Game
Synthnostate DEMO [ALPHA]
2 years ago

Synthnostate v0.8.3 released

It’s been 2 months since I uploaded anything and I need another month to finish everything I wanted in this release, so here’s a snapshot for anyone who wants to test all the new/improved GUI stuff. It’s a big improvement.


CHANGELOG

  • GUI system overhaul, fixes, and basic optimizations

  • Scrollbars, checkboxes, choice widgets

  • Text input/editing improvements

  • Scene loading progress bar

  • Settings file and UI completed

  • Keymap & hotkey system completed

    • Keyboard GUI controls (Arrows/WASD, tab, shift-tab)

    • Arrows & enter key in autocomplete lists

    • Hold CTRL key to force walk / select tiles only

  • Modal popups (no clicking/typing elsewhere)

    • Character, Inventory, and Talk are "co-modal" with Party Panel

  • Character screen:

    • Camera controls

    • Player switching and "tabs"

    • Stats mode semi-done (character creation & leveling PROTOTYPE)

    • Color customization finalized

  • Open/close doors

  • Move/rotate objects in edit mode (and chairs/boxes/etc in gameplay)

  • Various fixes/tweaks (art, text, sounds, game mechanics, etc)



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Devlog moved again due to platform issues here!

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March 2021 big-picture update on Synthnostate: Crusaders of the Tinfoil Hat - basically the yearly “we’re not dead” post. I wanted this to be the WIP release announcement, but alas, I can only say we’re getting there.

Demo v0.7.1 released

VERY BASIC combat, health bars, weapon/attack selection UI

Next: NPC creation tools, combat details, dialogue, etc. All RPG fundamentals should be functional in early March.

Demo v0.7.2 released

Content editing & inventory management

(Next two releases will focus on gameplay!)

v0.7.3 released

Ported and overhauled ~95% of combat code from V1.

v0.7.4 released - Dialogue, Class System, Scene Traversal

The important parts are all in. Now I need another month to follow up on turnbased combat, AI, the GUI system, equipment UI, and debugging.

Synthnostate v0.7.4 progress

Converted and cleaned up NPC/item data on day one. 100% smooth sailing, feels good man.

Dialogue UI ported (and converted from big-box-of-text to 'speech bubble' over the NPC's head)...

SIDEQUEST: conspiracy overload is hampering development of this game, so I started the next one, where you play an eldritch vampire in a cyberpunk-gone-wrong future, because times like these call for a nice comfy fuck-the-world power fantasy.

v0.7.0 Tech Demo released

What’s new? Nothing except JS scripting, internal cleanup, and fixes.

Details+roadmap: https://doomcult.itch.io/synthnostate/devlog/337948/v070-tech-de…

New title: READY

Lore, scripts, midgame conspiracy quests: 90%

Combat GUI: UNACCEPTABLE. The code's a mess, I need to rewrite it. I've had some design changes in mind anyway.

Will anyone miss the current one?