Posts Tagged ‘Sui Generis’

Living In A Material World: Sui Generis

By Adam Smith on November 18th, 2013.

Sui Generis squeaked past the target of its £150,000 Kickstarter campaign and the latest pre-alpha video makes me extremely happy that it did. For those who don’t remember, it’s an open world fantasy RPG with ludicrously involved physical interactions and a new video shows impressive combat, weapons and shields clashing believably, attractively desolate landscapes and a player character tripping over a chair. Momentum causes her to tumble and after dusting herself down, she picks the offending furniture up and places it under the table. All is as it should be. I haven’t been so entertained by a comedic interaction with a chair since my last Harold Lloyd binge, or that one scene in The Big Lebowski. Watch in high definition to see the wonderful collision detection at work during combat.

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Kickstarter Katchup – 1st December 2012

By Adam Smith on December 1st, 2012.

As we enter Christmasember and the elves enter the sweatshop, it seems only fitting that today’s Kickstarter Katchup is filled with merriment. More winners than EVER BEFORE! Two projects that DOUBLED THEIR FUNDING IN THE FINAL DAYS! I doff my comical Santa hat to Maia and Sui Generis, both of which are hugely ambitious and required more than small potatoes to fund their dreams – and both convinced the world to pledge. They’re not the only winners though and even the week’s loser (I might change that word in future Katchups because I’m a softie) has a positive spin, with hardy developers planning to continue their hard work. Bless ‘em all.

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I Want Every Game To Be Made In The Sui Generis Engine

By John Walker on November 7th, 2012.

Yeah, and they're terrible at screenshots.

I’m not sure how that will work for driving games or football managers, but people can work around it. I was being very impressed by the lovely-looking Miasmata earlier, there with an engine written by just one guy. And the same is true for Sui Generis. But this engine looks like it might be the sort of thing licensed by anyone wanting to make an RPG in the near future. Using technological magics, Madoc Evans has created a physical system that allows 3D objects to automatically behave according to their shape – complex objects can be entangled with each other seemingly without clipping, or revealing invisible limits. Then with dynamic lighting, on-the-fly terrain modelling and procedural generation, there’s a combat system of the likes I’ve never seen.

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