Devlog #13 - A NEW ROADMAP
Synthnostate: Sanguinity DEMO » Devlog
Alright guys, this project needs a new sense of direction. It’s time to clear the decks and set some concrete goals that are achievable given my current situation.
The Current Situation
- I’m too damn busy… I can probably manage a 2-3 hour devstream on weekday afternoons (on good days) and an hour here and there off-stream
- Godot Engine has a poor sense of direction and their changes WILL break my code faster than I can finish this project and they’re so god damn woke (and that’s putting it politely)
- It’s only a matter of time until I switch to Raylib
- The ~1742 setting is becoming more appealing to me than ~2042
- Halloween is coming up
Immediate Goals
- Promo art for Halloween
- Eye-popping close-up for devstream thumbnails etc
- Classic gentleman vampire in a high-collared suit sinking his fangs into a pretty lady’s neck
- Cyberpunk & Baroque versions
- Posed scene in game engine
- Music for Halloween - set aside 3rd or 4th weekend in October for recording
- Build a new GAMEPLAY DEMO from scratch
- Leave out everything that’s a clusterfuck in Godot
- More code, less of Godot’s lame themes, UI editor, etc
- No in-editor NPC editing, we don’t need it after all!
- Nothing fancy with skeletons/animations/etc that Godot devs keep changing
- Keyboard+mouse only
- Just one male & one female character model for now
- Basic animations only - won’t even try to depict feeding
- Not much character customization
- Just combat & feeding for now - later we’ll re-integrate dialogue, quests, sorcery, etc
- First-person or Third-person only, not both
- Leave out everything that’s a clusterfuck in Godot
Big Picture / Long Range Goals
- Multiple Demos
- Gameplay demo - in the 1742 setting to keep it focused on vampirism (not technology)
- Graphics demo(s) with full character customization and examples of more ambitious art/graphics/vfx which may require more time/money to do at full-game scale
- Sandbox tests if interesting to share
- Raylib engine prototypes (including a revamped turnbased engine)
- Development Discipline
- Move all fancy/experimental stuff from old main game to sandbox projects
- Make stripped-down versions of messy parts
- Develop new features in sandboxes, test, polish, and then integrate into demo
- Favor Raylib/etc over Godot
- Use Godot for rough prototypes (especially using builtin Godot features not yet implemented in custom engine) and for comparison to Raylib prototypes
- Chronological release order?
- Synthnostate 1742
- possible sequel in the same era
- Synthnostate 1942 - if we want to go there lol
- Synthnostate 2014 a/k/a Crusaders - the turnbased RPG
- Synthnostate 2042 - maybe 2142 if we don’t get to it until the 2030s - or depending how the future unfolds, maybe we’ll make it current-year like The Thing or a recent-past setting like Bloodlines
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 |
More posts
- Design Notes for Synthnostate 174222 days ago
- Devlog #19 - Raylib Test 2 Completed 11-17-202425 days ago
- Devlog #18 - Weekly Roundup 11-05-202438 days ago
- Devlog #17 - Weekly Roundup 10-28-2024 (Raylib Test #1)45 days ago
- Devlog #16 - Weekly Roundup 10-22-202451 days ago
- Devlog #15 - Weekly Roundup 10-15-202458 days ago
- Devlog #14 - Synthnostate dev status 9-29-2474 days ago
- Devlog #12 - Mid-2024 Update & PlansAug 13, 2024
- Synthnostate: Sanguinity - WIP Demo v0.2.1Jul 08, 2024
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