Hey Exanimates, Exanima 0.9.5.1 is currently in public testing. This version introduces the late game save system, an alternative "cheat death" mechanic, a new minion, a new way to traverse late game content and various
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Full Exanima update
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Repeated intro
Hey Exanimates,
What changed
0 fixes4 additions0 changes0 removals
Gameplay
UI and audio
addedExanima 0.9.5.1 is currently in public testing. This version introduces the late game save system, an alternative "cheat death" mechanic, a new minion, a new way to traverse late game content and various new features and mechanics to support all this and more. These features have been a long time in the making and various things that have been in the game for as long finally have a purpose. They introduce new interactions, important strategic elements and new ways to experience the game. If you want to participate in the test you can find all the information on our Discord, where we have a dedicated thread for feedback and to report any issues.
addedAs we iron out the kinks in this latest update we're also working towards the new combat features and skills. The first order of business though is an overhaul of shields so that our artists can work on the many assets for procedurally generated shields. Our shields are very dated now compared to everything else, and just as it was for other items, we've been waiting on new engine features to overhaul them. We want shields to represent a more fun and interesting build choice, which will be supported by new mechanics, skills and itemisation features.
addedWe already have a sophisticated procedural system for weapons, but shields require some different approaches, new features and material types. We are working on many shield types and many modular variations of each, but until the system is fully complete and we know the exact specification we won't finalise all the in-game assets. For now we're showcasing just a couple of shields with some new procedural material features and just as an example of the kind of quality we're aiming for with the new items.
addedIn other news, we're expanding our team with a new member again. We've had a very difficult time finding artists that fit our very demanding standards and the versatility we needed. So far seven artists have worked with us, but left us with the work unfinished, with some unfortunate consequences. For a small team of limited means like ours this has been a huge problem and waste of resources. We've been working occasionally with a new artist for some time now, the new skill UI images, the latest thaumaturgy images for Energy and Displacement and some other designs are his work. Working with him has been a pleasure, communication is great and he's been willing to iterate tirelessly on art until it's just right without being discouraged. He's a great fit for us, we have a huge body of 2D artwork and design ahead of us, as well as replacing placeholder assets we're left with due to our previous difficulties. So, we're going to hire him full time as a permanent addition to our team. Although our game is 3D, there is an important need for 2D art within the 3D world and of course with many parts of the user experience, and this has been a notable bottleneck so far. We're excited for all the aesthetic enrichment this will bring to much of the game.
Exanima changes
addedExanima 0.9.5.1 is currently in public testing. This version introduces the late game save system, an alternative "cheat death" mechanic, a new minion, a new way to traverse late game content and various new features and mechanics to support all this and more. These features have been a long time in the making and various things that have been in the game for as long finally have a purpose. They introduce new interactions, important strategic elements and new ways to experience the game. If you want to participate in the test you can find all the information on our Discord, where we have a dedicated thread for feedback and to report any issues.
addedAs we iron out the kinks in this latest update we're also working towards the new combat features and skills. The first order of business though is an overhaul of shields so that our artists can work on the many assets for procedurally generated shields. Our shields are very dated now compared to everything else, and just as it was for other items, we've been waiting on new engine features to overhaul them. We want shields to represent a more fun and interesting build choice, which will be supported by new mechanics, skills and itemisation features.
addedWe already have a sophisticated procedural system for weapons, but shields require some different approaches, new features and material types. We are working on many shield types and many modular variations of each, but until the system is fully complete and we know the exact specification we won't finalise all the in-game assets. For now we're showcasing just a couple of shields with some new procedural material features and just as an example of the kind of quality we're aiming for with the new items.
addedIn other news, we're expanding our team with a new member again. We've had a very difficult time finding artists that fit our very demanding standards and the versatility we needed. So far seven artists have worked with us, but left us with the work unfinished, with some unfortunate consequences. For a small team of limited means like ours this has been a huge problem and waste of resources. We've been working occasionally with a new artist for some time now, the new skill UI images, the latest thaumaturgy images for Energy and Displacement and some other designs are his work. Working with him has been a pleasure, communication is great and he's been willing to iterate tirelessly on art until it's just right without being discouraged. He's a great fit for us, we have a huge body of 2D artwork and design ahead of us, as well as replacing placeholder assets we're left with due to our previous difficulties. So, we're going to hire him full time as a permanent addition to our team. Although our game is 3D, there is an important need for 2D art within the 3D world and of course with many parts of the user experience, and this has been a notable bottleneck so far. We're excited for all the aesthetic enrichment this will bring to much of the game.
Exanima 0.9.5.1 is currently in public testing. This version introduces the late game save system, an alternative "cheat death" mechanic, a new minion, a new way to traverse late game content and various new features and mechanics to support all this and more. These features have been a long time in the making and various things that have been in the game for as long finally have a purpose. They introduce new interactions, important strategic elements and new ways to experience the game. If you want to participate in the test you can find all the information on our Discord, where we have a dedicated thread for feedback and to report any issues.
As we iron out the kinks in this latest update we're also working towards the new combat features and skills. The first order of business though is an overhaul of shields so that our artists can work on the many assets for procedurally generated shields. Our shields are very dated now compared to everything else, and just as it was for other items, we've been waiting on new engine features to overhaul them. We want shields to represent a more fun and interesting build choice, which will be supported by new mechanics, skills and itemisation features.
We already have a sophisticated procedural system for weapons, but shields require some different approaches, new features and material types. We are working on many shield types and many modular variations of each, but until the system is fully complete and we know the exact specification we won't finalise all the in-game assets. For now we're showcasing just a couple of shields with some new procedural material features and just as an example of the kind of quality we're aiming for with the new items.
In other news, we're expanding our team with a new member again. We've had a very difficult time finding artists that fit our very demanding standards and the versatility we needed. So far seven artists have worked with us, but left us with the work unfinished, with some unfortunate consequences. For a small team of limited means like ours this has been a huge problem and waste of resources. We've been working occasionally with a new artist for some time now, the new skill UI images, the latest thaumaturgy images for Energy and Displacement and some other designs are his work. Working with him has been a pleasure, communication is great and he's been willing to iterate tirelessly on art until it's just right without being discouraged. He's a great fit for us, we have a huge body of 2D artwork and design ahead of us, as well as replacing placeholder assets we're left with due to our previous difficulties. So, we're going to hire him full time as a permanent addition to our team. Although our game is 3D, there is an important need for 2D art within the 3D world and of course with many parts of the user experience, and this has been a notable bottleneck so far. We're excited for all the aesthetic enrichment this will bring to much of the game.