Devlog #15 - Weekly Roundup 10-15-2024
Alright guys, I’m trying to post weekly updates, at least when I have anything to report. There’s not much to report for last week. No devstreams, work was too busy.
However, I have a new direction:
- Build a low-effort grindfest demo with a low-effort custom engine and some existing assets.
- Polish the core mechanics and combat. Make it fun.
- Port the core RPG features from Sanguinity v0.2.1.
- Add enough content for a demo - in the 1700’s “Synthnostate: Salem” setting for simplicity.
- Polish the art/graphics somewhat.
- Then with enough help, hopefully we can expand it into a full RPG in either setting, or both.
Same ultimate goals, less ambitious shit up front.
And yeah, Sanguinity v0.2.1 is the end of the line for my Godot-based demo series. I will certainly do more tests in Godot 4.3, and I may even upload one or two, but nothing serious. As far as I’m concerned, Godot has terminal incurable AIDS. I could use some other engine if Godot’s passing makes way for a better one, but my preference is a custom engine only using small libraries maintained by single individuals. Group politics and drama ruin everything. I’ve built a bunch of RPG prototypes and demos over the last 10+ years, I want to finish one or two of them now. No more bullshit!
Also, Crusaders is potentially back on the menu. I put it on hold and started Sanguinity to make something with better graphics and no party-based RPG mechanics to balance (an unexpected time sink). And because people were taking conspiracy theory shit way too seriously just because a few theories panned out in 2020. My V2 engine still had some shortcomings as well, especially GUI performance and single-threaded scripting, which V3 should resolve. So if I hit a wall with Salem/Sanguinity I can give Crusaders another shot - once again starting with a tactics demo before adding RPG features back in. Man, I really liked the firearms system in that game. Yeah, a little tactics demo with turnbased gunplay alone would be sweet.
Custom engine tests
Continuing where I left off in April, I did a Raylib model & animation loading test - in C not Odin to avoid extra complications for now.
I’m just getting a feel for Raylib’s limitations. Root motion animation is out, and that’s okay, I think it’s an unnecessary complication anyway. Godot-style name suffixes (-col -colonly -nav etc) won’t work because Raylib discards the names, but the underlying CGLTF library loads them, so I could simply add names in an internal Git fork of Raylib.
Next up, I need to get my PBR textures working in Raylib. I might have to structure them a little differently. Later I’ll have to figure out how to manage materials. I’ll try loading tiled materials in whichever MaterialMaker export format is most convenient. For baked textures I could write a Blender script to grab the parameters from shader nodes and export them in the same format. But I may not need to if Blender properly exports them in GLTF format.
Then I can move on to core mechanics, combat, collision/physics, etc.
And maybe a few turnbased tactics tests…
Devlog tools
I was playing around with Markdown and I noticed there’s a Tables extension that works on Odysee. That’s useful. It’s not too much work to make a spreadsheet in LibreOffice, Save a copy, Text CSV, Fixed Column Width… then add the grid lines (dashes and vertical bars) in column-editing mode in a fancy text editor like Geany, Kate, Notepad++ or Vim… and paste it into an Odysee text post. Then preview or post it, press F12, inspect the table, and copypaste the outerHTML into my devlog on Itch.
Uh, I could just export the spreadsheet as an HTML table, probably. Might be a godawful mess though.
Here’s a feature comparison of all the engines I’ve used in my Synthnostate projects. This is just a start - I’m going to list out all the features to remind myself what I do and don’t need/want in V3. And we’re gonna see a bunch of X’s in the V3 column for shit we ain’t gonna need…
Engine: | Custom V1 | Custom V2 | Godot 4.x | Custom V3 |
---|---|---|---|---|
Game: | Crusaders prototype | Crusaders demo | Sanguinity demo | Salem demo |
Language: | C++ | C | N/A | C, Odin?, Zig? |
Scripting: | homebrew | JS | GDscript | Cyberscript? |
Framework: | GLFW etc | GLFW, mini libs | N/A | Raylib (mini libs) |
Physics: | N/A | N/A | Godot internal | (Jolt? Bullet?) |
Game data editing: | Blender & spreadsheets | Blender & in-game | Godot / in-game | (in-game only?) |
Graphics: | OpenGL 3.3 | OpenGL 3.3 | Vulkan/OGL | Vulkan/OGL |
- Blender version used: | 2.79 | 2.79 | 3.x+ | 4.3+ |
- 3D format: | custom | custom | GLTF2 | GLTF2 |
- Textures: | diffuse only | diffuse only | PBR | PBR |
- Lighting: | spot, directional | spot, directional | SDFGI etc | |
Combat: | ||||
- Turn-based: | ✔ | ✔ | ||
- Real-time: | ✔ | |||
- Gunplay: | ? | ✔ | (basic) | |
Dialogue: | ✔ | ✔ | ✔ | |
- Quests: | ✔ | ✔ | ✔ | |
- Area triggers: | ? | ✔ | ✔ | |
- Conditions: | ✔ | |||
- Objectives: | ✔ | |||
GUI: | limited | homebrew, JS | Godot | (RayGUI test) |
- Inventory | ✔ full-party | ✔ full-party | ✔ | |
- Character customization: | ? | ✔ | ✔ | (partial) |
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 17423 days ago
- Devlog #19 - Raylib Test 2 Completed 11-17-20246 days ago
- Devlog #18 - Weekly Roundup 11-05-202419 days ago
- Devlog #17 - Weekly Roundup 10-28-202426 days ago
- Devlog #16 - Weekly Roundup 10-22-202432 days ago
- Devlog #14 - Synthnostate dev status 9-29-2455 days ago
- Devlog #13 - A NEW ROADMAP76 days ago
- Devlog #12 - Mid-2024 Update & PlansAug 13, 2024
- Synthnostate: Sanguinity - WIP Demo v0.2.1Jul 08, 2024
Leave a comment
Log in with itch.io to leave a comment.