New Public Video

Yeah, it could mean that, for a Flanged Mace, this is heavy, or as you say, for a One handed weapon, it's heavy, or it's just heavy.

And, it could be based off what the character has experienced. I.e. the first weapon you examine is in the middle of the scale, and then the next weapon is on end while the first is repositioned to the other. And so on, so it would be relative to everything else.

Who knows, maybe @Madoc or @Kieran.
 

Sandalwood

Insider
i just watched the video again (for the 10th time or so ^^) and i have to say the music is absolutely stellar! i esepecially enjoyed the second track (starting at ~2:20) the flute/trumpet-ish parts - what kind of instrument is that? well, doesn't matter i love it it has a very nostalgic feel, kinda remidns me of odler games. please do more of that kind. the third track is also absolutely amazing!
 

MrIdontKnow

Insider
MADOC YOU SEXY BEAST!

I'm liking this, checking these forums every few days and I couldn't watch this video on my iPad when I first heard about it, hmmm. Anyway can I just say to all the devs well done! It seems just yesterday we was throwing money in a bowl for Madocs Smiling Lessons. :D

Really can't wait to get into this brilliant game and how to see a few of my regulars on it!
 

Psychomorph

Insider
Yea, I've been laughing some at that comment, don't get the Diablo reference. I guess SG have a isometric view and so does Diablo = practically the same game. The comment also got 13 likes. Kotaku also described SG like this "Sui Generis looks a lot like Dark Souls mixed with Diablo..." I just don't get the reference at all.
The only reason for the comparisons is the pure visual aspect. In the time where RPG's adopted a cartoon look, it is nice to see a RPG that goes back to a more realistic and gritty look. I'm not much of a Diablo fan, but I loved the original because it had this realistic and immersive look and SG reminded me very much of that. Dark Souls has also a very realistic look to it, which is atypical for the Japanese RPG, which why DS is quite unique, as much as SG is unique in it's own way.

I tried Dark Souls, but failed to beat the first boss, the controls, and quit. I am looking forward to Dark Souls 2, where the controls are hopefully not your worst adversary.
 

Tom

Insider
The only reason for the comparisons is the pure visual aspect. In the time where RPG's adopted a cartoon look, it is nice to see a RPG that goes back to a more realistic and gritty look.
It's also because Dark Souls has a skill-based combat, and yeah, so does Sui Generis.

I tried Dark Souls, but failed to beat the first boss, the controls, and quit. I am looking forward to Dark Souls 2, where the controls are hopefully not your worst adversary.
If it's because of the PC port, there are very good and popular mods that let you use a controller just like in the console version. The controls will be the same controller scheme in DS 2.
 

Down8

Insider
It's also because Dark Souls has a skill-based combat, and yeah, so does Sui Generis.



If it's because of the PC port, there are very good and popular mods that let you use a controller just like in the console version. The controls will be the same controller scheme in DS 2.
The mouse and keyboard controls are really bad in Dark souls, but with a gamepad the controls are really tight, as in the console version, and you don't need mods to use the controller. The game wasn't designed to be played with mouse and keyboard.

With gamepad is one of the most responsive action melee games I've ever played, only bested by Ninja Gaiden Black and Ninja gaiden 2.

On topic, great and fast work on the running animation. I hope all the amount of discussion about this topic doesn't distract the devs of other more important aspects of the game. Sometimes i think external influence is bad for game's development
 

Kale

Insider
Here are just things I saw... most because it bothered me...

The running/walking animation,... It needs a lot of polishing! The floatiness makes me think of 9 Nine Dragons' (an MMO) lightfoot technique, though obviously not quite that exaggerated. Though I'm sure that it is far from what a release candidate would look like.

The combat is still floaty, but it's animation, so same as above.

Judging from the fact that you turned the character around... I'm guessing nudity is in?

Awesome with the sneaking in part, though I think it would be better to show what would happen if you just went in without disguise first, to emphasize that you are sneaking in.

The magic, cool. Only thing I thought was weird about it is the whole teleporting in space thing. But since the latter part of the video showed teleporting properly as well as teleporting other people, it definitely helped a lot on figuring out what you were doing. At first I thought you were going invisible.

And finally, definitely liking what I see with the inventory. A bit small for it, but equiping is just full of UO awesomeness.



- Oh, and I forgot. The music is awesome.
 
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Yeah, it could mean that, for a Flanged Mace, this is heavy, or as you say, for a One handed weapon, it's heavy, or it's just heavy.

And, it could be based off what the character has experienced. I.e. the first weapon you examine is in the middle of the scale, and then the next weapon is on end while the first is repositioned to the other. And so on, so it would be relative to everything else.

Who knows, maybe @Madoc or @Kieran.
This issue has been irking me as well. It doesn't really make sense for there to be a "maximum weight" of weapon. This sort of stat should not be relative. I also think that BM should not be afraid of putting numbers in their interface if they are the best way to convey information.
 

Madoc

Project Lead
The weight "slider" does not represent the weapon's mass but rather its weight category and affinity to light and heavy weapon skills. I think this was mostly explained somewhere before, basically if you specialise in light weapons you'd be able to wield anything on the first half of the scale with no trouble but as the dot moves further past the middle the less your skill applies, and viceversa. This seems more natural and realistic than just having weapons rigidly fall into a light or heavy category and gives you a bit more freedom.

The balance stat is what typically describes the difference between top heavy and balanced weapons. Heavy weapons will tend to have a lower balance and higher impact, making them slower but more damaging.

We don't see any reason to include the weapon's actual mass in the descritpion.
 

Tom

Insider
The weight "slider" does not represent the weapon's mass but rather its weight category and affinity to light and heavy weapon skills.

This I like. Instead of seeing some boring numbers in the weapon regarding skill, it's more of a progressive thing, depending on the user's weapon skill.

The more we get closer to the alpha the more wonderful things become.
 

Scarecrow

Insider
Speaking of alpha; When do you guys think we'll get it? Mid December? Or January perhaps? I would freaking love getting my hands on it already
 
Thanks for clearing that up. I also don't see a need to display a specific mass. But I'd intrigued to know if those ratings are just based of the weapon's base stats or if the balance value will change as you, for example, improve Light Weapons.
 

MrIdontKnow

Insider
If you look closely, you'll see that the character runs more like a doll on string rather than 'reacting' with the environment.

This is how the characters are able to swing and fall like they do. No I'm not calming to know how it works, but that's what it looks like.
 

Lathspell

Member
ok, so I must say congratulations to Baremettle team, for all that hard work and the great results you're getting with it...

now...10:02 and all that teleport stuff seems like overpowered, I like it xD
and...10:50 WHY DID YOU TURN HER AWAY!! XDD

thanks for that video and for your work
 

tiny lampe

Insider
One thing I noticed after watching the video again:

in the fight against the opponent with a 2H axe, our character lowers her shield as she attacks with her sword. This leaves her completely open to afterhits, as it can be seen in 4:16.

Question: if you are using a shield + 1H weapon, will there by a way to attack without lowering your shield in the process? Maybe through a milestone so that you neeed a certain level of character skill before this style can be unlocked?
 
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