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Devlog
Synthnostate: Crusaders of the Tinfoil Hat [DEMO]
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Devlog
New Developments
November 07, 2024
by
Synthnostate
I’m making a new custom engine for both games now… Follow along on the Synthnostate: Sanguinity devlog: https://synthnostate.itch.io/sanguinity-demo/devlog/828687/devlog-18-weekly-roundup-11-05-...
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Possible update in late 2023
May 26, 2023
by
Synthnostate
I may do another development sprint on this game after one or two more Agenda42 demos (unless people start getting excited about that game, but I can’t see that happening for another year or so). Go...
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Demo Release Checklists
December 30, 2022
by
Synthnostate
Agenda 2042 Demo 1 ✔✔ Game object data structures ✔✔ Save/Load ✔✔ Third-person camera/controls ✔✔ Character animations (jogging, idle, attacks) ✔✔ Keymapping ✔✔ Character Custo...
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A Difficult Decision
December 07, 2022
by
Synthnostate
I think it’s time to switch to Godot. My #1 goal is to build a few good RPGs, I need collaborators to achieve that, and using Godot seems like the best way to find them. My top priority now is Agend...
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Long-term TODO tracking in Synthnostate
October 19, 2022
by
Synthnostate
This is a post for developers, project managers, and Synthnostate fans following my progress. Tracking and organizing tasks, sprints, and feature wishlists is a pain. In corporate gigs I’ve used clo...
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v0.8.3 RELEASED
October 13, 2022
by
Synthnostate
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 stuf...
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Hard Sci-fi Research Notes
October 02, 2022
by
Synthnostate
#notes
Notes on actual/speculated real-world technologies which may appear in Synthnostate and sequels. Gene editing & Synthnobiology Gene sequencing (reading)… [speed/cost progress TK] Gene writing… com...
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Piling on more work for v0.8.3
September 09, 2022
by
Synthnostate
It’s been a slow week. At least scrollbars are done, lol. I could fix the missing background glitch and release v0.8.3 immediately, but all it adds is UI “quality of life” and new bugs; nobody...
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Still working on GUI overhaul for v0.8.3
September 01, 2022
by
Synthnostate
I’m still bogged down in GUI work. The sizing+layout stuff is mostly sorted out, but I really need to bite the bullet and reorganize the whole GUI system to use the pattern I’m settling into, wher...
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v0.8.2 "Risen" RELEASED
August 16, 2022
by
Synthnostate
This release is titled “Risen” in honor of Terry A. Davis, 12/15/69 - 8/11/18. His tune of the same name is featured in the soundtrack. CHANGELOG Restored 3D engine features from v0.5: Pixel-perfe...
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v0.8.1 RELEASED
August 04, 2022
by
Synthnostate
Not much to see here, just finalizing the in-game editing systems, cleaning up the GUI system, a dev teleport UI, and various bug fixes. However, I may break some things in the next few weeks so I’m...
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v0.8.0 RELEASED - Battleground Levels WIP
July 21, 2022
by
Synthnostate
At long last, we’re back to level/encounter design and playtesting. Combat actually runs pretty smoothly now. I’ve played through all 4 encounters a few times without crashes or hangups. Dying, ye...
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Halfway to 0.8.0
June 11, 2022
by
Synthnostate
It’s good to be out of that last development phase. Now I’m diligently hitting all my bullet points for 0.8.0 - cleanup, debugging, better editing support, 3D modeling, a 3D format overhaul - ever...
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ROADMAP: v0.8 Alpha Series
May 19, 2022
by
Synthnostate
#roadmap
Major Goals for v0.8 Alpha series Build out unfinished mid/endgame battleground levels for playtesting. Finish engine overhaul; fix all major glitches; focus on stability and core combat gameplay. Fin...
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v0.7.5 released - Turnbased Combat
May 15, 2022
by
Synthnostate
This is the final 0.7 release. It’s nothing great, just an “as-is” snapshot before I move on to the next phase of development. It has the essentials of turnbased combat but it’s very basic and...
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My struggle to finish v0.7.5
May 09, 2022
by
Synthnostate
I need a better dev strategy. I’m procrastinating because I’m bogged down in coding, when I should be grinding out content - 3D models, textures, music, dialogue, battle scenarios - and using my s...
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Cultural Considerations
April 27, 2022
by
Synthnostate
Next release should be out within a week, and it’s a big milestone with actual turnbased combat and some features from my wishlist. In the meantime, here’s a post about cultural influences and con...
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v0.7.4 released - Dialogue, Class System, Scene Traversal
April 10, 2022
by
Synthnostate
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. Changelog New UIs: Dialogue (click under an NPC to talk) Que...
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Synthnostate v0.7.4 progress
March 20, 2022
by
Synthnostate
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). Script con...
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v0.7.3 released
March 15, 2022
by
Synthnostate
Ported and overhauled ~95% of combat code from V1. Changelog v0.7.3 2022.03.14 Combat details Combat rules, formulas, derived stats, rolls, damage, crits, etc Range attack trajectories Targeting UI Pa...
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v0.7.2 released
February 19, 2022
by
Synthnostate
v0.7.2 2022.02.19 Content editing & inventory A pretty boring release except for devs/modders (Next two releases will focus on gameplay!) Changelog Command line options (for a list, run “app.exe -he...
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v0.7.1 released
February 11, 2022
by
Synthnostate
What’s new: Combat basics (damage, death, animations, placeholder sounds) Health bars Weapon/attack selection UI Object picking POSTPONED Combat is far from complete - we need sounds, blood, explosi...
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ROADMAP: v0.7.x series
February 10, 2022
by
Synthnostate
#roadmap
Major goals for 0.7 series Still experimenting; focus on in-game editing, scripting, and design changes. In-Game Editing: NPCs, items, dialogue Content Restore a few levels, NPCs, items, quests from v...
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How it's going
January 29, 2022
by
Synthnostate
So, I’ve spent 5 months rebuilding my game engine. Was it worth it? It had to be done. If I’d done it 2 years ago I could be making a sequel by now. Should I have used Godot, Unreal, Unity? Probab...
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v0.7.0 Tech Demo released
January 29, 2022
by
Synthnostate
What’s new? Nothing except JS scripting, internal cleanup, and fixes. Actually it’s a bit more than that. Graphics initialization and scene creation are almost fully script-driven now, and I’ve...
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v0.6.1 released (tech demo #1)
January 08, 2022
by
Synthnostate
This demo is just a first glimpse of the new engine, with nothing but basic tile grid movement, character appearance customization, a few non-functional UIs, music, sounds (footsteps only), and TONS O...
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Wishlist (STICKY)
December 01, 2021
by
Synthnostate
1
This post is a dumping ground for gameplay/content ideas and long-range plans. Feel free to comment. These are all serious proposals for implementation after the essential v0.7.x features are complete...
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Roadmap: Demo 1 dev sprint & beyond
November 28, 2021
by
Synthnostate
1
v0.6.0 Engine V2: complete overhaul ☒ C core ☒ select libraries for vector math, dynamic data structures, etc ☒ Lua scripting (prototype) ☒ GUI (prototype) ☒ 3D pipeline (improved) ☒ Save...
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Update and plans - November 2021
November 17, 2021
by
Synthnostate
1
Synthnostate: Crusaders of the Tinfoil Hat Engine V2 is almost done. No art/style changes, just a rebuild in plain C with cleaner graphics+GUI systems, Lua scripting, and in-engine editing for smoothe...
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Hard Scifi in SS:CTH
September 24, 2021
by
Synthnostate
(This was written 2019-10-25) FTL spaceflight? That old killjoy Albert Einstein casts cold water on that idea with his Theory of Special Relativity. That’s the one that says light travels at an abso...
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Big-picture update - March 2021
March 19, 2021
by
Synthnostate
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...
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v0.4 dev sprint
January 21, 2020
by
Synthnostate
v0.4 dev sprint underway - the long overdue combat demo! This is for engine testing and publicity. Social media isn’t enough, we need to let the game speak for itself. We’re also changing the titl...
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Update 12/7/19
December 07, 2019
by
Synthnostate
WIP: targeting UI & animations for more powerful weapons only on bitchute now! https://www.bitchute.com/video/YZs8olvqHn8Y/...
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Combat preview
November 13, 2019
by
Synthnostate
Started a big devlog post about “Fire(arms) Magic” in 𝘾𝙧𝙪𝙨𝙖𝙙𝙚𝙧𝙨 𝙤𝙛 𝙩𝙝𝙚 𝙏𝙞𝙣𝙛𝙤𝙞𝙡 𝙃𝙖𝙩…. screw that, I’ll make videos and ju...
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Itch vs GameJolt
October 17, 2019
by
Synthnostate
Itch vs GameJolt: they each have some pros and cons. Let's try running a devlog on both for a while to get a better feel. Itch.io page GameJolt page GJ has polls!! wonder who'll win there, lol...
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Glowing in the Dark
October 15, 2019
by
Synthnostate
Just a quick we're-not-dead update. Where have we been for the last two weeks? Distracted by politics like everyone else. First the Trump impeachment probe, then China. What little work we've done was...
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Stats, Archetypes, and Difficulty
September 26, 2019
by
Synthnostate
We generally don't mess with CRPG tradition without a good reason. We're not SJWs. However, there is no place for the """problematic stereotypes""" of good old D&D in the modern, tolerant, pre-gamerga...
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9/20/19 - Back To Work
September 20, 2019
by
Synthnostate
Not much new to report. Last week was vacation time here. I was about as far from the modern world as one can get. ^^ Just getting back into the swing of things this week. Working on soundtracks, art,...
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Update 9/7/19
September 07, 2019
by
Synthnostate
I made a Blender addon to speed up worldbuilding. It rotates the view to the same iso angles as the game for a quick preview. It scales texture maps to an absolute size to eliminate guesswork. It plac...
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August 2019 Update
August 30, 2019
by
Synthnostate
I'm going to start posting quick weekly updates here. This devlog is getting some attention now, and it's preferable to wasting time on social media. As I feared, that's becoming a problem. I have to...
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Hype 101
July 03, 2019
by
Synthnostate
Development is only half the battle. To carry out our mission of making quality RPGs, we have to sell them - a minimum of 10,000 copies - of our next game if not this one. One does not simply make a g...
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Character Customization & Clothing
May 02, 2019
by
Synthnostate
Here's a glimpse of the character stats & appearance screen in Crusaders of the Tinfoil Hat. The appearance customization feature is not bad for an indie RPG, but it's limited by our stingy 12-slot i...
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The Line of Fire
March 13, 2019
by
Synthnostate
This week's coding challenge: obstructions to range attacks. We're using traditional random-roll RPG mechanics driven by 3D simulation factors. It's one of the trickiest parts of the game design, but...
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The Inventory System
February 27, 2019
by
Synthnostate
1
A February release was unsurprisingly optimistic. We're busy with worldbuilding and combat coding, so we can start playtesting the core gameplay in big infiltration & firefight scenarios. Today we hav...
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Update: alpha RSN, and a tentative release date
October 17, 2018
by
Synthnostate
Alpha testing realsoonnow Good progress on everything from last update's checklist. However, the quest system got a major overhaul last week; call it 99% done, but now it needs debugging. So maybe thi...
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Update: so much for September
October 02, 2018
by
Synthnostate
Arbitrary deadline BTFO Well, we made a big push to tackle all the unpleasant chores and get v0.2 out the door to alpha testers, and we pretty much did it, but gameplay needs a little more work. What'...
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On track for September private alpha
September 07, 2018
by
Synthnostate
2
>put on tinfoil coder's hat I've been busy the last two weeks whipping the game engine into shape for private alpha testing in late September, checking off milestones on the roadmap: Silhouettes Blood...
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Silhouette Rendering
August 28, 2018
by
Synthnostate
Silhouettes, Outlines, Feature Edge Detection, whatever you call it. There are a dozen ways to do it and none of 'em are pretty, so I've been delaying the decision. We want to get early builds out to...
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Intro & Roadmap
August 23, 2018
by
Synthnostate
This game - working title "Tin Hat Crusade" - has been a couple years in the making. It started as a prototype with basic turnbased RPG mechanics in a post-collapse gritty fantasy setting. That was un...
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