Kickstarter update #11: Items and Equipment

Discussion in 'Announcements' started by Kieran, Nov 23, 2012.

  1. Kieran

    Kieran Developer

    Messages:
    65
    EQUIPMENT SYSTEM

    We've got some pretty cool features planned for our inventory system. We're going to be using a "slotless" inventory system. In practice this means there's over a hundred slots and you don't see them. This allows you to equip many combinations of things, rather than being limited to articles of clothing or armour that cover a fixed part of your character's body.

    To make clothes we use a dedicated cloth simulator and other tools we've developed. This allows us to make realistic clothes very quickly and easily. It also allows clothes to change depending on what else you're wearing. For example, long trousers will tuck into boots realistically.
    This is just a placeholder but our inventory view will be somewhat similar:

    [​IMG]

    [​IMG]



    ITEM PROPERTIES

    Items will have properties that make sense. You won't be just wearing as many items as possible because they confer stat bonuses. You will wear specific items because they do something useful or because you like the way they look.
    Most items you find will be fairly mundane. However a good, well balanced weapon can be a significant upgrade over a crude weapon; an armour made of well tempered plates that interlock cleverly and is well padded can provide a huge advantage in terms of protection, manoeuvrability and even things like insulation. Such items can also carry a high monetary value.
    There will however also be a great many items with much more special qualities. These won't be randomly generated items that make no apparent sense, they will have plausible though sometimes quirky qualities, you will get a sense that someone designed them with a purpose. These items will be well hidden and well guarded, they won't just spawn at random. If you defeat an opponent you will be able to take whatever they have equipped and they will have been using this equipment to combat you.



    ITEM CUSTOMISATION

    You will be able to customise many items in terms of appearance and some even in function. While we have no player crafting planned for an initial release of the game we do hope to include the ability for professional NPC craftsmen to adorn or create items to your specification. You may for example get a Tailor to make a garment with your choice of design, fabrics and colours. What you wear can significantly affect how people perceive you and also provide useful disguises. Dyeing or otherwise colouring items is something you may be able to do yourself. Some rare items will be predisposed to draw power from additional items that may be slotted in or combined with them.



    SET ITEMS

    There will be items that benefit from being used in unison. Again these will typically not just provide a statistical bonus, they may produce new effects or perhaps not function correctly until worn or used together. Even mundane items may provide an advantage when matched, for example, pieces of armour made from the same smith are likely to meet better providing better coverage and manoeuvrability.



    WEAPONS

    [​IMG]
    The game will feature a wide variety of mediaeval weapons including daggers, swords, clubs, maces, axes, spears, halberds, flails, hammers, staves, bows, crossbows and many others including some more exotic examples. Each weapon type and even individual weapons will affect gameplay in a noticeable way, our completely physics driven combat actually gives you a feel for each weapon and how to use it in combat. Different weapons will also feature specific attacks and manoeuvres. We also plan for weapons to realistically lodge and stick into things they hit!
    There are only two close quarters weapon skills, Light Weapons and Heavy Weapons. The idea here is that if you are, for example, skilled with a sword some of that skill will also transfer to a mace. Skill milestones however will allow you to specialise in specific weapon types and learn manoeuvres that lend themselves well to particular weapons.



    ARMOUR

    There will be a vast array of garments and armour following the theme of the European middle ages. Though the game is not historical we are taking many real designs of the era. We will also include more elaborate and fanciful designs than were common in the era but always maintaining the emphasis on realism.
    All damage is locational and based on accurate collisions. Armour doesn't just give you a defence value, it will cover parts of your body and protect them in various ways. Armour is cumbersome and the Armour skill will help you manoeuvre better in heavier armours as well take better advantage of the protection it may offer. Different armour and attire may also produce more or less noise introducing stealth concerns.

    [​IMG]



    TRADING AND MONETARY VALUE

    Economics will be fairly realistic. Valuable items will be relatively rare and hard to come by. You can pick up anything but it's unlikely anyone will ever want to buy a whole bunch of junk items from you. Collecting money is not necessarily a significant objective for the player. Items will have plausible monetary values, even a valuable item is unlikely to be worth more than a few gold coins. Common transactions would take place using silver or copper coins.



    CONSUMABLES

    We still don't have anything like a list of consumable items that will be featured in the game but we don't want these to be a fundamental gameplay component. There will certainly be no healing potions or spell scrolls, this is fundamentally a low fantasy, realistic world. Some draughts may slightly quicken your natural recovery from injuries and some items may produce effects which deplete them.

    Hopefully this gives you a decent idea of what to expect from items in Sui Generis. You'll have plenty of opportunity to hunt down powerful and curious artefacts, have fun with the realistic combat using a variety of mediaeval weapons and armour and, most importantly, play dress up doll!
     
  2. Psychomorph

    Psychomorph Insider

    Messages:
    334
    Okay, I have read the update and I am concerned. I am concerned because it is like you have ripped thoughts out of my head and put them to words, I have doubts this is real, it can't be, because it's hard to believe there wont be white tracers coming from the blade when you swing it...

    Okay, on a serious note. Good update. Good concept.

    It would have been better if you could click on the pictures to view a larger version of it. I know people want this, because I do.

    Also you have some great quality work going on, that armoured knight looks fantastic, the troll/ogre creature was beautiful, also the way it moved and tried to kick you. Real shame you didn't prepare such updates ahead, this is the stuff you should post on KS frequently.
     
    the0thMonkey, Rob and Cooper Holt like this.
  3. oldgamer4

    oldgamer4 Insider

    Messages:
    16
    Great update. A few more like this over the next week and the Kickstarter should be fine. A couple of screenshots and some well-considered text like this can generate enough buzz to gain momentum. People don't expect you to create new features and in-game content during the Kickstarter campaign - they just want more detailed info on what your plans are, and to see more of what you've shown already.

    Just keep showing and telling!
     
    Rob and Cooper Holt like this.
  4. The Hedge Knight

    The Hedge Knight Member

    Messages:
    206
    Is that a halberd?

    OH GOD TAKE MY MONEY.
     
  5. BrecMadak

    BrecMadak Insider

    Messages:
    300
    Beastly rewards.. very well put Kieran ! From these words it should be meant that we would feel 'momentum' in Sui Generis, spectacular... Not to miss the part that the looks would mean a lot while interacting with npcs !

    What i would suggest is that hope there will be other npcs in the world that could give more value to the same X item than Y npc in our trades f.e, or vice versa. The best and fun part would be discovering them (to take the advantage ?) as we move on. So by this way we would even have more 'wow' factors in our travels. It would also reward for those who spend time on exploring.

    I have two questions regarding items and combat;
    1. Do you have any plans to implement 'cursed' items that both have an advantage depending on some circumstances and some negative modifiers as penalties ? I think it would a lot of immersion, fun and tactics especially if ever partially be 'hard to get rid off' hehe.
    2. This question is partially related with armours; How baremettle is gonna deal with THAC0 & saving throws in general, which system has already been planned ? I'd be pleased if only you could give some details since i'm really keen on this part.

    Thanks.
     
    Cooper Holt likes this.
  6. ShaunRemo

    ShaunRemo Insider

    Messages:
    23
    Hello, firstly this game and everything about it is awesome!

    I wanted to ask a question regarding the inventory slots or lack of, I read elsewhere that every item will be physical and will be carried on the person rather than in an invisible carrier. If this is true will when carrying for example an axe and a sword will the axe be tucked in the belt and the sword be sheathed? (it annoys me when weapons are just stuck to the player somehow)
    Will money be kept in a purse? and and could we for example carry around an empty bag to fill with valuables that we lug back to town?
     
    Cooper Holt and Blackstaff like this.
  7. minidood

    minidood Member

    Messages:
    3
    Hey, I just barely found out about this game, and it looks fantastic!
    I really love the equipment idea. I was wondering, I'm a mac user, and I was wondering if the game will be available on mac OS, and if the alpha/beta would be on mac.

    Thanks a lot!
     
  8. Tony

    Tony Moderator

    Messages:
    1,811
    If you read the FAQ on the Kickstarter page it says they'd like to port the game to Mac and also to Linux. It says that making a Mac version should be relatively easy, but that they have less experience on building games for Linux.
     
    Rob and Cooper Holt like this.
  9. minidood

    minidood Member

    Messages:
    3
    Thanks a lot!
     
    Cooper Holt likes this.
  10. MrIdontKnow

    MrIdontKnow Insider

    Messages:
    467
    Whoa! I never saw the armour picture on my email! That looks incredibly details for a character! Out if curiosity, how many polygons is that character?
     
    Rob and Cooper Holt like this.
  11. sunburnedpenguin

    sunburnedpenguin Insider

    Messages:
    18
    Great update! I was very pleased to learn more about the intricacies of item handling and manipulation.

    I would really love to see a lore update next: what the religious atmosphere of SG will be; how thaumaturgy factors into it; if one's actions will influence the types of thaumaturgical powers possessed; how many aardvarks and wombats will make an appearance, etc.
     
    Rob likes this.
  12. sunburnedpenguin

    sunburnedpenguin Insider

    Messages:
    18
    Oh, and the armour was exquisite!
     
    Rob and Cooper Holt like this.
  13. hredthel

    hredthel Insider

    Messages:
    89
    [​IMG]

    @Kieran and the rest of the team: Fucking amazing!!!! I am blown away that you are taking such a realistic approach to equipment. No slot system? Revolutionary! I love it all.
     
    Rob and Cooper Holt like this.
  14. Cooper Holt

    Cooper Holt Insider

    Messages:
    650
    Amazing! I still strongly believe that the game would be MUCH better with a dedicated crafting system for your character (e.g: Take a stick to a workbench, sharpen it, cover the end in fabric and lamp oil, light it on fire, "You've made a torch!" etc.), but everything else looks awesome!

    P.S: The characters hand looks a little too open on the semi-posterior second picture. Just sayin. ;)
    :D -Cooper Holt (Crouton)
     
    Rob likes this.
  15. Cooper Holt

    Cooper Holt Insider

    Messages:
    650
    Perhaps the next update should be about Thaumaturgy, Archery, Inventory, and FIRE!

    -Cooper Holt (Crouton)
     
    Rob likes this.
  16. MrIdontKnow

    MrIdontKnow Insider

    Messages:
    467
    OR A PHYSICS VIDEO OF FALLING APPLES AND CHAIRS!
     
    Rob and Cooper Holt like this.
  17. Madoc

    Madoc Project Lead

    Messages:
    1,066
    The armour is only like 5 thousand polys, mostly in the right places. Of course we mapped it from a higher poly version. All screenshots are of the in game low poly though, including this one:

    [​IMG]


    The inventory view is not a mockup, it's real, but not very functional yet and the UI needs work. Obviously archery and most thaumaturgy are not implemented yet so we can't show you that... We're getting our effects systems in place though so we should be able to do more on that soon.
     
    Rob, Blackstaff, Tony and 2 others like this.
  18. hredthel

    hredthel Insider

    Messages:
    89
    Madoc, that is awesome to look at! I expected your characters to be 7k-12k (geared, not naked). Would there ever be a way to see these characters faceted so 3d nerds like myself could oogle at the poly's? You guys did such a smooth job, please keep the updates coming!
     
    Rob and Cooper Holt like this.
  19. Ziegenpeter

    Ziegenpeter Insider

    Messages:
    16
    this armoured guy would be a nice 3d print :D
     
    Cooper Holt likes this.
  20. Psychomorph

    Psychomorph Insider

    Messages:
    334
    Diego on the Dark Mod forums said this:


    Kind of my thought as well.
     
    Rob, MrIdontKnow and Cooper Holt like this.

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