Devlog #25 - May 2025 Update
No new demo this month - it’s that time of year again when I’m always busy with other things. How busy? Well, I’ve done 3 two-hour devstreams in the last month and about 3 days of gamedev in total. I don’t even have any screenshots worth showing.
CHANGE LOG FOR REV 6 SO FAR:
- Raylib version: 5.6-dev w/ custom mods
- Quest system WIP
- Level/model loading overhaul
- Beginnings of a proper shader & transparency system
- …
BIG PICTURE
I really can’t complain about progress. It only took me 6 months to make this custom engine, after 2 years struggling with Godot and 10 years of only dreaming of this. Now it’s just a “simple matter” of grinding for several more years to expand it from a tech demo to a real RPG.
Now, it would be nice if we could organically grow a cult following as development progresses, get some money coming in from early access sales and donations, and build up a small team. So far I haven’t had much luck with any of that - a little bit, and I appreciate you all and I hope to catch a lucky break one of these days - but what if I don’t? Well, I’ll just keep grinding, trying to make this game as fun, interesting, and impressive as I can. Eventually, when it’s finished enough, I can try to find an honest publisher (lol) or hope a bunch of money drops into my lap so I can advertise it. I’d hate to give money to those people, but advertising actually works, so it’s always an option of last resort. I could also release a cheap turnbased tactics sandbox game just to put something out there - that strategy has worked pretty well for some other developers.
Anyway, it’s just me working part-time for the time being, so I’ll just have to focus on gameplay and make do with early 2000s graphics quality (especially the environments) until I have the time/resources to improve it. And I won’t bother showing it off much until I’ve made substantial progress on gameplay.
DEV PRIORITIES
- Content: maps/levels, placeholder objects, characters, quests, scenarios, artwork, music
- Gameplay: itemization, spells, buffs, vampirism mechanics, melee, bows, guns, throwing, etc
- AI: behavior trees/FSMs, navmesh pathfinding, offense, defense, evasion, etc (key elements of gameplay as well)
- Wall collisions and some sort of camera spring arm
- Systems: lighting, shaders, particle FX, background loading
- Animation FSMs, blend/override, jigglebones
- Turnbased mode, for a tactics sandbox side project & eventual turnbased RPG
PUBLICITY PLANS
- Devstreams once or twice a week, just on Rumble for now
- Occasional dev/gameplay videos on Youtube
- Little or no social media
- Quarterly devlogs - monthly is too much
- One or two more tech demos
- Everything beyond that is To Be Determined…
So - next devlog in/around September, next demo then or later - possibly next year.
Get Synthnostate: Sanguine Sanguinity
Synthnostate: Sanguine Sanguinity
Vampire Sim Tech Demo (WORK IN PROGRESS)
Status | In development |
Author | Synthnostate |
Genre | Role Playing |
Tags | 3D, Immersive, Sci-fi, Vampire |
Languages | English |
Accessibility | Subtitles, Configurable controls |
More posts
- Devlog #24 - Custom Engine Tech Demo r588 days ago
- Devlog #23 - March 2025 UpdateMar 19, 2025
- Devlog #22 - Tech Demo #4 (02-13-2025)Feb 14, 2025
- Devlog #21 - January 2025 Monthly RoundupJan 17, 2025
- Devlog #20 - Tech Demo #3 (12-15-2024)Dec 15, 2024
- Design Notes for Synthnostate 1742Nov 20, 2024
- Devlog #19 - Raylib Test 2 Completed 11-17-2024Nov 17, 2024
- Devlog #18 - Weekly Roundup 11-05-2024Nov 05, 2024
- Devlog #17 - Weekly Roundup 10-28-2024 (Raylib Test #1)Oct 28, 2024
Leave a comment
Log in with itch.io to leave a comment.