What's taking so long?

Tony

Insider
This is a relevant thread created by Madoc on the Steam forums so I figured I'd post it here as well:


"We've been focusing on work and as usual we've neglected to keep you properly updated. I'm going to make an effort now to give you a brief overview of what we've been working on.


As you well know we've been adding content at a slow pace, with only 5 of the total 14 levels/maps released so far. This is not however because just creating more environments is time consuming or difficult, but because we need to progress the game's core features to properly support further content and the story.

When we came to Steam with Exanima we rapidly fell into a cycle of constant refinement in response to feedback. We spent an enormous amount of time reiterating exisiting features and trying to improve what was already there, rather than moving forward with the features that were still missing. This is a cycle we've been determined to break, but it has already left us with a huge amount of work that has yet to be tackled. We also find ourselves wanting to develop a solid and aready sophisticated foundation for new features, immediately building things to higher quality standards, in order to avoid wanting to revisit previous work yet again.

We've taken all the feedback we've received and endeavoured to build new content to new standards. We're trying to break free of the sometimes monotonous environments, to involve the player more directly in the story and do many other things besides. The game has grown greatly in size and scope since the initial Early Access release, involving some very substantial additions and refinements.


The upcoming update features the first part of a large non-linear environment that will make up the rest of the game's content. We're using new environment building features and we're adding a lot more intricate and unique detail. We have improved both visual quality and variety in our level design.

In order to do this we had to make substantial additions to our level building tools, and we've also created some new advanced tools for general asset creation. These tools allow us to make higher quality visuals while hugely boosting our productivity and avoiding many pitfalls that have caused us to waste a lot of time in the past.

With these important additions to what we're able to do, we've also been revisiting the early game content, taking advantage of new environment building features, introducing new unique elements and remastering key assets.


Perhaps the most important addition coming to the game is dialogue and NPC companions. You may now have someone by your side to share in your misery, and perhaps even carry that damned torch. This will introduce important new gameplay dynamics and provide an avenue to better expose the story and your own involvement in it.

While perhaps most of this could have been done with simpler methods, we've tried to build an important foundation for NPC behaviour and dialogue that has many applications within the game, and many more to explore and build upon. This has been the biggest obstacle towards a release as we are attempting something quite ambitious and there was much work to be done spanning AI, dialogue and authoring tools, even a native OO scripting language. In the long term, it is one of our most important goals to create NPCs that have believable dynamic behaviours with meaningfully diverse player interaction.

With this complete overhaul of the AI we're also trying to tackle many other issues and add depth and variety to even the most basic interactions with the denizens of Exanima.


While we're not quite ready to include it just yet, we have also been working on Thaumaturgy. We will be adding up to a final total of 6 forms of thaumaturgy, with many powers and related skills. Mind is the first, as it is central to the plot. It also ties in with a lot of the work we have been doing with AI.


There will of course be many new items and various refinements to the game in general. We are not comfortable with giving you a release date for the update just yet, but we are at the end of a gigantic endeavour and doing our best to piece it all together and wrap it up."
 
Great News!

Being so busy, I really appreciate the time that Madoc and other developers use to convey news to the community. It means a lot to us.

Seems like we are waiting for a major overhaul :D.
I wonder if the AI will fight differently after this update?
 

Homiccus

Member
If Valve has "valve time" then what does Baremettle have?
I'd say all they have is Sheer Resolve.

The upcoming update features the first part of a large non-linear environment that will make up the rest of the game's content.
This single phrase gives me the creeps. I am almost certain at this point that the rest of the game will be made up of procedurally-generated-yet-handcrafted areas.
 

Tony

Insider
This single phrase gives me the creeps. I am almost certain at this point that the rest of the game will be made up of procedurally-generated-yet-handcrafted areas.
No, the remaining areas will not be procedurally generated but it's basically one large area that connects in various ways. For example, from "level" 5 you could go to level 4, 6, 7, 8, 13, etc. which means that where a player goes and what they do will be non-linear. There will be dynamic "events" which play out differently based upon where you go, what you do, what NPCs do, etc.
 

Snoopbear

Member
I Do agree on the whole Impatience thing though... They at least be a little less vague. Like saying Don't expect it the next 4 months.
 

Sgt. Floris

Member
There won't be such in Exanima (as I mentioned above).
>The upcoming update features the first part of a large non-linear environment that will make up the rest of the game's content.

I'm not stupid, I know what this means. You can play dev defender all you want but the game is already very niche and with implementing a system like this it will completely and utterly flop. Even more so than it has already been doing due to the development process moving along at an even slower rate than a snail's pace.
 

Tony

Insider
>The upcoming update features the first part of a large non-linear environment that will make up the rest of the game's content.

I'm not stupid, I know what this means. You can play dev defender all you want but the game is already very niche and with implementing a system like this it will completely and utterly flop. Even more so than it has already been doing due to the development process moving along at an even slower rate than a snail's pace.
*Sigh* It means exactly what I said it does in the above post. I'll give you the benefit of the doubt that you're not stupid; if so please take a moment to read and comprehend what I wrote above.
 

Sgt. Floris

Member
*Sigh* It means exactly what I said it does in the above post. I'll give you the benefit of the doubt that you're not stupid; if so please take a moment to read and comprehend what I wrote above.
Words don't matter now since the devs don't even use their own forum anymore. It's only a matter of time before this whole idea that is Exanima and Sui Generis is abandoned, either by the community, the devs or both.
 

Tony

Insider
Words don't matter now since the devs don't even use their own forum anymore. It's only a matter of time before this whole idea that is Exanima and Sui Generis is abandoned, either by the community, the devs or both.
Yeah, they've worked five years non-stop because they plan on abandoning it soon when it is nearly completed...? Sorry, I still don't follow your logic.
 
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