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Shadows of Synthia (SoS) is a multiplayer 3rd-person shooter being developed by a single developer in UE5. It is a dark, mature cover-based shooter in which you take on the role of a gun-wielding Magical Girl seeking to appease the Shadows who dwell in the sunless City of Knowledge, Synthia... with blood. Customize your character before utilizing a fluid cover movement system and unique Ether abilities to enhance your weapons and gain a tactical edge in combat. SoS will include various PvP modes supporting up to 8 players, optional story content, and (hopefully) PvE content post-launch.
"Show don't tell", as the saying goes! In this article, I show off a collection of gameplay updates that have been completed and never shown, including...
shredder rounds, ether mode, & crosshair updates (devlog #15)
In which I discuss coming back from a hiatus, the new scope of the game (features that have been changed, etc.), and creating a modular character model...
new scope, a modular character model, and rising from the hiatus ashes (devlog #14)
Summarizing the work I've completed implementing the beginnings of the "magic system" (aka Ether Abilities), the Focus ability, and the payout system.
magic system, focus, and payouts (devlog #13)
An overview of the work I've completed this past week on my first pass at weapon/movement audio, new visual effects, and cleaner handling of ragdolls.
sound, vfx, and ragdolls... getting back into it! (devlog #12)
In this article, I show some of the new environments I'm putting together to better facilitate testing various game systems, as well as the beginnings...
maps, menus, & basic lobby system (devlog #11)
Update on how the networking work is going, my REST API application, and some code refactoring I finished yesterday.
refactoring & rest apis... oh my! (devlog #10)
In this article, I run through my initial HUD prototype and the basic structure for how I'll be implementing the Magic System in the game.
magic system design & hud prototype (devlog #9)
A brief look at my prototype crosshair system, some FX I've created to provide more visual feedback to the player, and the first-pass implementation of...
magical fx & crosshair feedback (devlog #8)
Implementation details for move out of cover, SWAT from cover-to-cover, and vault cover while sliding. Also a high-level overview of how I got cover movement...
cover system - advanced cover movement & inclines (devlog #7)
Brief summary of my work the past week on getting peeking around cover and left-handed animations implemented.
cover system - peeking around cover (devlog #6)
Some details on my vaulting cover implementation, additional decision on how to handle aiming in cover (and why the decision was made), and new options...
cover system - vaulting cover & efficient movement (devlog #5)
Talking about my implementation for moving between adjacent walls of cover, aiming in cover, and a serious headache that had a simple solution.
cover system - adjacent walls & aiming (devlog #4)
Brief discussion on some updates I've made to my original cover system implementation ideas, and details on where I'm at with movement in cover.
cover system - basic movement (devlog #3)
Talking about my design principles for the cover system, the next big system that needs to be implemented in the game, as well as some initial ideas for...
cover system - design philosophy & implementation ideas (devlog #2)
My first post on the game! Article talking about how I'm handling my line traces to deal with pesky third-person perspectives in shooters (especially...
handling third-person perspective shooting (devlog #1)
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