Devlog #21 - January 2025 Monthly Roundup
This month I’m posting a devlog in lieu of an upload, as I’ve been working on internal systems and artwork that can be shown in a few screenshots (see below). The only gameplay changes you’d notice in a demo are the UI, inverted mouse setting, weapon switching and terrain-walking improvements.
Dev streams are currently 9-1 ET MTWT-S- (more or less) on Rumble only. I dropped Odysee (not a fan of the new management) and won’t be posting any more devlogs there either. If I add any other platforms it’s looking like Youtube at this point, since I do have a channel and I probably won’t get dinged too hard for violations of the language code or copyrighted music.
Change Log
- Improved terrain-walking mechanics
- God mode / in-game editing
- Scene/level/object loading
- Graveyard art: restored gravestones, statues, skeletons
- Scripting (Lua language)
- UI overhaul
- Script console [~]
- Basic character screen with stats [C]
- Settings for Inverted Mouse and Fullscreen
- Settings are now persistent (saved in userdir)
- Face/makeup textures (UV2)
- Sculpted vampire teeth
- Gfx tests: emissive lights, water shader, depth fog…
- Switchable weapons including Vampire Bite
Current Plans
Vampire sim progress is right on target. It’s already further along than the first Godot demo I uploaded 2 years ago, which was also 3 months’ work. The graphics have reached an adequate level, like 20-year-old games that still hold up, so now I can pick and choose from my laundry list of artwork, engine, and gameplay tasks.
Turnbased had to take a back seat until I finish some animation UI prerequisites, and it’s slightly broken at the moment which is one reason I’m not uploading anything this month. Hopefully we’ll have a basic Tactics Sandbox by… sometime in March. On second thought I think I’ll create a new game page for this. I’m not ready to resurrect Crusaders yet - this is only a step in that direction.
Laundry list (abbreviated)
- More with weapons, stats, buffs, sorcery…
- Audio-visual feedback for attacks, hits, misses, kills, wielding, walking, etc…
- Spellcrafting experiments (and possibly customization of non-magic attacks)
- More sophisticated key/button mapping… maybe hot slots 1-8 select LMB action, while RMB and other keys/buttons may be assigned to other actions in spell/skill/inventory screens?
- God mode: RMB menu, lighting tweaks, material tweaks, posing, freelook camera…
- Basic dialogue & quest systems
- Particle system for blood, fire, smoke, fog, sorcery VFX…
- Systems for animation, lights, shaders, portals between levels, NPC scripting…
- AI: behavior trees & navmesh pathfinding
- Art assets: trees, grass, rocks, sticks, logs, walls, fences, houses, pots, pans, utensils…
- Lua scripting API additions and refinements…
- Turnbased: teams, turns, animation sequencing, basic combat, RMB menu…
Future game release plans of the month:
- Sanguine Sanguinity: vampire sim tech demo (this one)
- Turnbased Tactics Sandbox
- Synthnostate 1742: trad vampire RPG
- Crusaders: turnbased RPG
- Synthnostate 2042: cyberpunk vampire sim
Pics
Latest graveyard screenshot
Sculpted texture-baked teeth
Here’s my first attempt at a thumbnail that screams VAMPIRES!! - featuring a skeletal lich type of vampire because the alternative at this point would be some kinda freaky twin sister boomer thot “hot” lesbo action thing which would come across as a lame attempt at pandering to degens. Anyway, this is just a quick Blender rendering with sketched-in blood and brighter fangs for use as a stream thumbnail until I make a better one. With a few god-mode enhancements we can do these in-game for maximum authenticity - our rendering is good enough now!
Get Synthnostate: Sanguine Sanguinity
Synthnostate: Sanguine Sanguinity
Vampire Sim Tech Demo
Status | In development |
Author | Synthnostate |
Genre | Role Playing |
Tags | 3D, Immersive, Sci-fi, Vampire |
Languages | English |
Accessibility | Subtitles, Configurable controls |
More posts
- Devlog #22 - Tech Demo #4 (02-13-2025)6 days ago
- Devlog #20 - Tech Demo #3 (12-15-2024)66 days ago
- Design Notes for Synthnostate 174292 days ago
- Devlog #19 - Raylib Test 2 Completed 11-17-202495 days ago
- Devlog #18 - Weekly Roundup 11-05-2024Nov 05, 2024
- Devlog #17 - Weekly Roundup 10-28-2024 (Raylib Test #1)Oct 28, 2024
- Devlog #16 - Weekly Roundup 10-22-2024Oct 22, 2024
- Devlog #15 - Weekly Roundup 10-15-2024Oct 15, 2024
- Devlog #14 - Synthnostate dev status 9-29-24Sep 29, 2024
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