Thoughts and Ideas General

Zotis

Member
I apologise if this has already been said. I did a couple searches in this thread and nothing came up, so here's my ideas.

1. Add weight to ragdoll bodies so they don't bounce/bob/get flung. A body has considerable weight, and when it falls it is heavy and limp, not bouncy. Because you can move bodies, even by individual limbs, I tried positioning a dead body in a funeral position lying straight with it's arms folded across it's chest. They kept bouncing off each other and tumbling down almost like clouds or balloons. Is it possible to add weight to bodies the way other objects like weapons and obstacles have weight? Even live bodies should have weight, because several times I have been flung across the room when tangling with an aggressive enemy that swings while we are entwined. I could forsee this being a problem in multiplayer if some players become good at flinging other players.

2. Character incapacitation should result in immediate limpness. I have noticed that freequently a character will return to an upright position after being KO'ed, but before collapsing. When a person gets KO'ed they drop immediately.

I realise that game mechanics are priority over realism, but realism is also important in this game. At least that's the impression I've been getting. :) So I think these two features woud add nicely to the asthetics and combat mechanics of the game.
 
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NachoDawg

Member
I apologise if this has already been said. I did a couple searches in this thread and nothing came up, so here's my ideas.

1. Add weight to ragdoll bodies so they don't bounce/bob/get flung. A body has considerable weight, and when it falls it is heavy and limp, not bouncy. Because you can move bodies, even by individual limbs, I tried positioning a dead body in a funeral position lying straight with it's arms folded across it's chest. They kept bouncing off each other and tumbling down almost like clouds or balloons. Is it possible to add weight to bodies the way other objects like weapons and obstacles have weight? Even live bodies should have weight, because several times I have been flung across the room when tangling with an aggressive enemy that swings while we are entwined. I could forsee this being a problem in multiplayer if some players become good at flinging other players.

2. Character incapacitation should result in immediate limpness. I have noticed that freequently a character will return to an upright position after being KO'ed, but before collapsing. When a person gets KO'ed they drop immediately.

I realise that game mechanics are priority over realism, but realism is also important in this game. At least that's the impression I've been getting. :) So I think these two features woud add nicely to the asthetics and combat mechanics of the game.

Your post is not just about realism, it's about correcting immersion breaking mechanics
 

Elaxter

Insider
I think the community should chip in for making books. Like a contest. The top whatever number of people get their little short story put into Exanima/Sui Generis as a book or scroll.
 

the_grim

Member
Gore + dismemberment and destructible props are my top wishes.

First of all, the lethal combat with sharp-edged weapons absolutely needs to leave some marks upon the game world. I'd like to see blood decals spawned on the walls and floors after a spray of blood from the combatants, and pools of blood forming under dead opponents. I'm sure the lack of blood decals at this point is only due to the game being a work in progress, it's not a particularly high-tech feature and shouldn't be hard to implement.

Being able to sever limbs and heads from your opponents would be a great feature not seen in many (role-playing) games. This should of course be implemented in a realistic manner; from what I understand, decapitating someone with a sword isn't nearly as effortless as they make it look in movies. Landing that rare, perfect swing that takes an arm or leg off a flimsy zombie would make for some very satisfying gameplay moments though.

At least small, fragile props such as pottery and glass bottles should break upon impact. Wooden furniture, crates etc could be shattered, within realistic limits of course. They should only break from a strong hit (eg. axe or sledgehammer) and not fall apart from a measly punch like is the case in disappointingly many games.
 
Gore + dismemberment and destructible props are my top wishes.

First of all, the lethal combat with sharp-edged weapons absolutely needs to leave some marks upon the game world. I'd like to see blood decals spawned on the walls and floors after a spray of blood from the combatants, and pools of blood forming under dead opponents. I'm sure the lack of blood decals at this point is only due to the game being a work in progress, it's not a particularly high-tech feature and shouldn't be hard to implement.

Being able to sever limbs and heads from your opponents would be a great feature not seen in many (role-playing) games. This should of course be implemented in a realistic manner; from what I understand, decapitating someone with a sword isn't nearly as effortless as they make it look in movies. Landing that rare, perfect swing that takes an arm or leg off a flimsy zombie would make for some very satisfying gameplay moments though.

At least small, fragile props such as pottery and glass bottles should break upon impact. Wooden furniture, crates etc could be shattered, within realistic limits of course. They should only break from a strong hit (eg. axe or sledgehammer) and not fall apart from a measly punch like is the case in disappointingly many games.
More gore and dismemberment is planned but since it is purely cosmetic it'll come much later down the line. About smaller and fragile props I hope to see that too but I have no inside information about that. It may be likely but who knows?
 

Baka-sama

Member
Some features I would like to see in the game:
-To solve the whole save argument I think that there should be on option in the game to choose whether or not you can quit without saving, like in Mount and Blade. Another possibility is having zones around the game that let you save, such as shrines inside churches, or something similar.
-A sprint button, as opposed to simply running. (I want to body-check people! :)
-A more complicated health system, like in the game Kenshi. (Individual health for each limb/chest/head, with that limb becoming useless if damaged too much in a fight, if severely damaged it will become permanently useless. Another feature is having a total amount of blood, that when lowered will knock you unconscious, and when it gets to a certain point you will die.
-Kicking in combat.
-The ability to fix a rusted weapon, by your own skills or a blacksmith.
Everything else I can think of has been posted by someone else.
This is probably the most promising game I have ever seen, keep up the good work!
On a different note I'm wondering how to become an insider, and possibly be able to try out the alpha/beta version of Sui Generis. I'm kind of desperate...THIS GAME LOOKS SO AWESOME!!! -composes himself- Sorry, lost control for a moment there.
 

Parco

Moderator
@Baka-sama -the quit and continue later save function is going to stay as it is, but it is possible that a permadeath mode might be added, there is already zones/checkpoints in the game which are toggle-able in the settings menu, the checkpoints are located on the end of each levels.
-you can already sprint, run with right mouse button while pressing left shift.
-that is an interesting idea, but sounds like alot of work, maybe it might be considered when they are implementing dismemberment.
-kicking is planned/considered
-if they add the possibility to fix rusted/broken weapons then i doubt we will be able to do it ourselves since crafting most likely wont be in the game, so i would guess you would have to visit a blacksmith.
-to become an insider you have to be invited by the devs, also i think it might take a good while until they release a alpha version of sui generis to us testers, no ETA yet.
 

Baka-sama

Member
@Baka-sama -the quit and continue later save function is going to stay as it is, but it is possible that a permadeath mode might be added, there is already zones/checkpoints in the game which are toggle-able in the settings menu, the checkpoints are located on the end of each levels.
-you can already sprint, run with right mouse button while pressing left shift.
-that is an interesting idea, but sounds like alot of work, maybe it might be considered when they are implementing dismemberment.
-kicking is planned/considered
-if they add the possibility to fix rusted/broken weapons then i doubt we will be able to do it ourselves since crafting most likely wont be in the game, so i would guess you would have to visit a blacksmith.
-to become an insider you have to be invited by the devs, also i think it might take a good while until they release a alpha version of sui generis to us testers, no ETA yet.
Thanks for the info, this is looking like it's going to be one of the greats, the ones that redefine the genre. Looking forward to any more news.
 

ZaratanCho

Insider
The problem of individual limb damage and they becoming useless is more of a gameplay one than anything else.
And you are not meant to die when your stamina is drained to 0, only when you have taken all red damage.
 

Baka-sama

Member
I thought I would come back and mention a couple things I forgot, and explain some of the things I said.
-Buyable and findable maps, I realize that would probably be pretty tough to implement in a randomly generated world, but I don't feel like this game should have a magical map that shows you everything, I think you should have to find/buy a basic map of the world, maybe more advanced maps that show specific areas in more detail.
-Multiple save games, I'm one of those people who likes to create TONS of characters to try out all the different ways to do things, like making a heroic archer who likes to help people, a selfish swordsman who is in it for money, or a giant guy with an axe whose only wish is the destruction of the world.
-More on saves, what I meant by having areas dedicated to saving, as opposed to checkpoints, was to accomplish multiple save games. I'm fine with permadeath, so I don't want that taken out, but I do believe there should be an option to choose whether it would be permanent or if you could just reload. It would also help for players who accidently did something stupid (like kill a random npc) and want to reload. There should be the option to choose to be able to reload, akin to a difficulty setting.
-Multiple playable races, for example elves, who might have a bonus to their natural dexterity, and a giant race, who would have a bonus to their strength are the two main things I'm thinking of. (though they don't have to be elves, if you want to be unique you could create your own race, it's the dexterity bonus for a different play style I'm after)
-No limit to the total skills you can learn, I think that if you go around doing everything in the game, training your guy intensely he/she should be able to learn all skills and become a badass.
On a different note I'm wondering how to donate, as the option seems to be taken down.
 
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I thought I would come back and mention a couple things I forgot, and explain some of the things I said.
-Buyable and findable maps, I realize that would probably be pretty tough to implement in a randomly generated world, but I don't feel like this game should have a magical map that shows you everything, I think you should have to find/buy a basic map of the world, maybe more advanced maps that show specific areas in more detail.
-Multiple save games, I'm one of those people who likes to create TONS of characters to try out all the different ways to do things, like making a heroic archer who likes to help people, a selfish swordsman who is in it for money, or a giant guy with an axe whose only wish is the destruction of the world.
-More on saves, what I meant by having areas dedicated to saving, as opposed to checkpoints, was to accomplish multiple save games. I'm fine with permadeath, so I don't want that taken out, but I do believe there should be an option to choose whether it would be permanent or if you could just reload. It would also help for players who accidently did something stupid (like kill a random npc) and want to reload. There should be the option to choose to be able to reload, akin to a difficulty setting.
-Multiple playable races, for example elves, who might have a bonus to their natural dexterity, and a giant race, who would have a bonus to their strength are the two main things I'm thinking of. (though they don't have to be elves, if you want to be unique you could create your own race, it's the dexterity bonus for a different play style I'm after)
On a different note I'm wondering how to donate, as the option seems to be taken down.
1) The world isn't going to be randomly genrated. Game DESIGN, bro.

2) And yay for multiple saves for different characters. I'd like that too.

3) I don't think elves, dwarves or any of the super cliché fantasy races are in. Ghouls are in, and humans obviously.

4) Blatantly stealing Parco's helpful screenshot here: You can find this button on your profile page (where you download the game and their updates and whatnot)



Sales model thread: http://www.baremettle.com/forums/index.php?threads/sales-model.2328/
 

Baka-sama

Member
1) The world isn't going to be randomly genrated. Game DESIGN, bro.

2) And yay for multiple saves for different characters. I'd like that too.

3) I don't think elves, dwarves or any of the super cliché fantasy races are in. Ghouls are in, and humans obviously.

4) Blatantly stealing Parco's helpful screenshot here: You can find this button on your profile page (where you download the game and their updates and whatnot)



Sales model thread: http://www.baremettle.com/forums/index.php?threads/sales-model.2328/
I thought SG was going to have a randomly generated world, and I don't really want cliché races either, I was picturing a xenophobic tribal race that lives in the deep forests, that are naturally nimble to ambush trespassers. Oh and thanks for the response.
 
I thought SG was going to have a randomly generated world, and I don't really want cliché races either, I was picturing a xenophobic tribal race that lives in the deep forests, that are naturally nimble to ambush trespassers. Oh and thanks for the response.
Nah, the world will be huge and the wheel will turn without our involvement. That's like the whole idea, so many things should seem random just based on when and how things took place. So the 'story' will continue whether we know it or not.

When you say tribal race, I'm assuming you mean a primitive non-human race. Is that correct?
 

Murf

Moderator
2) And yay for multiple saves for different characters. I'd like that too.
Already going to be part of the game, once you finish the content after level 3, (or maybe when the new content is added.) the game saves your char at the end of lvl 3, you will be able to have many saves at that point, so, diff characters, with diff skills/weapons, even places to put your weapons, your own 5th floor walk up in Ardent.
 

Baka-sama

Member
Nah, the world will be huge and the wheel will turn without our involvement. That's like the whole idea, so many things should seem random just based on when and how things took place. So the 'story' will continue whether we know it or not.

When you say tribal race, I'm assuming you mean a primitive non-human race. Is that correct?
Yes, while sentient, they would not be nearly as advanced as the humans. Perhaps with green and brown skin to camouflage themselves in the forest.
 
We've only seen a few races so far: Humans (undead & skeletons included), Ghouls (only in media), Sir (could be a single, unique entity), Trolls/Orcs* (guessing here, we saw a large mob in the KS vid but I don't remember the name dropped)

Edit: Not trolls/orcs, Ogres. Thanks @ZaratanCho ;)
 
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Baka-sama

Member
We've only seen a few races so far: Humans (undead & skeletons included), Ghouls (only in media), Sir (could be a single, unique entity), Trolls/Orcs* (guessing here, we saw a large mob in the KS vid but I don't remember the name dropped)
I would love to see a race in the deep forests that would hunt you down, stalking you though the underbrush, creating some genuine fear of the forests.
 
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