no recordaba este juego, ha sido ver #1 y recordar mi sufrimiento y desesperación en este juego xDDDD. Volvere a bajarmelo para darle un tiento a ver como esta ahora
#180 ni de coña lo ves todo en 15 horas, a no ser que vayas con una guía del juego en la mano o algo así.
Hasta que le coges el punto al combate, los jefes y te aprendes los mapas van a pasar muchas horas.
Yo he estado dándole muy a saco y habrán sido 40 horas, ten en cuenta que si mueres vuelves al nivel 3 y hay 7 niveles (más las sewers).
Me lo compré ayer y tardé 2 horas en ver que podía rotar la cámara, a mi esas 40 horas se me van a quedar bastante cortas xDDDD
Compré el juego esta semana, le comenté a un colega que le echase un ojo y lo pilló instantáneamente. Hemos estado atrapados desde entonces (22h llevo) y estoy totalmente enamorado de esta mierda.
Dicho esto, he llegado al level 4, he encerrado a un bicho grande de cojones en un baño, he petado varios enemigos que me han proporcionado nuevas piezas de armadura y... algún consejo para enfrentarse a los enemigos full placas que van con alabarda? Suelen salir a por ti de 2 en 2 y me hacen polvo, aunque uno sólo también me destruye.
Y en referencia al consejo, mira bien por el suelo, quizás se te haya pasado algo por alto.
EDIT: Oh, por cómo has descrito tus andanzas, quizás hayas tomado un atajo que te pueda salir caro.
#187 Había leído el nombre sí, vi que era cosa de la comunidad pero no vi por qué... sobre el atajo
https://store.steampowered.com/news/app/362490/view/5612046175808103528
- Armas procedurales
- Rediseño del modo arena
- nuevo motor de renderizado
- Global illumination
- Interfaz nueva
- and more
Un stream de alguien catando el update:
The next update will include one of the 3 remaining maps and force thaumaturgy.
#193 El primer nivel. No sé si es prologo o qué.
El tema es que en la arena juego bien, gano combates y eso, pero luego me meto en la partida y el primer zombi me revienta que da gusto. Luego me pierdo entre las 99999999999999 puertas y habitaciones y no sé ni por donde hay qque ir xd
Respecto a las últimas actualizaciones, comentar que no han metido nada de contenido nuevo en el modo aventura, sigue estando sin acabar. Sigue siendo un juegazo claro xD
#195 Antes de esta, la anterior fue en abril y sí que metieron contenido :S
- 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
#196 Two new large interconnected areas to explore pues esa actu me la perdí, a lo mejor toca rerun estas navidades
#194AikonCWD:Luego me pierdo entre las 99999999999999 puertas y habitaciones y no sé ni por donde hay qque ir xd
Pues hay un mapa que puedes encontrar, pero es como uno real, no te pone la ubicación con un GPS xD
0.8.4
Exanima 0.8.4
Big combat changes, general improvements and some arena goodies.
Since our last update we've made some major improvements to core gameplay systems and many incremental changes and additions based on feedback and our own goals. There's also some nice late content additions for arena. Our next update is entirely story focused, so we wanted to wrap all this other stuff up and get these very important changes out now.The highlight of this update is the most major changes to combat yet, as well as some smaller, but still very important ones. The combat is faster, more responsive, more solid and realistic, many lingering quirks have been properly addressed. These are transformative changes and we're excited for what it brings to the combat and what it allows us to do going forward as we finalise more skills, itemisation and gameplay features.
We've been through a lot of major development hurdles, making our own engine, tools and complex unique game systems, exploring with players the implications of these fundamentally different approaches and how we can make the most of them. With the game being in uncharted territory it's hard to imagine a time when it won't seem like things should or could be improved, and constant community feedback and requests ensure our to-do list is always growing. The major content goals for the game are now few however, and our road map to 1.0 includes a whole lot of gameplay and quality of life additions, many of which we've now covered here. We will continue to improve the game after full release, but it's good to check some of those boxes.
NEW COMBAT MOVEMENT SYSTEM
Movement and footwork are the foundation of the entire combat and probably the single thing we've iterated the most on. Making the movement physics driven, reactive, somewhat realistic and responsive to the player all at the same time is something we've always battled with, without a clear idea of what might ultimately be possible.
For a while now we've been trying to figure out how to fundamentally change the movement so that it's not limited to a fixed step pattern and returning to stance before moving again. If characters could move freely and without pausing the combat would be much more dynamic, faster paced and responsive. Our plan looked promising, and we decided this was too important and had to be attempted.
These things don't always work out, we've a hit a few dead ends in the past, but this was a huge success on many fronts. You can now change direction, cancel movements or continue moving without waiting for the previous movement to complete and without pausing between steps. There is also more granularity to how far you move based on inputs. In order to support this we had to also work on the dynamic footwork and animation systems, making for better balance, control and cleaner animation under all conditions. These changes combined offer a level of control we previously didn't think we could achieve.
This is a massive change for combat, with huge implications. We have also had to do significant work on the AI to adapt it to this, and tried to make it more engaging and tactical in the process. It will likely take you some time to learn how to make the most of this new movement and everything it allows. As with everything, you do need to work in harmony with the physics and body motions. We've been having a lot of fun testing and polishing these changes with the help of our Discord community, they've been met with very high praise and we're really excited to see the combat evolve in such a big way.
WEAPON AND DAMAGE MECHANICS REWORK
We recently introduced procedural weapons, but this was an important first step of a larger itemisation and weapon mechanics overhaul. In this update we've got a huge rework of how weapons work, the damage system, armour mitigation, how everything interacts with physics and more. We've added a lot of detailed data to weapons to describe their features and how each part of a weapon should behave, there's many new weapon and weapon part classes and subclasses.
This allows a much more detailed model for how weapons behave and supports many new and future features. Weapon are more diverse and balanced with specific advantages and uses, various long standing issues with the damage system were properly solved, there's support for new itemisation features and skills and generally brings important improvements to gameplay and realism.
There was a big focus on more realistic physical behaviour of weapons, but always with the goal of improving gameplay and balance, playing to the specific strengths of different weapons, breathing new life into some underperforming weapons and categories. There have also been improvements to core physics, character animation and attack mechanics to support this. Some weapons can now also be dynamically flipped to strike with the reverse side, something which will be extended to more weapons and different grips over time.
Beyond the immediate improvements, this new platform with very detailed weapon data combined with component wise procedural generation allows us to do much more still going forward. The goals is to give weapons ever more mechanical differences, techniques, motions and gameplay features that distinguish them well beyond what stats can do.
CONTROLLER AND STEAM DECK SUPPORT
Despite the lack of proper support some of you were already using controllers and it's a frequently requested feature. Steam Deck support was also requested and we worked on Proton compatibility, special UI scaling, control schemes and various input and performance optimisations with surprisingly good results.
Exanima is a game that does not naturally lend itself well to controller input, some aspects of interaction by necessity remain cursor based, but we developed dedicated control schemes for all core gameplay and user interface. The game can be played fully on controller and it's quite a fun and different experience.
Cumulative changelog for version 0.8.4:
Weapon mechanics and damage system rework
New combat movement system
Two new arena environments
Remastered courtyard arena
Nine new armour pieces making two full sets
New procedural weapon: glaive
Velvet procedural material added
Detailed physics data for different parts of weapons
Specific behaviour and damage from different parts of weapons
Many new weapon and part subcategories with different behaviour
Haft types with different behaviour and sounds
Reworked weapon damage and armour mitigation mechanics
Major slash rework with hewing and cutting damage
Some weapons can now be flipped to strike with the reverse
Improved thrusting mechanics
Improved remise behaviour
Core physics engine improvements
Animation system improvements
AI combat improvements with adaptive behaviours
Smart overhead targeting based on cursor relative to opponent
Dynamic swing height adjustment, preventing very low or high swings
Improved edge alignment control
Improved greatsword handling
Added fading feature for objects obstructing the camera
Improved camera obstacle avoidance behaviour
Improved cursor behaviour for look function
Smart selection for small objects and inventory icons
Steam Deck support, performance, UI and control optimisations
Proton and Linux GPU driver compatibility fixes
Full controller support via Steam
Dedicated movement and aiming controls
Feathered object and UI cursor interaction
Full menu and UI navigation and interaction
On screen keyboard support
Controls to quick cast a selected power
The roster can be rearranged via drag and drop
The roster is now colour coded
Shop items are neatly and persistently arranged
Shop items displayed from newest to oldest
Shop stock rotation rate increased
Arsenal tabs can now be scrolled
Arsenal correctly scales to different aspect ratios
Brushes can now be used from inside the arsenal
Added a confirmation prompt for forfeiting tournaments
Performance improvements
Best,
https://steamcommunity.com/app/362490/eventcomments/6278597937783286198?snr=1
#200 hostiassssssssss
12 páginas de comentarios que llevan ya las notas de parche la gente tenía ganas
#200 maldita sea para un aporte que venía a hacer
No he podido probarlo casi pero se nota bastante, los que no lo hayáis probado tenéis excusa para echar unas arenas, de lo poco que he probado, lo que más he notado es más fluidez de movimientos, y las hostias que pegas que ahora van a la velocidad de la luz. 15 añitos más y tenemos Sui Generis con nosotros.
Acaban de meterle un update gordo al juego (nuevas zonas, más poderes, etc):
https://reddit.com/r/Exanima/s/VQGB6n7dBs
Hace tiempo que no lo toco pero recuerdo que era bien jodido de pillar.
Por cierto, me han metido doblaje ya? Aunque sea por workshop
- Rediseño de una de las primeras zonas que fue añadida al juego.
- Rediseño del último conjunto de armadura (se ve en el vídeo).
- Se ha doblado el rendimiento del motor de físicas para cierto contenido que se implementará en un futuro. Puede haber más personajes y más objetos.
- Con esto se ha mejorado el sistema de colisiones para que los objetos no reboten y no se metan uno dentro del otro.
- En combate también se aprecia la mejora cuando chocan dos armas finas (una espada y una lanza, en el vídeo se ve).
- En teoría debería aplicar a muchas más cosas: combate a rango, trampas, mecanismos, objetos...
- A los desarrolladores también les viene bien, pueden quitar algunas de las mecánicas artificiales que ayudaban a que el combate fuera más fluido, y en vez de eso depender más de físicas reales, añadiendo hasta características nuevas.
- Otro problema del motor de físicas era cuando se juntaban muchos objetos en un espacio muy reducido. Por ejemplo, si ponías muchas botellas dentro de una caja, no se quedaban estables, era como si flotaran sin parar. Esto rompía un poco la inmersión y hasta hacía que se usaran más recursos, ya que los objetos estáticos requieren de mucha menos potencia para procesarlos. Lo han intentado arreglar de muchas formas y, aunque no es perfecto, al menos los objetos dejan de flotar pasado un tiempo corto.
- Luego habla de objetos deformables y blandos, como banderas, almohadas, ropa y pelo. Hacer que haya colisiones en tiempo real con objetos así (por ejemplo, si mueves tu espada contra una bandera, lo normal sería que la bandera reaccionase) es muy difícil, pero han dado con una forma básica para poder tener algo así. Merece la pena ver cómo funciona en el minuto 14:25 del vídeo. También reacciona a magias y se puede aplicar a objetos cosméticos.