1. Vampire Syndicate: Gangs of MoonFall
  2. News

Vampire Syndicate: Gangs of MoonFall News

PCGamer lists Memoirs in top cyberpunk PC games, with Deus Ex, and demo news

[p]https://www.pcgamer.com/best-cyberpunk-games-on-pc/[/p][p][/p][p]Very cool, not sure if I deserve it, but I sure do appreciate it :D. Memoirs of a Battle Brothel is of course, the game that Vampire Syndicate is a direct sequel to.[/p][p][/p][p]Just thought I'd share. [/p][p][/p][p]Also in other news, I am currently building out a massive update to the demo that will incorporate all the systems I'm working on. Not sure when it will come out, but it should be a "full vertical slice" including the first story mission. [/p]

Inventory Screen

[p][/p][p]Hi everyone, here's a look at the in-progress inventory screen. I'm pleased to say that even though it's far from being final (the aesthetics, number of slots, etc, will change through development), the image is not a mockup but a fully implemented screenshot taken from in-game.[/p][p][/p][p]Right now I'm not too sure about the background image. I would like to cycle through a series of nice artworks, perhaps even randomized, but that might impact readibility so I might default to a more neutral background. Additionally, the stats are organized as a functional, but not exactly eye-pleasing block on the left, which will change later on. I also forgot to add that the shotgun scales with Perception. [/p][p][/p][p]Hopefully this will give you some insight into how the game works, and itemization as well. At this point I'm leaning towards not directly tying armor with what the character is wearing visually. This is mainly a budget issue (paying for custom meshes at the quality I want would be prohibitively expensive), but is also due to gameplay design as I would like to divorce the visual customization of the character from stat bonuses. This allows for more flexibility in the player dressing up their character, as well as allowing me to implement more unorthodox slots in the future. Equipping different weapons will still result in a different visual weapon during combat. [/p][p][/p][p]Inventory is a shared pool for all party members, but each character will have their own equipment page. There will not be weight or durability in the game, but there will be a limited number of inventory slots for each item category that you can upgrade as you progress through the game. [/p][p][/p][p]The current item categories I have are Equipment (weapons, armor, etc), Mods (equipment add-ons that give new skills and other benefits), Cargo (trade goods and possibly used to furfill certain missions), and Critical Items (which are just quest items). [/p][p][/p][p]That's it for now, until next time![/p]

What I’m currently working on: game systems

[p]Hi everyone! Just thought I’d let you know what’s currently going on with development on Vampire Syndicate. [/p][p]Right now I’m tackling a large amount of game systems, notably UI, inventory, the save system, character customization, quests, chargen, skill trees + progression, and more. [/p][p]For the most part, these systems will be very familiar if you’ve played an RPG before. There may be some surprises, but I would like to stick to a “simpler is better” approach, as the game is already aggressively scoped (I don't think I'm exaggerating in saying this is one of the most ambitious solodev projects currently in development). [/p][p]And as it might sound, it’ll take me a while to get all of this under wraps.  [/p][p]I am currently still flying solo, outside of one programmer who occasionally helped with the combat system. Solo development has its pros and cons, but as I’m learning the engine and getting more comfortable with how it works, it’s not that hard! [/p][p]The bad news is that it’s still very hard. [/p][p]I am doing a lot more work from scratch than I anticipated, but it remains manageable. In some ways I'm glad this is the case, as I now understand the underlying systems much better. [/p][p]Hopefully I will have something to show pretty soon. As a teaser, here’s a random screengrab from character customization in development:[/p][p][/p][p][/p][p]
[/p]

Building the World: Overworld and locations

[p][/p][previewyoutube][/previewyoutube]

Perspectives

[p]Just a short showcase of first-person/third person toggle and something else I'm working on. Not released to the demo yet.[/p][p][/p][p][/p][previewyoutube][/previewyoutube]