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Vampire Syndicate: Gangs of MoonFall News

Demo Development Update

Hi everyone,

As I’ve said previously for the demo, the basics for the combat system is done, but that means we’re moving onto more advanced stuff and probably what I would call experimental mechanics.

My goal for the demo is to have a player party with all four default classes represented (Armiger, Duelist, Deadeye and Tactician) but also hopefully one acquired class (Shaper).

I am also planning on having an array of combat scenarios, but I’ll keep these secret for now (I’m pretty sure if it works out people will be excited).

Outside of the combat, I plan on allowing you to explore the player’s initial apartment and interact with some minor lore elements. There will be lots of references to what happens in Memoirs. Yes, it will be similiar to the old, outdated demo in this regard.

One thing I’m undecided about is whether or not I will have a togglable system to switch between first person and third for the initial demo release. This will take a bit of work, but I’m also not sure if it’s worth the extra time to implement a temporary movement system that will be replaced later.

What probably will not make it into the initial demo are NSFW elements, as I’m still seeking possible animators. That will be in a much later version of the demo.

My goal for the initial demo release is basically to stress test it for technical issues, as I’m still unfamiliar with the engine, and also to get feedback on the combat.

It’s looking really good on my end, but I might want to give it some extra polish before release, so I can’t make any concrete promises on time. Still aiming for end of March, but I wouldn’t be surprised if it goes into April.

I’ll be sharing more as we get closer, and I’ll probably have another lore video out soon-ish.

Thank you!

Lore bit: Layers of the internet in MoonFall

The internet (also called the omnimatrix in my setting because i dunno, it sounds like dominatrix) has a bigger part in Vampire Syndicate than previous games. Plus, cybermancy!



Early but detailed look at combat

Hi everyone!

I made a short, somewhat rambly video about how combat works. Hope you enjoy, and if you have any feedback, don't hesitate to leave it.

Thanks,

ManlyMouseDan

[previewyoutube][/previewyoutube]

Upcoming update going over combat in detail

Hi everyone!

The basics of the combat system are finished and working, so I'm currently recording a video update to talk about combat in much more detail.

Highlights:

  • A first look at the system and its placeholder UI (being a placeholder, it's not pretty)
  • Large units (much larger than a normal human) will be in the game
  • A discussion of how accuracy works (there will be seperate melee and ranged accuracy, as well as melee and ranged evasion)
  • And much more!


Thank you and looking forward to your thoughts,

Happy New Year!

Hi everyone, hope your new year is starting off on the right foot!

As for me, this is going to be a very busy year, but I'm looking forward to it. The vast majority of my time will be spent on Vampire Syndicate, although I am still finishing up the final backer update for Memoirs, adding on some additional content for my joke parody art project, Baldr's Squid Isekai, and continuing to assist one of my good friends with their own project, That Which Rises.

With Vampire Syndicate, I am close to finishing up the demo version of the combat system. Since combat is the most prevalent gameplay system in VS, it's probably something I'll want feedback on the most. Especially in terms of UI design, which is something I'm not familiar with.

As I've said before, the combat in Vampire Syndicate will be broadly similiar to a hybrid between nu-XCOM and Baldur's Gate 3 (to use a few more well-known examples). It is a tactical RPG system that rewards both sound tactical decisions as well as proper character builds.

I do not anticipate it being overly complicated - I prefer simplicity. Additionally, it will be more on the simulationist side rather than being gamey, so don't expect a lot of puzzle-like combat mechanics. Hopefully it will be intuitive and very familiar to a lot of you who are already experienced in this genre.

That's all for now. It'll still be some time before the demo will be ready, but I'm looking forward to your feedback!