J.G. Elmslie
Insider
Or maybe I'd like to use my experience, as a former professional developer who's worked on AAA titles, small dev teams, and tiny startups alike. Plus my experience as a professional historian and craftman, who's spent a decade of my life studying medieval martial arts techniques for real, And I'd like to take those skills, and contribute to a game I firmly believe is a diamond in the rough, and help improve the quality of the product in such ways that SG could become a hit, which actually breaks even, with excellent visuals and unique kinematic motion, fantastic combat mechanics, and tough but rewarding gameplay.Well, you do believe the game's combat engine, the main selling point of Exanima, is a train wreck. You don't have to leave unless you really want to torture yourself with the game's obviously crappy combat system.
I beleive that the combat system is a trainwreck, because I've spilt blood and shed bucketloads of sweat learning how the real stuff works, and there are subtle elements which do not gel - the most obvious being that there's a disconnect between movement of the foot, and movement of the hip, which produces torque - in the words of one of the English fencing masters, "time of the hand" and "time of the foot". there's a disconnect between those two times currently.
And I firmly believe that with work, that can be rectified, and create a combat system which feels visceral, physical, incredibly connected and controlled, and which would be far better than it is currently, for ALL players.
That's why I'm backing this product. Because I want to see it succeed.