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Steam News4 November 20241y ago

Coffee Diary - November 2024

Hey Exanimates, Previously we mentioned how we'd been reworking many items, and how in future we want to add many new ones, particularly clothing, and make various improvements along the way.

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Hey Exanimates,

What changed

0 fixes2 additions1 change0 removals
  • Gameplay
  • Compatibility
changedPreviously we mentioned how we'd been reworking many items, and how in future we want to add many new ones, particularly clothing, and make various improvements along the way. Adding more clothing as we expand on our world and content is important, quality improvements are also nice, but really more of a by-product of other things. The main motivation for "an overhaul of our characters" is that we desperately need to massively streamline and improve our workflow. We already made some important advancements here with our tools, but clothing is especially problematic because there's a huge number of different items of varying shapes that can be worn in any combination. Every combination needs to change the shape of clothing, and so something like a shirt needs to come in thousands of shapes. These are dynamically assembled, but even so we need as many as 500 3D models in very specific configurations. For one shirt. This part is all done by hand, and it can take weeks of confusing and tedious work, testing and adjusting. There are many things that can go wrong and they are slow and difficult to fix. Despite our efforts, we still have various issues like clipping and holes and sometimes have to give armours unflattering shapes in order to make them fit.
addedMany curses and a few keyboards later, we have a new system and tools with lots of automation and a simplified workflow that turn weeks of work for one item into just a few hours. Quality character assets still take time of course, but the tedious, confusing and problem ridden part of it is basically gone. It solves a lot of problems, it's a huge relief to us and brings many benefits already. The way bodies and clothes deform for animation is better, things are far less prone to errors and issues like clipping, artists can focus on the real work, it's intuitive, it can be iterated on quickly, there's a lot of implicit future compatibility in assets and even loading times are improved. To really reap all the benefits we will eventually need to do our big "human 2.0" rework of many assets, but now we've already solved the biggest and most critical problems to support it.
addedThis was a temporary shift in priorities, but a very important step that was well worth the time investment. We won't be adding lots of brand new clothes or generally upgrading characters just yet, but we're ready for it now. In the meantime you can expect some very nice visual upgrades to some of the most commonly seen items in the game. Updating these foundational items is how we solve our armour etc. fitting problems. We've also made more nice improvements to materials and randomisation. Here's some examples of

Exanima changes

changedPreviously we mentioned how we'd been reworking many items, and how in future we want to add many new ones, particularly clothing, and make various improvements along the way. Adding more clothing as we expand on our world and content is important, quality improvements are also nice, but really more of a by-product of other things. The main motivation for "an overhaul of our characters" is that we desperately need to massively streamline and improve our workflow. We already made some important advancements here with our tools, but clothing is especially problematic because there's a huge number of different items of varying shapes that can be worn in any combination. Every combination needs to change the shape of clothing, and so something like a shirt needs to come in thousands of shapes. These are dynamically assembled, but even so we need as many as 500 3D models in very specific configurations. For one shirt. This part is all done by hand, and it can take weeks of confusing and tedious work, testing and adjusting. There are many things that can go wrong and they are slow and difficult to fix. Despite our efforts, we still have various issues like clipping and holes and sometimes have to give armours unflattering shapes in order to make them fit.
addedMany curses and a few keyboards later, we have a new system and tools with lots of automation and a simplified workflow that turn weeks of work for one item into just a few hours. Quality character assets still take time of course, but the tedious, confusing and problem ridden part of it is basically gone. It solves a lot of problems, it's a huge relief to us and brings many benefits already. The way bodies and clothes deform for animation is better, things are far less prone to errors and issues like clipping, artists can focus on the real work, it's intuitive, it can be iterated on quickly, there's a lot of implicit future compatibility in assets and even loading times are improved. To really reap all the benefits we will eventually need to do our big "human 2.0" rework of many assets, but now we've already solved the biggest and most critical problems to support it.
addedThis was a temporary shift in priorities, but a very important step that was well worth the time investment. We won't be adding lots of brand new clothes or generally upgrading characters just yet, but we're ready for it now. In the meantime you can expect some very nice visual upgrades to some of the most commonly seen items in the game. Updating these foundational items is how we solve our armour etc. fitting problems. We've also made more nice improvements to materials and randomisation. Here's some examples of

Previously we mentioned how we'd been reworking many items, and how in future we want to add many new ones, particularly clothing, and make various improvements along the way. Adding more clothing as we expand on our world and content is important, quality improvements are also nice, but really more of a by-product of other things. The main motivation for "an overhaul of our characters" is that we desperately need to massively streamline and improve our workflow. We already made some important advancements here with our tools, but clothing is especially problematic because there's a huge number of different items of varying shapes that can be worn in any combination. Every combination needs to change the shape of clothing, and so something like a shirt needs to come in thousands of shapes. These are dynamically assembled, but even so we need as many as 500 3D models in very specific configurations. For one shirt. This part is all done by hand, and it can take weeks of confusing and tedious work, testing and adjusting. There are many things that can go wrong and they are slow and difficult to fix. Despite our efforts, we still have various issues like clipping and holes and sometimes have to give armours unflattering shapes in order to make them fit.

This proposed overhaul is something we've been talking about internally for a long time as "human 2.0". It's been kind of a distant dream, something we don't dare tackle until after a 1.0 release. We couldn't even consider such an overhaul unless we could solve the fundamental problem of how much work it takes to make just one item. Meanwhile, this is costing our artists lots of time that should be better spent elsewhere, for results that are still inadequate. Just recently, while trying to figure out how to make some items work, Madoc decided he'd had enough and put the role system temporarily aside to figure out what could be done. Even if we're not doing some big overhaul yet, solving some fundamental issues and streamlining the workflow was just too important.

Many curses and a few keyboards later, we have a new system and tools with lots of automation and a simplified workflow that turn weeks of work for one item into just a few hours. Quality character assets still take time of course, but the tedious, confusing and problem ridden part of it is basically gone. It solves a lot of problems, it's a huge relief to us and brings many benefits already. The way bodies and clothes deform for animation is better, things are far less prone to errors and issues like clipping, artists can focus on the real work, it's intuitive, it can be iterated on quickly, there's a lot of implicit future compatibility in assets and even loading times are improved. To really reap all the benefits we will eventually need to do our big "human 2.0" rework of many assets, but now we've already solved the biggest and most critical problems to support it.

This was a temporary shift in priorities, but a very important step that was well worth the time investment. We won't be adding lots of brand new clothes or generally upgrading characters just yet, but we're ready for it now. In the meantime you can expect some very nice visual upgrades to some of the most commonly seen items in the game. Updating these foundational items is how we solve our armour etc. fitting problems. We've also made more nice improvements to materials and randomisation. Here's some examples of

Source

Steam News / 4 November 2024

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