The main goal for the next major update for Exanima is the “role system”

Studio Bare Mettle Entertainment, which recently released "The largest and most grand renewal" For role -playing plays based on Exanima physics, she talked a little about the direction in which the project will develop in the future.

At the moment, the plan consists mainly of small and average tasks, mainly of gameplay functions and content, and not from serious developments of engine or tools. But the main goal for the next major update is "Role system".

We will probably tell you more about this in future diaries, but for now we will give you a general view. The role system is what gives the characters with individuality, behavior, relationships, memories and interaction. Characters can have hundreds or even thousands of active roles, constantly acquiring new ones as they face other characters, meet them and participate in various actions. Roles are often situational, for example, "Man in the store", through which relational roles can be obtained, for example, "Buyer – store owner". Any NPC can get these roles, he will remember experience, will be able to tell about it, etc.D. This is a lot of things, but we will not go into details.

The authors write that this is a powerful system that requires a gradual addition of more and more roles so that the AI ​​becomes smarter and understands more and more things. There is already a version of this in the game, but with several roles-filler roles that are strictly scribbled by behavior, and this is not at all how it should work.

EXENIMA AI is almost completely determined by emotional states and character traits. This alone is almost enough to simulate a wide spectrum of behavior, but the role is another layer that provides such a necessary context. In fact, this is an intelligence guiding emotions. The roles should not cancel the main emotional reactions, but rather only push them in the right direction and ultimately determine them.

Further, the developers report that this is their real passion and they want to create a believable world. And also reported that they were not initially going to make a game based on physics.

Initially, we did not make our game based on physics, because we wanted to get an amazing fight – this was a gigantic retreat from our true goal, due to feedback. Physics is present in the game because we want everything to be truly interactive and less artificial, everything should behave organically, and not in accordance with a simple set of rules and predetermined actions.

The next major update will include progress in the development of this role system, as well as the new NPC and more dialogs, as well as a new area for research. Existing locations will also be improved, which will include better materials and many updated asses. Most likely, you will see gradual updates of the area before the main update is released, for example, an improved 3D trave, which has already been fixed.

It is also planned to fully realize the potential and other mechanics of Taumurgy, the addition of some new abilities, improve existing, as well as management. Another thing that is in the list of priorities is the mechanics of preserving progress in the late game. These will not be just control points, since the game is no longer linear, but rather an optional system that you will have to open for yourself.