Plans for v0.2.0


Now we move out of the prototyping phase and mould this project into a feature-complete, non-broken game demo ready for playtesting and refinement.

Once it’s sufficiently refined, I want to start taking optional early access payments/donations just to see what happens.

Main goals for v0.2.0

  • Finish core gameplay mechanics:
    • ✔AI: peaceful NPCs unless provoked
    • AI ‘framework’ for different behavior trees for each NPC, configured by scripts
    • AI: proper chasing+fleeing behavior
      • Trigger when attacked or upon witnessing vampirism (but only if horrified)
      • Attack if armed and brave, otherwise flee
      • Use pathfinding movement
    • ✔Stat/skill effects (in realtime gameplay)
      • ✔Vampire speed
      • Vitality (primary factor in max health, maybe more complexity later)
      • Balance for a fair fight between physically fit man and a lower-level vampire, but no contest between several strong men and a vampire with high physical stats
    • ✔Status effects (temporary buffs/debuffs)
      • ✔Basic code, structures, intensity curves
      • ✔NPCs: incapacitated by magic (mesmerized etc) for feeding
      • ✔Player: speed modifier…
    • Social vampirism
      • ✔Generic NPC dialogue (vanilla “pickup lines”)
      • ✔Charisma/attraction/repulsion
      • Consummation (for now just follow player and submit to feeding)
    • ✔Clean up biting/feeding mechanics and animations
    • ✔Game Over screen upon player’s death
  • Finish sorcery/alchemy:
    • ✔Overhaul the spellcrafting system prototype from v0.1.5
    • Gameplay effects for each component ✔of Mesmerize spell only, lol
    • ✔Consume basic magical energy sources (stamina and blood/regeneration)
    • Placeholder VFX (cheesy light particles etc)
  • ✔Miscellaneous
    • ✔Doors, locks, keys
      • ✔Navmesh/pathfinding test
      • ✔Door: E to open/close, collision off when open, animation, multiple variants
      • ✔Portal: simple invisible Area3D (visual representation can be anything)
      • ✔Keys: item script, door/portal linkage, player code, NPC nav code
    • ✔Fast travel menu (maps to come later)
    • ✔Settings for fullscreen, mouse sensitivity, FOV, and some difficulty options
  • ✔Character models
    • ✔Lich (robed skeleton sorceror)
    • ✔Skeleton (and individual bones for tomb clutter)
    • ✔Male
  • A few interesting ✔characters with dialogue and quests (lol, there’s no way I’m gonna make that goal, gotta punt)
  • ✔New title and ‘dark angel’ cover art
    • ✔Title lettering
    • ✔Setup+pose
    • ✔Bat wings, clothing, dagger in hands, background, corrective sculpting
    • ✔Proper hair, fangs, makeup, and BLOOD
  • ✔Finishing & cleanup
    • ✔Fix driving/flying modes and their controls
    • ✔Use level loader for starting level
    • ✔Cleanup test levels & character models
    • ✔Character Editor fixes
    • ✔Character Creation model/gender constraints

I aim to complete all of the above in January (February at latest) followed by a series of rapid-iteration point releases. (Edit: not surprisingly, it’s going into mid-late February.)

Additional goals for v0.2.x

  • General immersion:
    • Play up the dark atmosphere, night environments, tenebrism
      • ✔Torch sconces? w/ flame + smoke particle VFX
      • Torch improvements
      • Electric lighting
      • Outdoor night: fog, street lighting, ghostly auras, moonbeams?, moon improvements
    • More levels, clutter, character models and heads, and variety of NPCs
      • St Connor township
        • ✔Rough layout
        • Rough ✔buildings, roads, ✔waterways, interconnections
        • Roadhouse (detailed)
        • Church (detailed)
      • Catacombs (3 levels, not final form, just enough for gameplay)
        • ✔Level 2
        • ✔Level 3
        • ✔Finish level 1 and interconnections
    • NPC schedules
    • More music and sound effects
    • Sense of purpose…
      • To make friends and influence people?
      • To master sorcery/alchemy and become a lich lord, demigod, angel…
      • Vengeance (always a classic)
  • Vampire vision prototype:
    • Washed-out shader effect for daylight and bright lights
    • Vision augmentation in darkness only
  • Spellcrafting refinements:
    • Potion brewing and usage
    • Other magickal items
    • Implement all magical energy sources (leylines, elements, etc)
    • Transmute and store magical energy
    • More components and premade spells
  • Full gamepad+keyboard controls in all popup UIs (can wait til v0.3)
  • More to come…

Get Synthnostate: Sanguinity DEMO

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