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Sui Generis is an original open world RPG for the PC featuring dynamic story and physics based gameplay.
Sui Generis is an original open world RPG for the PC featuring dynamic story and physics based gameplay.
Sui Generis is an original open world RPG for the PC featuring dynamic story and physics based gameplay.
6,931 backers pledged £160,055 to help bring this project to life.

Combat Explained, Mostly

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So, another much awaited update. We're sorry about the delay, we were well under way and then we had some hardware and other problems.

A lot of people have been asking questions about how the combat controls work, whether we can handle multiple characters and expressing concerns about the quality of the animations. Hopefully this update will give you some answers.

For this video we also put together a whole new environment type, a wasteland. It still needs a lot of work but we wanted to demonstrate how quickly we can produce different environments using our systems.

Click here for full size Image

Click here for full size Image

Madoc has coded some new AI and behaviours so we now have combat with multiple participants and a character fighting alongside the player. We've finally killed that ogre for you too!

We've explained the controls in the video. As you will see, player skill is paramount but the controls are very simple. We can't convey it with a video but it really is a lot of fun and hugely addictive. The very dynamic feel of the controls and the unpredictable nature of the physics and characters makes for some extremely engaging gameplay. You'll be giggling like an excited 5 year old every time you play. We've played it a lot and we still do!

 

ABOUT CHARACTER ANIMATIONS

The inputs for our animations are hand crafted. The animations currently in the game were made by Madoc while he designed the system and tools behind them. Madoc is not an animator, nor a swordsman and he had plenty to do besides making animations! Hiring a professional animator is at the top of our list of priorities and we are already taking some under consideration. The dynamic behaviours and procedural elements of animations are also something we hope to improve significantly so that the characters appear more reactive and sure footed.

In the first part of the video Kieran demonstrates how the controls work. Most of the weapons in our videos are supposed to be heavy, in the first part of this video we decreased the mass of the weapons, sped up the animations and removed some of the worst wobble from them. The animations are still amateurish but hopefully you can see that the worst problems come from the quality of the animations.

 

Fawzi Menkhour and Falaiel like this update.

Comments

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    1. Missing avatar

      Yann Vernier on November 28, 2012

      These controls sound like they could greatly benefit from a modern gamepad, with their multiple analog axis. Things like the analog triggers for camera, one stick for facing and the other for walking. Direct weapon controls - perhaps a bit along the lines of Die by the Sword - would be a cool mode also.

    2. Joshua P. on November 27, 2012

      It might be worth getting in contact with the CLANG guys. They're a Medieval combat club making their own sword fighting game, and could probably give a lot of advice, if they're feeling generous.

      www.kickstarter.com/projects/260688528/clang

    3. Missing avatar

      James Pico on November 25, 2012

      Yeah, the ability to roll away(or other dextrous moves) would be huge, and entertaining. You should add it as part of a skill tree or something.

    4. Missing avatar

      Aaron Lee on November 16, 2012

      Somewhat double posting but writing here seems more... official. This is looking amazing, but I can't help but feel that the simple two click control is somewhat a missed opportunity, considering damage is determined by whether something (in this case, the opponent's weapon) has made contact with your character's body, adding additional body movement, such as the ability to duck, lean, or even roll out of the way while grounded when a big orge goes for a stomp could add a new layer of challenge, where timing is everything, also manual directional blocking / attacking could be a great implementation for this system (a more fluid version of what mount&blade has to offer). Anyway, just thought I'd express my initial reaction, great work, keep it up.

    5. Missing avatar

      Ziegenpeter OotG on November 16, 2012

      ahhh the video reappeared, great :)

    6. Missing avatar

      Alter Ego on November 16, 2012

      Great progress! I have a question about the brightness of the images: they all seem very very dark to me (I noticed this also in the original videos, but not as much as in this images now).

      To describe what I mean with very dark: I almost can't make out anything in this images ...

    7. Missing avatar

      Ziegenpeter OotG on November 16, 2012

      I just twittered to Richard Gariott (Lord British/ Ultima creator), dont know if he would even read my tweet, but hope never dies :D

    8. Missing avatar

      Philomorph on November 15, 2012

      Do you guys have plans for some media blitzing to hopefully get the tail-end increase in funding you're going to need? At this rate things aren't looking good :( I'm really pulling for this game!

    9. Peter Richard Brooks
      Superbacker
      on November 15, 2012

      The video from the link looks great. Will you be doing left handed as well as right handed characters?

    10. Bare Mettle Entertainment Creator on November 15, 2012

      The video was there... We're contacting the Kickstarter staff now, hopefully they will restore it. We can't modify updates in any way once they are posted. In the meantime please use this link:

      http://youtu.be/WqaRqih7Cuw…

    11. Missing avatar

      Ziegenpeter OotG on November 15, 2012

      video is missing in the update

    12. Samuel on November 15, 2012

      Hmm the video seem to have been removed.
      Here is the link to youtube:
      http://youtu.be/WqaRqih7Cuw

    13. Missing avatar

      Wayne Naylor on November 15, 2012

      Is this post in relation to the pre-alpha video, or is there a link/video new to this post I should be viewing and being blind

    14. Bare Mettle Entertainment Creator on November 15, 2012

      There will be blood and probably also dismemberment as well as your weapon getting stuck in things and opponents. Yeah, we could probably make deaths a bit more spectacular in other ways too. This is all very... pre-alpha.

      Friendly fire is just naturally part of the system, if you get hit by something it can hurt, doesn't even have to be a weapon. There's some "friendly fire" in this video actually.

    15. Alexander House on November 15, 2012

      It'd be nice to see some sort of progressive animation in terms of skill level? Like if you start off swinging your weapons about wildly (as in the videos so far), until you start developing your skills and eventually your swings and slices seem 'trained' and with purpose (much like a kid picking up a stick and waving it around compared to a master swordsman).

      Another thing I'd love to see would be the option for Friendly Fire! I.E. if I'm playing with a friend & we happen to get too close while fighting enemies, we could end up taking chunks out of each other by mistake. Would add a bit more in terms of cooperation & tactics.

      Love it so far though, have just upped my pledge :-)

    16. Simon Keating on November 15, 2012

      Looks brilliant. A much better feeling for the combat in this vid. Are we going to see gore in the particle system?

    17. Sector94 on November 15, 2012

      I know I know, the animations are not final, the game is still in early development... but might I suggest finishing moves ? Before everyone jumps at my throat, I'm not saying to make combats god of war-ish with QTE and everything, but when I saw the ogre fall dead holding his balls it felt very... not epic. No need for over the top finishing moves, but something like plunging a sword in the ogre's belly or slicing it open with an axe would be pretty cool I think (yeah, I'm sick).

    18. Samuel on November 15, 2012

      Awesome, the animations in this video are already improved. I'm really glad to hear that they can be further improved by hiring an animator, something that's simple.

    19. Missing avatar

      Skylar on November 15, 2012

      Upping my pledge... Good luck guys!

    20. Missing avatar

      Thomas Biggin on November 15, 2012

      You should include £30 pledge, but I'm still going to be going higher, such an awesome game. You've released another update which explains and make combat look even better! Sick guys!

    21. Samuel on November 15, 2012

      I really hope this game gets funded. The minimum bid of 10$ could have a limit. Most game projects on kickstarter have a minimum bid of 20$... Great art btw!

    22. Missing avatar

      Ven on November 15, 2012

      It looks really exciting. I hope you'll reach the Kickstarter goal. Please, post more quality videos as they're important for getting the needed attention.