Game
Synthnostate DEMO [ALPHA]


4 years ago

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.


This is all I have to show for now:

  1. Continent overmap, now with more balkanization and a font/color scheme that doesn't make me cringe.

  2. Barebones FPS game with some placeholder models from Crusaders.

Transylvania is lost. With deep regret, you make your way to Budapest, book a flight to Wuhan, and catch a suborbital shuttle to the technology capital of the empire: San Frangeles. You should be safe vampire hunters there. Upon arrival, your first order of business is to clear customs, get a hot meal, and find a tomb to sleep in.

This game probably won't involve much combat. You're a primeval hunter, not a one-man army. Either you have the stats to subdue your prey or you don't. You have some cool moves though. You can transform into a bat, for example, if you're willing to risk animal attacks, environmental hazards, and soup enthusiasts. And much much more... but only at night, and you'll need access to leylines and vessels and whatnot, governed by a class/ability system.

The endgame is world domination, or at least one major city. There are many ways to do it, but inevitably it ends with a final showdown where you muster all your powers to defeat whoever ends up opposing you.

Tech: I'm using this project to try out Godot and Blender 2.8. The EEVEE rendering engine and multi-object editing are great but I immediately switched to back to the old UI because the new one breaks a lot of keyboard shortcuts; it's just for Blender noobs. Godot is a mixed bag... the UI feels sub-par when you're used to Blender, but the code editor is fine, it has the graphics capabilities for first-person, we can start doing multi-platform WIP releases early on, and it's getting popular so it'll be easier to build a dev team... but it's not too different from my custom engine; we can always go back.

I'll create a game page when there's a playable download.

As for Crusaders, I'll do a WIP release when the reworked combat GUI and AI are passable. Then we need to make party members more distinct, probably by adding classes or professions... under no circumstances should characters be equal for gameplay purposes! And after that speedbump it's mostly just content grinding and polishing.



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WIP screenshots

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.

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…

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)...

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?

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.

check out this rack #gameart #screenshotsaturday

we're building this warehouse just to have a shootout in it

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 v0.7.2 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.