Devlog #20 - Tech Demo #3 (12-15-2024)


Big update this month - we have a new snapshot to upload. I’m calling it a Tech Demo now: we’ve passed all the major tests, we have a viable engine, but it’s not a proper game. Soon we’ll have 2 or 3 actual games with content, and we’ll just keep this demo around for tests.

I also resumed dev streams this month instead of next (only on Rumble for now) because I got a break from my day job. I was busy grinding to prepare for Christmas season and that work finally paid off, i.e. I “worked myself out of a job” as corporate wagies would say, or the way I look at it, I’ve done my part to save some pretty decent non-corporate jobs and next year we’ll all be working less hours for more pay, fingers crossed.

Change Log

  • One engine with realtime & turnbased modes
  • PBR rendering
  • Basic collisions (terrain, NPCs, melee hits)
  • Random terrain for now
  • More UIs adapted from older Synthnostate demos
  • Save/Load (bare minimum for now)
  • Red color scheme for the vampire sim
  • Better text fonts

Next

With the new PBR render pipeline in place, now it’s time to get back to artwork…

  • Bring in existing gravestones, skeletons, etc
  • New art for 1742 winter setting
  • Cover cover/thumbnail art (got sidetracked by this engine project)
  • Water shader
  • Sky shader
  • Cover art that screams VAMPIRE!!!

Engine tasks:

  • Level loading
  • In-game editing
  • Database functions
  • Character screen UI
  • AI and pathfinding
  • Scripting
  • Animation FSM and blend/override
  • Turnbased system for the tactics demo

Files

synthnostate-techdemo-r3.zip (Custom engine tech demo) 19 MB
26 days ago

Get Synthnostate: Sanguinity DEMO

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