
Now we've built a system for randomly introducing a vast number of items in appropriate contexts, whatever those might be in a detailed game world. We design our environments to have practical purpose and reason, accurately recreating real world locations, devices and processes. These are items that do not often have a practical use for the player, but help create the setting and tell a story.
#Exanima map .7 update#
In this update we introduce a huge number of "mundane" items. Everything we do, from physics to itemisation is with that goal in mind. Those that have followed us more closely may know that our priority is to create a believable and immersive game world. Our dialogue authoring tools have also received big upgrades, allowing us to more easily create and modify large complex dialogue structures and automate common scripting tasks, which can all be quite difficult and daunting! Note that you may not experience all dialogue on every playthrough, as the conditions can be complex. There's a lot of moving parts to making the dialogue feel spontaneous and dynamic, so we'll be keeping an eye on this and refining the mechanics for more dialogue to come. In this update we have added new dialogue with Derrin, using new scripting, role functionality and AI system interactions.
#Exanima map .7 full#
We will soon be introducing more NPCs, and new mechanics that will take full advantage of the system. Some of this doesn't have a role in Exanima yet, but the core functionality is now all there. The idea is that you can talk while doing anything else, discuss what is happening as it happens, point to things and say something about them, or ask someone to interact with them, converse with multiple people at once, join or leave conversations that are already under way, use contextually appropriate dialogue, even in combat, and generally treat dialogue as a functional and natural part of interaction, just like in real life. We want to create a dialogue system that integrates seamlessly with the rest of the game and feels dynamic, rather than being a separate mode. Since then we've been expanding its functionality to support future content. In the last update we introduced a very basic version of our dialogue system. In coming updates we'll be adding more features, mechanics and creatures to the body of content we're introducing here.


This is the first of multiple of its kind, which will begin to play an important role. This level represents the final core set of assets required to complete the game, built using new tools and overcoming various development challenges. This also reveals important aspects of the game world. We won't spoil anything, but we hope you enjoy the atmosphere and different pace of gameplay we've introduced here. The crossroads has received some changes, and while you're there look out for dark tunnels.Ī large new area features an all new environment, new creature types, new items and takes advantage of various new level building and engine features.
