Kickstarter: Sui Generis by Bare Mettle Entertainment!

Tom Martow

Distinguished Member
Sui Generis

KickStarter Link: Sui Generis -Bare Mettle Entertainment

Sales Pitch
[ame="http://m.youtube.com/watch?v=PvZchE30StQ"]HOW DO I ADD THIS VIDEO!!!!!!!![/ame]​

Sui Generis is set in a dark, hostile mediaeval world pervaded by intrigue and treachery. A completely original work evolved over many years, the Sui Generis universe is the product of many rare moments of inspiration. It encompasses a vast and rich history spanning aeons and galaxies, not as vague mythology but actual chains of events leading to the current situation. In Sui Generis you will get a sense that everything is connected and exists for a reason. You won't just be fed the history in a cutscene or book and you may never know the full story. We believe that piecing together elusive clues will be of huge entertainment value.

j8p0up.jpg
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Pre-Alpha Combat
[ame="http://m.youtube.com/watch?v=OPrOonmaG00"]PRE-ALPHA COMBAT, HOW DO I ADD THIS ALSO?[/ame]

Update 6: Combat Explained, Mostly (Really Good Video This)

[ame="http://m.youtube.com/watch?v=WqaRqih7Cuw"]Update 6[/ame]


Update 7: Hiring a Writer

So. We've been approached by numerous writers, some professional, some not, some of them very good, some not. We have given all those who applied fair consideration. After much thought and in depth, painstaking deliberation we've finally agreed on a writer for Sui Generis. While his background in writing is informal, he has extensive experience writing for games, dialogue in particular. He seriously impressed us with the samples he wrote, he also demonstrated a fantastic understanding of our project in general, especially what we hope to achieve with our dialogue system. In short, he's awesome. Go ahead and introduce yourself Tony.

Hello! I'm Tony Dye, an IT Project Manager from Texas and an experienced writer for online games. My gaming experience dates back into the dim mists of time, where I cut my teeth playing text adventures on the TI99-4/A. For seven years I was part of the Avlis persistent world for Neverwinter Nights, first as a player, then as a gamemaster and finally Head DM. While on the staff I designed areas, wrote and edited wiki entries, item descriptions, character biographies, and hundreds of quests both static and dynamic, with dozens of them purely improvised. During that time I was responsible for all storyline review and creation as well as character development and plot continuity, and led an expansive overhaul of the game world involving a team of 20 gamemasters, level builders, and programmers.


We like this, thanks Tony. We firmly believe Tony will be a highly valuable addition to our team in many ways and we are proud to welcome him aboard. Below is a sample of what Tony wrote for us. It's a brief but great example of the style of dialogue that will typically feature in Sui Generis.


_________________________________________________________________


Jack leaned against the side of the building, trying to catch his breath. Behind him, beyond the palisade, shadows still prowled. Unable to scale the fortifications, they paced back and forth at the edge of the clearing in the vain hope he would emerge again. Eventually the high, nasal whine of their frustration slowly faded as the beasts retreated, and after a few more minutes Jack finally relaxed. He brushed the twigs from his hair, picked a few brambles from the hem of his cloak, and headed directly for the smithy.
“Good morning!”
“It may be...”, said the shopkeeper.
“Are you open, friend? I have need of a new blade.”
“We are as open as your purse, good sir.”
“Ahh. I've little wish to empty its contents on the counter...”
“Then we're closed. Good morning!”
“Wait! I could be persuaded to pry it open... for the right weapon”
“Then I shall do my best to find such a weapon! What exactly are you looking for?”
“Not this.” *he displays a pitted, mostly dull and slightly crooked longsword*
“Gods below, what have you been using this for?!”
“Its main purpose of late seems to be acting as excess weight. It also does an excellent job of antagonising enemies, and impeding my subsequent flight from them”
“I could hardly sell you a worse weapon, friend. I have several fine oaken broom handles that would be a clear improvement!”
“I would prefer something sharper than a broom handle...”
“A basket of bread would be sharper than this apprentice's accident.”
“Indeed. But again, let us confine ourselves to swords and the like.”
“Yes, yes. I have a fine journeyman blade, never used in combat. Its former owner was consumed by a bear a fortnight ago.”
“He was taken unawares by a bear?”
“I hardly think so. They make an awful noise, do they not?”
“But you said the blade was never used...”
“Quite so. The poor man left it at home for fear of chipping the finish before his master smith's examination”
“Not the best decision, in hindsight.”
“I should think he would agree... now let us talk price.”

Update 8: Keiran on Combat

Kieran made a post on our forums in response to some questions on combat. He did an excellent job of explaining the subtleties of the combat and our forum members insisted that we post it on our Kickstarter page, so here it is:


_________________________________________________________________

Hey guys, thanks for the positive feedback and support! That's almost starting to sound cheesy but I really do mean it.

As the combat is at the moment, we only have swinging weapons. Every attack is chosen out of a set at random, and while each have their perks, it's up to you to react and adjust your aim, or even cancel it (by simply letting go of the mouse button) in favour of parrying. It makes for very skilful gameplay whilst being hugely dynamic and simple to operate. Parrying is automatic, but you're at the mercy of physics, and learning to rotate your character so your parrying arm is better placed to deflect the incoming blow is key.

I spent a long time playing Mount and Blade, and not to blow my own trumpet but it was one of the games I was very good at, and I'm obviously talking about PvP against some very good players. While it is seriously fun, combat is not very dynamic and it's not hugely fun to watch unless you can appreciate the skill involved in what's going on. It is purely mechanical and looks kind of silly. With only 4 directions of parrying, all of which you can attempt every single attack (if you're quick enough), it is entirely possible to, say, make a macro that cycles parrying every direction, rendering the entire system exploitable. This is not a criticism, I love the game, it's just the nature of a mechanical system.

This is very, very early combat you're looking at here. Think typical isometric game, where all you can do is left-click. If you were watching someone play the third installment of a game who's name I shall not mention, and all the person was doing was left-click attacking, I think it would be far less enticing. We are going to have special strikes you can incorporate into your build and even stabbing weapons as either an alternate attack, or more specialised weapons like spears. These will be pin-point accurate, based on our epic collisions and bring in a whole new play-style to the early gameplay you're seeing in our videos. We would also like to include double-tap behaviours for dodging and a wide variety of close-quarters utility thaumaturgic powers.

Shields will play an important role in defensive melee combat, and instead of providing a static defensive bonus, when you aren't attacking you will adopt a sort of bracing stance. It will be up to you to angle the shield into blows, and allow you to perform bashes and other offensive maneouvres. Skill points are very limited, and choosing to incorporate a shield into your build will be a significant build choice, rather than just a damage/defence tradeoff.

My Thoughts

Honestly, looks really good. I like these types of games, the only bad thing I don't like is the fighting. I think it could be better, for example stronger legs. Anybody seem them little wooden toys with weights in the bottom so they constantly stand up right, there like egg shapes and always return to their upright position, it looks like that. But I'm backing £20, should be good.


 
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Cosmo Bozo

Standard Member
I posted about this the other day and it got deleted for some reason

looks great though, hope it gets funded...but it looks like it might not make it unless pledges pick up

I think it'll still get made if the kickstarter fails though
 

Tom Martow

Distinguished Member
I posted about this the other day and it got deleted for some reason

looks great though, hope it gets funded...but it looks like it might not make it unless pledges pick up

I think it'll still get made if the kickstarter fails though

How come it got deleted? Anyway, I really hope this game makes it, I love it already! Have you backed them?
 

Tom Martow

Distinguished Member
UPDATE 6: Combat Explained, Mostly.

New Video is the first post! Really good video explaining combat! Watch it and Pledge!
 
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eiren

Distinguished Member
Sounds great, but an incredible stretch for 5 people to do it all.

Doesn't look like they're going to hit their target though.
 

Tom Martow

Distinguished Member
Just updated the thread, they've hired a writer, I reckon they'll get there. For me the sandbox part of the game is done, they just have to add story and the NPC's.
 

Cosmo Bozo

Standard Member
They have said they're still going to make it even if they don't make the money, will probably take much longer though

I think the combination of sparse updates and the fact that the Uk kickstarter site doesn't accept amazon payments which is putting americans off isn't helping them.

They need to be making at least double what they are now
 

eiren

Distinguished Member
Just chipped in... great to see someone making the effort to make a great RPG with physics based combat.
 

Tom Martow

Distinguished Member
Thanks for chipping in! Really want to get this going :), updated the thread as well with update 8
 

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