Devlog #9 - Agenda for v0.2.1 dev cycle
Synthnostate: Sanguinity DEMO » Devlog
With v0.2.0 completed, core gameplay is basically done and there are no more technical hurdles or agonizing design decisions. From here on out it’s all content creation, gameplay refinement, and purely optional technical challenges. I’ll continue putting in 20-30 hours a week and try to livestream 10 hours of grinding out artwork, playtesting, etc - if I can settle on a streaming schedule.
Also, we’re not gonna waste time on Godot specifics for now because there’s a decent chance we’re gonna switch engines.
Level Building
- Cheap filler - spartan indoor/urban/subterranean environs
- WIP: Spaceport
- Silicon Valley pod city
- St Connor chapel and roadhouse
- St Connor roads and minor buildings
Art
- Faces: Revisit Plan A
- ✔Swappable heads & bodies
Shape key / blendshape face customization & animationMAYBE NEXT YEAR
- Characters & outfits
- ✔Outfit tests
- Draw & bake outfits for both female character models
- Add male 2 and ‘Pat’ models
- Outfits, alternate heads, and hair for all models
- Low-poly clutter bones
- Outdoor clutter: weeds, rocks, leaves, sticks, etc
- Furniture
- Texture Materials
Vampire Vision Shaders
- ✔Washed-out and desaturated in bright lighting conditions
- Aura vision in the dark (to be augmented by various sorceries)
- Integrate with gameplay
Sky & Lighting Enhancements
- ✔3D Moon - the simplest solution?
- ✔Solar disc
- Horizon/sunrise/sunset tweaks
- More fog
- ✔Clouds
- Outdoor night: street lighting, ghostly auras, moonbeams?
- Deliberate tenebrism (i.e. selective bright lighting in dark scenes)
- Between this and the artwork, I want to achieve some stunning nighttime vistas. I probably won’t, but by God I’m gonna try!
VFX
- Spells
- Blood
- Improved Torches & Candles
- Smoke & Fire
Follow up on AI / Behavior Trees
- Take the time to get it right…
- Modes (sleeping, reaction animation override, offense, defense, panic, etc)
- NPC schedules, long+short range travel, activities, diversions, hunting/evasion
Animations and Controls
- Flying
- Crawling or Crouching
- De-jankification
Quest & Character Development
- Write/outline stories as fodder
- Basic stuff with levels & character models built so far
BIG PICTURE
- Core gameplay loop - talk-exploration-action-discovery
- Shapeshifting and stealth gameplay
- Alienation as a driving force
- Of an ancient vampire in changing times and/or new territory
- Of a young vampire, alternately
- Of the mortal human characters as well
- Sense of purpose
- Vengeance! A proper vampire never forgets a grudge. Punish/persecute your nemesis!
- Make friends and influence people in pursuit of world domination
- Build a cult/harem of wannabe-vampire NPCs
- Master sorcery/alchemy
- Become a lich lord, demigod, etc
- Alternately, become an angel
Sorcery, Alchemy, Spellcrafting
- Component/skill fractional level bars (in CC and component picker)
- Potion brewing and usage
- Other magickal items
- Implement all magical energy sources (leylines, elements, terror, etc)
- Transmute and store magical energy
- More components and premade spells
Audio
- ✔Troubleshoot certain spatial audio nodes that aren’t working
- More footstep sounds, breathing, snoring, doors
- Combat sounds
- In-game electronics/UI sounds
- Music: record practice tracks, use some in livestreams and in game
- 1 or 2 new finished soundtracks
Modding Tests LATER
- This is a Godot problem, so I think we’re gonna look into other/custom engines before we come back to this
- Basic mod loader using existing Godot features
- Finish our mod creation tool (Godot addon)
- PCK extractor tests (to access base game content)
Get Synthnostate: Sanguinity DEMO
Synthnostate: Sanguinity DEMO
The vampire sim
Status | In development |
Author | Synthnostate |
Genre | Role Playing |
Tags | 3D, Immersive, Sci-fi, Vampire |
Languages | English |
Accessibility | Subtitles, Configurable controls |
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