News Liste Exanima
A big part of this is also making dialogue more dynamic and situationally appropriate. Where game dialogue is typically something that happens separately from the rest of the game, in Exanima dialogue can be conducted while doing anything else and while everything continues to happen normally. It's entirely possible to attack someone at any point during a friendly conversation for example, or for it to be interrupted, or simply be or become inappropriate in an emerging situation or emotional state. This creates a lot of very difficult problems with many cases that are not easy to predict or account for. As well as building contextual awareness into the dialogue system and dynamic reactions, there is the problem of dialogue being interrupted and resumed naturally, possibly taking a new direction based on what happened.[/p][p][/p][p]We've added various new dialogue and re-written most of the existing dialogue. Besides just improving some of the hastily written old stuff, we've tried to make dialogue feel like a natural back and forth between characters, in keeping with its real time aspect. This however means that dialogue branches often and quickly explodes into a large volume even for short conversations. This is made much more complex still by the previously mentioned contextual changes, dynamic elements and resuming interrupted conversations. Our systems and tools were designed for this, but it's our first time navigating these complex cases and we're still figuring out the best ways to author and handle all this as we go. [/p][p][/p][p]We've also been making unique events and interactions more generalised and versatile, so that they can work with many roles. This means characters might respond differently to these based on their roles or that characters can easily be substituted for others. One example of how this would be used is for Derrin (and other characters) to appear on playthroughs other than Unknown's, providing an opportunity for different lore exposition and a more meaningful alternate playthrough. On that note, we're also finally working on introducing the proctor uniform and armour set. This is an elaborate and very unique set with eleven pieces that can be combined in different ways.[/p][p]
After a first round of improvements to pathfinding went through testing, we worked on it a fair bit more. We solved some remaining issues and made characters better at navigating complex paths, far less prone to getting stuck and they now try to find a safe and comfortable position to stop in. There's still some pathfinding related improvements and tweaks we'd like to make such as characters moving better in groups, moving out of each other's way and dodging moving objects, but for now the focus was mainly on making companions better at avoiding dangers and sticking with the player. While role testing and general polishing continues, we're still finalising new content, but also working on a few things besides. We're not sure exactly what other features we will include in the main update just yet, but as we've overcome these big development hurdles we're shifting focus to completing and adding new features and smaller content additions. Some of these will come in small updates following the big one.
Best,
Bare Mettle[/p]
Release:29.04.2015
Genre:
Action-Rollenspiel
Entwickler:
Bare Mettle Entertainment
Vertrieb:
Bare Mettle Entertainment
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop