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Offline Asid

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Re: Exanima
« Reply #15 on: June 27, 2018, 01:43:20 AM »
New Closed Beta Version 0.6.8

Today a new closed beta test version was released that includes the upcoming post portal level. Once this version is finished being tested the update will go live for the public build.


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Offline Asid

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Re: Exanima
« Reply #16 on: April 04, 2020, 12:48:03 AM »
Exanima 0.8 Released
Wed, 1 April 2020



EXANIMA 0.8

Exanima 0.8 is out, and it's our biggest update yet. The thaumaturgy system is here, the largest content addition to date, new creatures, new features and many improvements.

Thaumaturgy is the last major system we needed to make Exanima's planned content work and make it feel like a complete game. It's Mind now, Force is next. Mind is by far the most challenging form, and with the gameplay systems, mechanics, UI, controls etc. done adding force will be a blast! :#

We do still have some big items on our roadmap, like multiplayer and to a lesser extent ranged combat, but none of that is needed to finally start making Exanima feel like a complete game with purpose and structure, to take advantage of the foundations we've been building and improving.



MIND THAUMATURGY

Thaumaturgy is here, and we're starting with Mind. This adds a whole new dynamic to the game, new tactics, strategies and builds. Mind is all about influencing and controlling the actions of others, necromancy and more.

Our concept for thaumaturgy is not just a collection of abilities that do very specific things, but a way of interacting with the world. It encourages creative problem solving, situational use and synergies. You should also pay close attention to the world and its characters, not just what your own abilities do in isolation.

With thaumaturgy also come the Insight and Concentration skills, with 16 techniques in total.

We did run into some last minute issues, so note that one of the core powers and some mods and minor mechanics aren't currently working. We decided to patch those in over the next few days rather than keep you waiting.



ANIMATION IMPROVEMENTS

We're not quite done with improving things. Our physics driven character motion has come a long way, it works well and in the hands of a very experienced player it can look very good. It will realistically always feel tricky and look a bit silly for a new player, because you have such direct control over how your character moves.

At this point we only have a few specific things we want to improve. In this update we're introducing a sort of better "AI" control over how tense each virtual muscle should be at any time. This creates generally smoother motion, removes a lot of jittery moments and improves physics interactions with characters. Importantly, it also offers a bit more control over motion using physics. As we've tightened up the animations over time, they lost a bit of their physics feel, and this brings some of that back.

We've also improved how characters negotiate uneven ground, stairs etc. Characters are better at remaining balanced under harsh conditions in general, resulting in less tripping and generally more responsive control when in difficulty.

NEW FIRE EFFECT SYSTEM

With new features we're adding to the game we needed a better way to simulate fire that is more versatile, better performing and looks better under different conditions. Currently only some newer assets use this system, but we'll gradually replace most of our fire with it. There's a lot of cool things we'll be able to do with this new fire in future.

NEW CREATURES AND FEATURES

We've taken another step in simulating more than the basic human form and now we're able to add extra body parts, or take them away. No, this doesn't mean we've added dismemberment and quadrupeds (yet), but it is an important step for our character assembly an motion systems. We are going to be doing a bit more with this in the near future.



ENCUMBRANCE REVISITED

This has been on the way for a while. We've been changing encumbrance values on armour to be more realistic and balanced. The largest changes concern full plate armour, but also which areas are encumbered. You should no longer want to wear chain under full plate, and alternatives to the heaviest armours aren't simply worse in every way.

The aim is also to make the upgrade path to the best armour a bit more considered than just always replacing whatever you have with something better. You'll have to consider your armour as a whole a bit more. We've also introduced a set mechanic, whereby pieces of armour that were designed to fit together will encumber you a bit less when combined.


Major changes in Exanima 0.8:

•   Mind Thaumaturgy, with many core powers and various mods
•   2 new skills, Insight and Concentration (16 new techniques)
•   Two new large interconnected areas to explore
•   New encounters
•   Support for new body structures and character types
•   Improved character physics and animation fluidity
•   Improved character balance and negotiation of uneven ground
•   Improved undead animations
•   New fire effects
•   Rebalanced skill progression
•   Many AI social and behavioural improvements
•   Combat AI improvements
•   New AI visibility and detection mechanics
•   New ground rendering features
•   Armour encumbrance value rebalance
•   Armour set bonuses reduce encumbrance of pieces designed to fit
•   Improved clipping with armour for weapons resting on shoulders
•   Item description texts have full formatting
•   Undead no longer take wound damage
•   Improved loading times and initial performance
•   You can now follow characters by clicking on them when spectating in arena
•   Performance improvements
•   Many bug fixes and small improvements

Best,
Bare Mettle

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Offline Asid

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Re: Exanima
« Reply #17 on: May 18, 2020, 01:21:04 PM »
Procedural weapon conditions
Mon 18 May 2020

The same procedurally generated sword in 5 condition levels.



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Re: Exanima
« Reply #18 on: July 21, 2020, 12:20:46 PM »
20 July 2020 Update

Updated Chain Armour
New procedural steel material for items, this time in the lowest condition level.





Procedural Steel Damaged

New procedural steel material for items, this time in the lowest condition level.





New Procedural Steel

This is what a top quality and condition armour looks like with the renderer and procedural material update. Same in game asset as before, same amount of textures at the same resolution, no tricks. The improvements largely come from our new tools and being able to program everything with interactive results for every step.



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Re: Exanima
« Reply #19 on: August 04, 2020, 12:02:39 AM »
Vegetation Rendering
03 Aug 2020

We just put features for vegetation in the new renderer. We're working on lots of vegetation assets, and we've established some good methods for dense vegetation with good performance. It will look even better in a scene using our new GI.



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Offline Asid

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Re: Exanima
« Reply #20 on: September 14, 2020, 11:48:20 PM »
A Few Swords

Some procedurally generated swords. Still a few tweaks to make and always things to add, but we're got the basics covered.



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Re: Exanima
« Reply #21 on: October 19, 2020, 02:46:18 PM »
Body Decomposition Revisited
19 Oct 2020

Some example decomposition levels from the procedural character systems updated for the renderer, and improved morph targets. Bodies and undead look more detailed and realistic, and this is the base from which we can add more serious damage showing subdermal layers, bones and organs.



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Re: Exanima
« Reply #22 on: October 27, 2020, 02:59:09 AM »
New Hair Shading
26 Oct 2020

New renderer needs new hair shading. We had to use a lot of fancy methods to get some dynamic lighting that doesn't just look wrong on hair.



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Re: Exanima
« Reply #23 on: November 09, 2020, 11:31:21 PM »
New Procedural Leather
09 Nov 2020


Still updating and improving some of our procedural materials. this is the latest leather. These materials are applied to all our items automatically, and now also used in other content development, so it pays off to do them well. As seen in the screenshot, the same material can have various levels of quality, wear and different colours. There's also dirt which is not shown here.



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Re: Exanima
« Reply #24 on: November 09, 2020, 11:32:39 PM »
New Belts
09 Nov 2020


It was time to update our belts and add some new ones.



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Re: Exanima
« Reply #25 on: January 12, 2021, 01:41:47 AM »
Update news
10 Jan 2021

Randomised Theme 1

An output from the new item system with a randomised theme.





Randomised Theme 2

More examples of randomised themes.




Condition

The same randomised item in different conditions.


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Re: Exanima
« Reply #26 on: February 02, 2021, 04:01:44 AM »
Renderer Comparison 1

A screenshot comparing the old renderer to the new taken by one of our testers, Sorbo.





Renderer Comparison 2

A screenshot comparing the old renderer to the new taken by one of our testers, Sorbo.





Renderer Comparison 3

A screenshot comparing the old renderer to the new taken by one of our testers, Sorbo.



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Re: Exanima
« Reply #27 on: February 16, 2021, 02:49:54 AM »
More Remaster
15 Feb 2021

The first post-portal level has had all its texture and material assets completely remastered for the new renderer.





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Re: Exanima
« Reply #28 on: April 19, 2021, 11:27:41 PM »
New renderer outdoor lighting
19 April 2021

Finally the outdoor lighting, day/night cycle and everything is fully working with the new renderer and GI. Important stuff!



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Re: Exanima
« Reply #29 on: October 11, 2021, 11:57:30 PM »
The bottling
11 Oct 2021


A liquid in glass effect that we implemented for dyes, but also alchemy and other future features. It can do translucent or opaque liquids at various levels and interacts nicely with the physics.

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