increasing the simulation rate, but it would be very expensive and only an incremental improvement. With the recent upgrades and optimisations, we felt we had the foundations here to make some dramatic changes to how our physics engine works, to address all these issues and generally take our physics to another level. We considered these things already long ago, but it seemed too difficult and expensive, especially with our character physics, and we couldn't see how to do it without losing our engine's "special sauce". With these new foundations and uncompromising attitude we made a new effort and had a breakthrough.

This is a fundamental transformative change to our physics engine. We dramatically improved on all our problem areas. Collisions are even better still, the separating parts problem basically eliminated, friction and stacking vastly improved. We basically went from our physics engine being quite good at specific things to being much better at those and good at everything else too.

Great! But we weren't done yet. With everything being more "solid", the next link in the chain took all the stress and sufferring. Character's joints and muscles, when placed under extreme stress, could overextend and dislocate. This was an existing problem, but exacerbated and highlighted by these changes. We also have a problem with weapons being light and nimble in the hands, but artificially heavier in the world, to make impacts feel stronger. This disparity in masses obviously causes some problems, and exerts even more stress on the joints.

To deal with this problem we made new tools that allow us to interactively modify and test joint and muscle configurations on characters. With these tools we were quickly able to improve muscle structure and overcome these issues too, while making characters feel much stronger and more controlled.

All these changes have dramatically improved the feel of combat, it feels tighter, more precise, more real. All hits and exchanges are extremely solid, footwork is more quick and precise and it can all take some serious abuse and still function correctly. It's not just combat that's improved, all physics interactions are much more robust and realistic, making the whole experience better, allowing us to do more with environment design and generally making our lives easier as developers.

We have made a few specific changes on the back of this, mainly to combat mechanics, and we also improved things like object interaction. We're still tweaking things, with so many core changes there need to be some adjustments, but we've set a great baseline already and this is a process that continues as we observe things and receive feedback. This better physics foundation is obviously huge in importance and scope for this game, and supports key mechanical improvements and future additions to combat, and everything else.

SOME GRAPHICS AND CONTENT STUFF TOO

As much as we've done on physics, we have been working on a few other things besides. We've been making more updates to the game's content and we've been improving and adding graphics features to support new content. We've made some general improvements to lighting and post-processing, which particularly benefit outdoor environments, but also make everything a bit brighter and clearer without compromising the mood and darkness.

There's been a bit more in the works here in terms of graphical features and content to support the next major area to be added, which is a bit different from what you've seen so far, but we're not quite ready to show those things just yet.

LIVE ON TEST BRANCH (SAVE WARNING)

This and everything we've discussed in recent diaries is live on the test branch and has already received a few hotfixes. We're still tuning things and ironing out a couple of kinks, but overall things are stable and in good shape and feedback so far has been very positive. You can find changelogs, more information and a place to give feedback on our discord: https://discord.com/invite/Z5aV2bF

Be warned that existing story saves will not work correctly due to the extensive changes to terrain and level assets. Once the update goes live on the main branch, there will be a full save wipe, so any progress you make in the story now will be reset. To access the test branch you need the password: BMXATestB915

Best,

Bare Mettle
 

vitellus

the irascible
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fuck you
Codex+ Now Streaming!
We live in a world of Dwarf Fotress, Kenshi, 7 Days to Die. Just let it cook for decades. Maybe it will work out.
i don't know about 7 days, but df and kenshi are fucking awesome, i got my fun out of all of them. exanima is what it is. if it's early access, expect to pay exactly for that. not the 'finished' product. if someone wants a 'finished' project, wait til it's done. i've gotten my 'time entertained' to money ratio under $0.50 per hour so i am satisfied. i'm too old to believe shit a person selling something says. i didn't buy sui generis, i bought a janky dungeon crawler for slightly more than the cost a six-pack of good beer, and entertained me longer.
 

Technomancer

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June 2024

Since updating the test branch we've been doing a lot of tuning and adjusting things, the extensive changes to the core physics affected a great many things, and while absolutely a huge fundamental improvement, a lot needed to be updated to take advantage of this, or even function properly. We also ran a few experiments, iterating over some core combat and character physics and getting feedback from the community. A lot more has changed for the better thanks to this and core combat is in a really good place, with very positive feedback from players.

This means we needed to do yet more changes and adjustments. Muscle structure and other changes have made characters effectively much stronger and more rigid, less prone to limbs failing, able to apply more leverage and better supporting emergent gameplay, like grappling. The somewhat "floppy" feeling they could have is gone. These changes however really affected all our existing combat motions, and while we did make some adjustments right away, over the last couple of weeks we've been properly updating and redesigning most of the attack motions. We found we now have more control and are able to make the motions more complex, but it also takes a bit more work now to make them look fluid and transition smoothly. There's a lot of these motions, and dynamic components to them, but we're' finally done and we think they look and feel noticeably better. We'll be updating with these very soon.

Footwork is also in a great place right now. However, we do think that where uneven ground, obstacles and vertical movement in general is involved there is still room for improvement. Navigating environments can also feel a bit clunky, and all this seems like something that needs to be addressed to make the gameplay flow and feel better in general. We've been investigating this and we think we have a clear plan to address it, however it will take quite a development effort and for the time being we feel there are other priorities. It is on the horizon.

All in all this has been a huge transformative upgrade to the combat and the physics in general. We'll always be polishing and ironing out the kinks, and there's still some notable combat features to add, but we'll be building on top of a much more solid base.

We've got a bunch of other fixes and tweaks ready to go now and the test branch update is in a good place. We also got controllers working again and Steam Deck too, however there are still issues with the current version of SteamOS and if you want to play this on the Steam Deck you need to be on SteamOS beta preview until they go live with it on the stable branch.

With this chapter closed, it's time to move to other topics. You may have noticed a pattern recently of us working on things for natural environments. We overhauled our terrain system, we dramatically improved our rocks, improved 3D grass, lighting, we extended our generative tools with features for more organic assets and various things besides. This will all be critical when we move on to overworld content, but the reason we're doing it now is because the next area that will be added is The Gardens, and as the name suggests it will feature lots of nature. One difficult problem remains, which is vegetation. Recently we've been working on adding high quality trees and plants to our repertoire, and also on realistic, but performance efficient foliage rendering, which includes some additions to our global illumination and translucency effects.

It took a lot of tinkering to get things looking and working the way we wanted, and we've still got a bunch of assets to get through, but we're off to a very good start. The following screenshots are not from the new gardens area, but they make for a good showcase of the new assets and features.


1f675cbf4f4d66f53cb840414a1da730a8426612.jpg


96be24f4048bcf91675c68d80557c472145e34f6.jpg


7eebea3188775dbe33bf1599e61172443d13c670.jpg


Best,

Bare Mettle
 

Spike

Educated
Joined
Apr 6, 2023
Messages
956
June 2024

Since updating the test branch we've been doing a lot of tuning and adjusting things, the extensive changes to the core physics affected a great many things, and while absolutely a huge fundamental improvement, a lot needed to be updated to take advantage of this, or even function properly. We also ran a few experiments, iterating over some core combat and character physics and getting feedback from the community. A lot more has changed for the better thanks to this and core combat is in a really good place, with very positive feedback from players.

This means we needed to do yet more changes and adjustments. Muscle structure and other changes have made characters effectively much stronger and more rigid, less prone to limbs failing, able to apply more leverage and better supporting emergent gameplay, like grappling. The somewhat "floppy" feeling they could have is gone. These changes however really affected all our existing combat motions, and while we did make some adjustments right away, over the last couple of weeks we've been properly updating and redesigning most of the attack motions. We found we now have more control and are able to make the motions more complex, but it also takes a bit more work now to make them look fluid and transition smoothly. There's a lot of these motions, and dynamic components to them, but we're' finally done and we think they look and feel noticeably better. We'll be updating with these very soon.

Footwork is also in a great place right now. However, we do think that where uneven ground, obstacles and vertical movement in general is involved there is still room for improvement. Navigating environments can also feel a bit clunky, and all this seems like something that needs to be addressed to make the gameplay flow and feel better in general. We've been investigating this and we think we have a clear plan to address it, however it will take quite a development effort and for the time being we feel there are other priorities. It is on the horizon.

All in all this has been a huge transformative upgrade to the combat and the physics in general. We'll always be polishing and ironing out the kinks, and there's still some notable combat features to add, but we'll be building on top of a much more solid base.

We've got a bunch of other fixes and tweaks ready to go now and the test branch update is in a good place. We also got controllers working again and Steam Deck too, however there are still issues with the current version of SteamOS and if you want to play this on the Steam Deck you need to be on SteamOS beta preview until they go live with it on the stable branch.

With this chapter closed, it's time to move to other topics. You may have noticed a pattern recently of us working on things for natural environments. We overhauled our terrain system, we dramatically improved our rocks, improved 3D grass, lighting, we extended our generative tools with features for more organic assets and various things besides. This will all be critical when we move on to overworld content, but the reason we're doing it now is because the next area that will be added is The Gardens, and as the name suggests it will feature lots of nature. One difficult problem remains, which is vegetation. Recently we've been working on adding high quality trees and plants to our repertoire, and also on realistic, but performance efficient foliage rendering, which includes some additions to our global illumination and translucency effects.

It took a lot of tinkering to get things looking and working the way we wanted, and we've still got a bunch of assets to get through, but we're off to a very good start. The following screenshots are not from the new gardens area, but they make for a good showcase of the new assets and features.


1f675cbf4f4d66f53cb840414a1da730a8426612.jpg


96be24f4048bcf91675c68d80557c472145e34f6.jpg


7eebea3188775dbe33bf1599e61172443d13c670.jpg


Best,

Bare Mettle
"We're off to a very good start"
"We've been tinkering and toying..."
"We've got a bunch of other fixes and tweaks ready to go"
Hasn't this game been in development for 10 years?
 
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Spike Yes. It not longer phases me though. I've gone through all five stages of grief and now reside in the comfortable numbness of acceptance. Just pop in every 2-3 years and have fun with it.
 

Spike

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Apr 6, 2023
Messages
956
Spike Yes. It not longer phases me though. I've gone through all five stages of grief and now reside in the comfortable numbness of acceptance. Just pop in every 2-3 years and have fun with it.
I think I'm still in Bargaining.

Release the game, Modoc. I know you can see this.
 

Technomancer

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July 2024

The last round of changes we discussed in the last coffee diary went live on the test branch shortly after. The new weapon motions and other adjustments were very well received, and we will of course continue to tweak things based on feedback. The new arena with new vegetation features was also included and seems to be working and performing well for everyone. Before we move things to the main branch and do a save wipe we are making some content changes that are required to support upcoming features, so that we won't need to save wipe again when they are introduced.

This major overhaul of our engine, physics and many big core features is finally complete. Some of this such as terrain, vegetation and cloth was in our original immediate plans, but realistically most of it wasn't. These are all hugely important changes though, planned or not, and now that they're done we're finally turning our attention back to the role system.

We briefly introduced the role system topic a few coffee diaries ago, but basically the role system is what drives all "high level" NPC behaviour. We already have a very good and functional system in place for modelling behaviour based on emotions and basic relationships, but with just these things, AI basically behaves like animals. We do already have a version of the role system in place, which is used in a very basic way to give characters dialogue and some basic understanding of others, but as it is this is very static with few placeholder roles, and does almost the opposite of what the role system was designed to do.

What we call a "role" system is very broad in scope. Roles provide different behaviours, decision making that exerts control over raw emotions, they model relationships, carry memories of past events and interactions and generally context for AI to understand and interface with things. They can be very broad like "human", very specific like "Derrin the farmhand" with personal details, or just fleeting contextual things like "pulling lever at friend's request". Relational roles identify others based on experiences with them, context or assumptions, and carry histories between individuals. A character can have many roles active at the same time, and remember them even when they are no longer active.

It's hard to talk about without being vague, but the takeaway is that roles can do a lot of things. It all depends on what roles we design, as part of general AI behaviour, specific events, player interaction and all sorts. Most roles can be circumstantially adopted by any character, and as we expand our library of roles all NPCs will gain more behaviours and awareness. Building this library of roles is one of the key challenges, but it's something we can do incrementally once we've defined a good foundation.

In the past month we've made some important strides in defining what our key role types are, how they interact with each other and the mechanics to support more functional and dynamic roles, control emotions and more. We figured out a lot of important stuff, and are already moving into implementation and optimisation details as far as the most important mechanics go. As we get into a lot of the more practical roles, we do also need to pair them with new AI actions or events that drive behaviour, but we do have a good foundation here for how this works. It's a matter of adding to the range of things that AI can do and understand. Beyond that, the role system itself can be considered complete and becomes mainly content driven. That means we can continue to add new roles and nuanced behaviour without changing how things work.

Our first intermediate goal is a smarter and more aware Derrin. We will use him to aggressively test new role system feature and interactions. The somewhat lofty goal would be to make him feel like a real human companion that is more independent, reacts to things and makes decisions on his own. His relationship with the player should be more nuanced and dynamic, with more things affecting it, but also a better understanding of context and when cooperation is useful even if he doesn't really like it. Basically, we want him to feel smart and alive, not an NPC following scripted behaviours and commands without question. That and emergent outcomes is the purpose of the role system.

The next major update will also feature new NPCs, able to have complex interactions not just with the player, but also with other NPCs. The roles for the most part, as stated previously, are not static things designed to fit one character, but things that can be attached to any character, if circumstances are right. All NPCs have a broad range of behaviours and relationships, and events are mutable and can carry things in new directions.

It's a lot, and we've seen that people tend to either consider too abstract and are somewhat indifferent, or let their imagination run and get very hyped. Whatever your expectations might be, and what we actually accomplish, it will absolutely make for a more immersive and dynamic experience with many new interactions and outcomes. That is the kind of game we're making, and the role system in our eyes is perhaps the most important part of it.

Best,

Bare Mettle
 
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I don't understand their use of the word 'emotion'. This seems like an overly grand way to describe an NPC's hostility status. I hope their intent isn't to make it something more than that.
 

Technomancer

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I hope their intent isn't to make it something more than that.
I believe it is the key system that was behind the idea of SG. Roles would allow them to build open world RPG where most NPCs would react to various circumstances dynamically instead of usual approach of having limited and very narrow outcomes.
 

Kruyurk

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Nov 16, 2021
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Let me charm every conscious creature with my velvet eyes. If SG does not end up as the RPG with the most advanced romance system ever all these efforts would have been for nothing.
 

Lyre Mors

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Nov 8, 2007
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9 and a half years in early access and counting.

We'll make it to a full decade, no doubt. But can we hit 11 years? Oh, I think so. Gotta be hitting some kind of world record by now, not that it's anything to be proud of. I'm starting to resent this game and thread simply for making me feel old at this point!
 
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Glass Fields, Ruins of Old Iran
^
7 Days to Die is a survival horror video game set in an open world developed by The Fun Pimps. It was released through Early Access on Steam for Microsoft Windows and Mac OS X on December 13, 2013, and for Linux on November 22, 2014.

Project Zomboid

The Indie Stone | Early Access 2011

Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? Whether surviving in Knox County free-roam or controlling Indie Stone mascot Baldspot in his quest to save his injured wife Kate – death is always a certainty. Quite how long you manage to put it off is another matter…
Zomboid is a special case since the laptops with the game's code were stolen at some point which set them back.
 

Lyre Mors

Arcane
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Oh yeah, 7 Days to Die. That does indeed have a full release date scheduled in the next couple months sometime I believe, so Exanima will likely be dethroning it.
 

Spike

Educated
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"Hi we're still adding all these features to one of the greatest games ever and then we're gonna make the REAL one of the greatest games ever"
Please just release...Please :negative:

Eternal access
 

Technomancer

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August 2024

Last month we went into some detail about the role system and what our main objectives for it are at this time. While there have been many big improvements and additions, the role system is the key feature of the next update and what supports the story going forward.

Having figured out many of the core role mechanics, we've been now focusing more on low level behaviour stuff, which while perhaps not as impressive in scope, is what you'll notice most during gameplay. This is basically where roles are used to control actions and activities or react to common events, rather than modelling relationships and long term goals.

This includes a lot of mechanics for NPCs to become aware of nearby events and things in the environment, as well as interact with them. NPCs should comment on things that are happening dynamically, notice objects and other things around them and use them. One important practical part of this is finding equipment, being able to determine whether it's useful to them or a party member and call it out or just use it. There's quite a lot of nuance to something like this, as we don't want NPCs to just be instantly aware of everything, objects that are hidden or just hard to spot should be more difficult for them to notice. We also don't want them to be constantly calling out every minor upgrade or greedily taking all the best items for themselves.

In terms of combat there's also going to be a fair bit of role involvement. We want NPCs to engage in different behaviours based on what's happening and also accept commands or requests. This could include helping allies in danger, perhaps gaining courage and rallying for someone they care about, requesting help and things like just commenting on notable combat events. In general we're also trying to make roles an important part of engagement, to build on the more animalistic emotion driven and sometimes selfish behaviour of current NPCs.

These aren't the only things we're working towards, we have quite a few advanced behaviours planned, but this is what we're focusing on right now and the requirements are shared. To support a lot of new behaviours and dynamic roles we're putting a lot of new AI functionality to engage in different actions and properly prioritise them, many mechanics for understanding circumstance, events and objects, put them in context and describe them in dialogue.

Roles aside, we've also been working on the late game "save system", or rather some ways to prevent losing all progress. This is however just one optional aspect of a quite large set of features involving various new mechanics. Supporting these properly and in a way that is future compatible has requirements that mean changing how some things work in a fundamental way.

Our design is such that any seemingly insignificant object or thing can potentially carry a lot of information, is fully persistent and can be understood and remembered by NPCs. Dynamic events and behaviours require and create a lot of dependencies with a scope that's not always predictable. This introduces a lot of difficulties with authoring and maintaining content, particularly in supporting a distributed workflow, or mods and player made content. All these interactions need to work both within that body of content and the game world they belong to.

We have a partial solution to this already, but there's still some very difficult problems that are becoming more relevant as we look into new features and expanding beyond Exanima's current scope. We've known we'd have to tackle these problems for a long time, and it didn't look easy, but now we've finally designed a solution. This will allow us and others to create large chunks of content in a completely independent way while supporting all these features. This content can then be seamlessly introduced into the game without requiring changes to shared resources or even existing saved games. It's a bit difficult to explain exactly how important this is, but it certainly is.

Best,

Bare Mettle
 

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