Working on a 2.5D Isometric engine for internal spaces to act as a HUB area in between battles. The map uses layers to hide/show rooms, and NPC locations are randomized, and only unlocked Synths show here.
Each NPC type pulls from its own set of dialogue. I also pull in some voice overs.
There is 4 spaces you can freely explore:
* The central barracks where most NPC resides. In future shops can appear here.
* The briefing room where you can play any assignments (these are the same as the prologue in the earlier versions of the game)
* The Synth Lab (Not used yet, but this is where you can upgrade your Synths)
* The Portal Room. Takes you to a randomly generated free battle map. You can provide a 5 digit seed to get roughly the same map every time. Unlike previous entries units/ enemies seen Skirmish link up to what is was already encountered in previous assignments.

Next up
Synthetic Onslaught Group Photo. These are the members of Squad Shrike of the Resistance. You have Commander Yume and her sidekick Miguel, the Combat Maidens, and who else is that? His name is Jake and there is more to come on him in the future.
With Ruby: Huntress of Vale I really wanted to build the game around the idea of fighting as a team, instead of fighting solo. First was the inclusion of AI controlled partners, next is the inclusion of tag in support! Coming soon!
Remember way back when I experimented with visual novel style cutscenes? Well they are back!! And with backgrounds now too. Part of a new "Prologue Campaign".
In today's Fusion3 blog we discuss Auto Compiling and the new Shader Editor! #MadeWithFusion #Fusion3 #Indiedev
Re-designing main menu!
"Create a New Active" 640x480 Drawing in MS Paint. No drawing Tablet used (All via Mice). You can classify this as Fusion Fan-art :P
I always wanted to make an anime style intro for "Ruby: A RWBY Fangame". Now I have one! Built in-engine, like cut scenes of the old 8 & 16 bit era. To save system resources, I made this using existing sprites I already had in the game. Coming soon!
New main menu artwork. Totally reminds me of early PS1 RPG with high pre rendered backgrounds and simple 3D characters on top.
To aid in exploration, important and notable interactables will be highlighted when approached to help you distinguish them from both the scenery and flavor text interactables.
i assume this is better than a neon yellow painted arrow...
Synthetic Onslaught V1.0 Released! Anime RTS made on Clickteam Fusion 2.5!











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