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Synther is an FPP simulation game with adventure-like, detective elements set in a futuristic, open world. The game has innovative, Commodore 64-like graphics, remindful of early 3D games and DOS applications.

The game is set in a city located on a remote island and the year is 2065. The players gets a chance to step in the shoes of Agent from Steiger Corporation, explore vast areas, crime scenes and gather intel, that reveals even more mysteries surrounding the city and its inhabitants. The police, paramilitary groups, gangs, fractions, large corporations - they can all stand in Your way, or can be helpful during, what can be the most demanding assignment of Your Agent career.

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Synther

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Introducing Portals/Entrances

1. What are portals and what do they do
Portals are objects, which can be either manually placed, or automatically generated on the game level. They are very useful for managing the state of the game, in regards to whatever either passes through them, sees or stands in them. Usually, they are used for optimization and to stop areas, which are not visible, from rendering. Most often we can find them in the doorways and between distinct parts of the level. Thus they are useful for closed-areas, like cities or interiors, but are not so useful for landscapes.

2. What portals do in our project
In Synther, besides the classic portals usage for rendering optimization, we use them for the following:
1. Ambience. Various locations might have a different ambience theme playing.
2. Music. Same matter as with the ambience.
3. Light effects. The city uses cold colors range, while interiors have hot colors.
4. Audio filters. Sounds will sound different in canals, opera, streets, etc.
5. The quick load of a location placed elsewhere.
6. Trigger an action that’s related to the portal’s area.

3. How do they work
Below you can see in-game how going through the portals looks and feels like.

Notice how the ambience change is instantaneous, while music and lights take some time to adapt to the new area settings. If the player decides to return through the portal during the transition, the same music continues playing. An exception to this is when combat happened. Then at least the first part of the area combat theme will continue playing, even if the player enters other areas. An interesting fact: We’ve got a total of five themes per area. Three of which are combat themes, one is a base music, and one is ambient. Not counting ambient effects of the objects themselves.

Every time a special object touches a portal, in this case, it is the player, we follow it. Then when it leaves the portal, we calculate the difference vector from the portal pivot position to the object pivot. Each portal can be rotated around its vertical axis, so the front can be placed facing north, east, west, south or at any other direction between those. If the difference vector is also facing the same way as the front vector of the portal (Angle between difference vector and portal forward vector on the vertical axis is between -90, 90 degrees), we’re entering side A. Otherwise it’s side B. Here is a visualisation to better see what is happening in our portal when the player passes through it:

We’ve got one more type of portals, which we call load portals. They are used for loading a new location and transporting the player there, in the least interrupting way possible (Yes, here at Neofuturism we hate loading bars too). At first, we wanted to have a whole city loaded at once, as the game was not that demanding for the hardware after all, and what is 4 GB of ram for the current generation of computers. Still, after the introduction of thousands of NPCs living simultaneously in the city, and shrinking space for building expansions, we’ve decided to use some kind of loading solution, and that’s what we’ve got now:

4. Future of portals
Normally portal objects are static, that means that they don’t move anywhere from the place they were originally placed. We’ve found out though, that making them dynamic for some cases allows for more possibilities. For now, only subway cars use dynamic portals, but we’re looking into putting them into other vehicles, too!

For the end a bonus video of a detective versus the subway car:

Synther will be soon available on Steam:
Store.steampowered.com

-Griz, Developer

3D Accelerator not included

3D Accelerator not included

News 4 comments

Since we are big fans of old game consoles and computers, with Synther we went with the oldschool amiga-c64-early PC look. This decision, in mix with...

Good News Everyone!

Good News Everyone!

News

It was a long 4 year process working on this game part time, but not anymore.

Short story about player new gun

Short story about player new gun

News

This ‪#‎screenshotsaturday‬ will be a little different, because showing progress images all the time can be little boring and we want to show you...

Immersive Gameplay part 2

Immersive Gameplay part 2

News 2 comments

first time i showing simple model without any details of first part of neoparis.

Comments  (0 - 10 of 15)
Rzooers
Rzooers

Love it! been following for a while now, and just love the art direction, and attention to detail. Love how the spent shells are red in the revolver during reloading! maybe for when you walk into a building, the ambient sounds from oustide fade away, instead of just going 0 to 100 noise.

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Neofuturism Creator
Neofuturism

yes we have that but it need to be polished, but thanks for feedback! :)

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Iheanacho
Iheanacho

Looks like it was running on the Elder Scrolls original X-Engine.

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Guest
Guest

Wow! It's been two years since I last looked at this and honestly I really like the direction it has taken! I hope this gets made into a fully fledged game with an in depth story cause that would be freaking amazing!!!

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Neofuturism Creator
Neofuturism

feel free and check fb and twitter page of this game :D
Facebook.com

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Jerikøh
Jerikøh

I love everything
super tracking

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Neofuturism Creator
Neofuturism

nice! you can also follow our project on facebook or itch or gamejolt :)

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LoudCore
LoudCore

I like this a lot.

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Mad_King_Corduroy
Mad_King_Corduroy

Dude! Keep working on this, I want to see this finished! :D
This is basically Blade Runner made into a video game! So cool!

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Neofuturism Creator
Neofuturism

Basically it be a mix of Blade Runner/Deus Ex and retrofuture things. It be more brutal and hardcore. Graphic be simple, more solid colors than textures. Gamer will be forced to using typical detective action. No tips (some one like avgn can say this game will be style "where do i f* go" but in real world you dont have any arrows where go and interactive map where everything says what you must to do to get something), you must know where to go to get some information, and its your will how do you want it. Talking or making holes in heads. Mechanic for world is very difficult.

much of things is inspired by Syd Mead

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Mad_King_Corduroy
Mad_King_Corduroy

I like that idea alot! I have found many games not challenging enough in recent years. I am a huge fan of syd mead (I often draw inspiration from his designs when designing things myself) and I would love a game that lets you actually do some detective work in a open immersive cyber punk world. Make this and I will definitely buy it. :D

But make it a long game, most games are much too short these days. I want something I can play for a while. :D

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Synther
Platforms
Windows, Mac, Linux
Developer
Neofuturism
Publisher
No Gravity Games
Engine
Unity
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Sci-Fi
Players
Single Player
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Indie
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Latest tweets from @synthergame

All mechanic and small story new trailer #screenshotsaturday #gamedev #indiegameT.co

Sep 21 2019

Sounds of Vesser, because when you creating a world you cant had only a "game" soundtrack, you need also a "voice"… T.co

Sep 7 2019

Now if you like, you can follow my personal twitter at @SteigerHSV #gamdev #indiedev #indiegame #gamedesignT.co

Sep 6 2019

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Aug 21 2019

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