Update: so much for September


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's 2 more weeks? No one cares. No one will ever care if we give them a bad first impression because we're in a rush to release "something, anything". We're not a "rapid game construction" shop. It'll be ready when it's ready.

Status

  • ✔Linux build is ready - should run on any 64-bit Linux distro.
  • ✔Windows build should compile without much trouble now. Haven't tried yet :)
  • ✔Lots of minor fixes, code cleanup, UI improvements, and some sound & music.
  • ✔Revised core stats/skills and finalized the skillcheck system.
  • ✔Level design & artwork are up to snuff for v0.2.
  • Character creation overhaul half-done. Major code cleanup needed.
  • Quest scripting is a big fat TODO... 2 down, 20 to go.
  • Combat gameplay is the main focus. Adding a representative array of weapons & attacks, sounds & animations, action sequencing, unifying AI and UI, tightening up the attack context menu. Is good!
  • Need more NPCs to fight, more items, and a rough pass at stat balancing. We need to keep testers busy long enough to find things to complain about.

Get Synthnostate: Crusaders of the Tinfoil Hat [DEMO]

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