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TIGSource ForumsCommunityDevLogsSYNTHETIK - Unforgiving shooter with classic rpg and rogue elements
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Author Topic: SYNTHETIK - Unforgiving shooter with classic rpg and rogue elements  (Read 1396 times)
Shrike_
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« on: August 25, 2016, 11:49:09 PM »





Hey everyone! I want to present our game, SYNTHETIK
We are 2 people mainly working on the game, full and halftime.

I personally (Eric) do the Game design, core programming and art, Alex handles the business,
and the more advanced programming like per example AI and pathfinding.

We have been on the project for about 1.5-2 years so far, and while art certainly
needs more work, the programming and design side is pretty advanced and it is a lot of fun
to play already, while content is still missing.





We wanted to make a game that is as harsh and demanding as it is rewarding, a shooter with
a lot of depth and experimentation and next level gunplay. Originally the idea was to make
a game about bolt action gameplay but that changed for the greater good.  


◆ The Rundown:

◇ Everything is extremely powerful & dangerous!
◇ Both sides have Full Friendly Fire, things get very messy
◇ Fight relentless bosses and face high stakes with permanent death
◇ Environments change their layout every new attempt  
◇ Offline-Rendered art with permanent destruction and unlocked fps
◇ Random encounters, things can malfunction or gain surprising effects
◇ Find and level powerful items, the power of each item is defined by choice!
◇ Intense, movement based recoil with pixel perfect mouse controls
◇ Next level gunplay with Eject, Active reload & Discard Ammo
◇ Tons of weapons with each weapon having 10+ variants
Various ammo types for each weapon, even for rockets!
◇ Many upgrades and systems to experiment with! Play your way!













The game is a unforgiving shooter with RPG and Rogue elements in a world overrun by machines.
You play as android and try to find the heart of armageddon, which is located at the top of the headquarters
of the machine legion, the Citadel.





You try to reach the heart of armageddon, the final boss at the very top.
Everything in the game is very powerful and there is full friendly fire, so things are often going very wrong, which is really part of the fun.





Destruction and all particles are permanent, things get very messy in intense situations,
thats also where the game looks best imo.





Weapons are a major part of Synthetik and we invested a lot of time in cutting edge mechanics to bring
gunplay to the next level, and it works very well I have to say.

◇ Each weapon can be found in one of 10+ different Variants
◇ Each weapon can be found in one of 3+ different ammo types
◇ Complex modeled recoil system rewarding skillful usage
◇ Super Direct and pixel precise controls made for PC
◇ Skillfully Eject magazines or bullets before reloading
◇ Left bullets in magazines are realistically discarded on reload
◇ You can time your reload for faster execution (active reload)
◇ Weapons can be upgraded many times in multiple categories!





There are RPG like character attributes, you have memory modules which can be replaced,
there are tons of items and weapon upgrades, a lot of stuff if you like to experiment like me.

Everything also underlies a RPG base, you can dodge anything, luck plays a role in many things
and you can skew the underlying stats in your favor. Want to play based on currency gain or experience -
you can do that. Increase threat and face more enemies instead for also more reward ? No problem.
The character attributes allow you to change the core dynamics of the game.




I spent a lot of time making impacts and everything feel as powerful as possible, there are many
small details, if you want I can explain some things about that, but Id prefer to talk about gameplay.




Trying to get more and better screenshots and gifs as of now.


I will continue keeping this devblog updated and looking forward to hear what you think!
the game is set to release around december / january and I hope you enjoy what you see.
If so,you can check out our Website or Kickstarter for more info, we would be very happy to have you onboard : )


https://www.kickstarter.com/projects/988681992/synthetik
www.synthetikgame.com
« Last Edit: August 29, 2016, 05:41:50 AM by Shrike_ » Logged
darrenagar
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« Reply #1 on: August 26, 2016, 08:06:17 AM »

Looking good guys! Like the art direction, can see a mirrors edge influence with the monochromaticness. Pre-rendered sprites & BG? Would have liked to see more of the design process. Good luck with the Kickstarter!
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Shrike_
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« Reply #2 on: August 26, 2016, 08:16:24 AM »

Thanks! We'll write something longer about the pre-rendered workflow tomorrow or so, ill certainly post that.
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Shrike_
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« Reply #3 on: August 27, 2016, 05:40:10 AM »

Experimenting a bit with color grading, makes it a lot better imo.
Currently all is a too much grey, although Ill rerender the props with more colors too

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Shrike_
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« Reply #4 on: August 28, 2016, 02:25:49 AM »

Just got the player drone to work, it will follow you around any time and detect pickups.
You can also upgrade it later to have combat effects, probably shoot down bullets mid air
like one of the other drones among other things.



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Shrike_
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« Reply #5 on: August 31, 2016, 05:46:51 AM »

Working on the outgame hub, the weapon and item databases are done so far

The cool thing is that you can modify the loottables and give your favorite items a boost in power,
gaining you some control over the odds in the game itself and reinforcing your desired build

« Last Edit: August 31, 2016, 09:12:02 AM by Shrike_ » Logged
Shrike_
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« Reply #6 on: September 07, 2016, 09:41:33 AM »

Rendered out our first tank today for the military bay, the last and most intense floor, not fully working yet tho
Pic is a photoshop test how it will look ingame



They'll give you a run for your money, ill make sure of that
90mm cannon, coaxial MG and releases chemical gas when you step too close.

Maybe the visuals are a bit too finnicky for the more clean rest, what do you think ?
« Last Edit: September 07, 2016, 09:47:15 AM by Shrike_ » Logged
Shrike_
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« Reply #7 on: January 06, 2017, 01:11:58 AM »

Man we are getting so much stuff done, the last months had so much progress on so many levels
Items went from quick and lowest effort to 40+ polished ones some even with animated icons with all the boring ones cut, so many systems have been improved, we have a secret second game mode, each weapon can purchase 4 out of 16 new attachments, there are new floppy discs to unlock which change the core gameplay, visuals and rooms improved substantially, the old footage looks so much worse in relation atleast imo, and so much more.

Probably the best of all, online coop is nearly working too!

Random non selective screenshot:

https://hostr.co/file/jbghqDidTqUK/Screen.png

Kinda feeling bad with posting stuff until the old footage is all replaced tho :/
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Shrike_
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« Reply #8 on: January 07, 2017, 09:01:29 AM »



Getting to the more interesting stuff now that all the basic things have been done
A kind of C&C Tiberium Sun inspired missile hover tank.
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Pixel Noise
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« Reply #9 on: January 07, 2017, 10:30:05 AM »

Wow that trailer and everything looks great. Sorry your KS campaign didn't pan out, but glad to see you're back to posting on this!
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Shrike_
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« Reply #10 on: January 08, 2017, 03:23:46 PM »

Thanks! Yea we were not prepared at the slightest but it dosnt really set us back, if anything we have more motivation to get something running. We tried it and we learned a lot about the thing, worth it.

Getting some cooler enemy types done now, enough with the humanoids and smaller drones

+

Pressing F5 makes the gifs animate again if not working



The sawblade bot is pretty straightforward, the glider shoots a very strong pack of lasers in tight grouping
« Last Edit: January 08, 2017, 03:29:38 PM by Shrike_ » Logged
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