We have recently moved into our new office and home in Siena. Finding somewhere suitable and affordable proved difficult but here we are at last. It's a huge relief to finally be set up. Here's a picture of our studio:
Before the Kickstarter we'd done a lot of concept work, prototyping and technology, now we're making an actual game and so we're laying the foundations to develop the Sui Generis world in full. This includes designing and developing the dynamic story systems, AI and behaviour systems and just how to define and design every object that will appear in SG in a meaningful way. Our aim is to create a highly interactive and dynamic game world that will make SG much more than a linear hack and slash.
Nothing is more important than populating the world with diverse characters. The physique and inventory system we talked about in previous updates will accomplish this and implement many of the game's most important features.
We had to revise our initial design as it proved impractical, the assets we had also proved unsuitable. We now have a functional system, much higher quality models and have made various improvements to how they work in game.
The revised system uses a square physique graph where the two axes represent muscularity and fat. We had to use significantly more morph targets than we planned but we now have the full range of physiques for both male female characters with excellent results. Here are some examples of different physiques outputted by the completed system:
We can also control height, age and skin tone. We devised a skin tone palette that doesn't limit you to just a few presets:
The morphing system also works on clothes you are wearing:
Another important feature we've developed is hair. High quality and efficient hair can be quite challenging, we weren't happy with the look of our early hair models. We also want our hair to be animated and subject to physics. Thanks also to some new tools we developed we're getting some very nice results, here are some examples:
Here you can see the hair in motion during combat:
Sui Generis is set on an island so this means sea and beaches that have to work with all our procedural methods and dynamic weather. Beaches are automatically generated near sea water and our water has a number of new and improved rendering and animation features:
We've also been gradually improving our procedural animation systems, we've made significant improvements to the foot work and made characters track their opponents and other things with their head.
Those of you with access to development videos will be able to see all this in action very soon. There is also some more in depth information on some of these topics in our insider forum.
The Bare Mettle team
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