Welcome to the devblog for Sylphstream! A first person shooter centered around ML-driven opponents
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New in Sylphstream: weapon and ammo pickups. No real plans to teach the Sylphs how to use the system, but I figure it's a worthwhile QoL for the player (and also uses the same code for NPC interactions I'm implementing)
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Just finished up with Sylphstream's first devlog! god DAMN did the stopmotion take a long time.
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#godot#gamedev#indiedev#devlog#blender#sourceengine#devblog#machinelearning#solodev#opensource#technology#game dev#godot engine#game development#indie dev#open source#source engine#Youtube
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Working on importing the sylphs and getting some basic i/o set up
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Wrapping up the first phase of Sylphstream development with a major refactor. New video about the past months' worth of progress should be out soon!
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Finished importing audio sounds to Sylphstream! Doing all the foley myself was pretty fun, and it was surprising to see how much variation the noise of a gunshot can have based on environmental factors. All the noises in the game (so far) come from just 2 guns.
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Can you believe it guys? Hitdecals and raycasting, just a week away. Hitdecals and raycasting are in a week! Woohoo! I am so excited about this information. Hitdecals! Just a week away~!
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New pistol - the Bergther G5P. This is going to be the standard "baseline" pistol in Sylphstream, thought I didn't want to go with a glock-alike or anything similarly uninteresting. The model is a fusion of two magazine-in-front-of-trigger pistols, the Bergman no.5 and the Walther GSP, hence the portmanteau'd name. Here they are invidivudally:


Along with it, the implementation of the Bergther comes with the completion of the dynamic recoil system, visible below. The effect is somewhat difficult to convey through video, but the jumping and muzzle rise provide feedback that the player must actively compensate for.
#game dev#game dev blog#low poly#godot engine#gunblr#godot#ps2 graphics#blender#3d modeling#indie game
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game design youtube is kind of like if you were a competent chef looking to find out how to improve your craft but all you could find were videos made by people who claim to be good at cooking because they eat a lot of meals, and everyone seems to recommend them, but when you look at what they're saying its either the most obvious shit in the world like "you should cook your food" or a completely batshit take like "dump an entire shaker of salt on your dish because I like a little bit of salt on my dish." and you go "okay, well maybe they have experience in making dishes at least" and you google them and you find out the only meal they've ever made in their life is microwaving a hot pocket. and they're sponsored by fucking betterhelp.
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Two more untextured firearms for Sylphstream, bringing us up to 4/16 of the planned firearms. The first is 1:1 a brazillian design called the Urutau and the second is a horrible hybrid between the walther gsp and bergman model 5. I've got two cents to be said on both but I'll save it for when they're each textured.
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Sylphstream's second implemented weapon, the Affine, based on a cali-compliant AK. I named it that because it's a quite accurate hipfire gun and I'm a big math nerd.
I chose to put this one ingame next because its behavior was quite similar to the already finished Fourier-9 and I have quite the soft spot for low-capacity rifles. The texture is hand-drawn, with selected noise samplings from the reference image taken to add roughness. I'm honestly quite proud of how it came out.
The Affine also had a bizarre bug where the scale transformation was reset after I imported it into the player scene, resulting in perfectly cubic proportions:
As baffling as this was, fixing it was thankfully quite easy, and all I had to do was copy paste the scalar values from blender.
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Sylphstream's first firearm, the Fourier-9, based on a real weapon built by the people's defense forces in Myanmar called the FCG-9. The name is a reference to the fact that the gun's blueprints exist and propagate digitally. This isn't a political blog but I did think it was a fascinating bit of trivia and quite fitting in the hands of digital agents.
Its planned stats are average enough that I thought it'd be a good starting point for development. To this end I've added an alternate version with a debug skin to use as a test gun.
#godot#game dev#dev blog#low poly#3d modeling#blender#godot engine#firearm#ps2 graphics#carbine#gunblr
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Quick and dirty models of two non-Sylph agents for Sylphstream, the turret and target. I plan on using the turret as a toybox example for figuring out neural networks in the Godot engine and the target is for integration with the AI scoring system.
Both are unimplemented, but visible in the range section of Sylphstream's test environment:
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And to go with the bullets, an ammo box for 9mm, .22, and 5.56. I have no plans to teach the Sylphs how to interact with these, but players are probably going to live a lot longer than the virtual agents and will therefore probably need restocking at some point.
All textures are based off real-world photographs I took and then edited to be free of branding.
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Spent and unspent 5.56, 9mm, and .22 rounds for Sylphstream. I don't actually have any active plans for the unspent variants, but the empty casings are going to be used in the ballistics system as a means for the Sylphs to trace one another.
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Sylphstream project announcement
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Sylphstream is a first person movement shooter I have in active development. It's been a little while in the making, but I've finally gotten Sylphstream at a point where I feel announcing it!
The github link can be found here!
If you're a modeller, coder, or just interested in following the project at any distance, reach out to me or stick around for more updates!
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