StaudSoft's Synthetic World cover
StaudSoft's Synthetic World screenshot
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Genre: Role-playing (RPG), Indie

StaudSoft's Synthetic World

Tweet: Cave system

Working on a new cave generation algorithm, which will make the caves more game like!

And for the city generation we created about 20 different buildings. And new furniture, items are also on the way. Mainly for the interior of cities.

And we uploaded new tutorials regarding modding:

How to create a mod and change the world texture: https://www.youtube.com/watch?v=qaLCHQ0z_hU

Change model texture:
https://www.youtube.com/watch?v=spjrt5E-38E

Change model:
https://www.youtube.com/watch?v=_3UANcYGspc

Add new material to model:
https://www.youtube.com/watch?v=gk2PMgE1u4U

I need to update the game in order for these tutorial to work which I will do in the next days!

Tweet: Update to the SDK and basic tutorials

We upload a new version of the SDK:

- Fixed FloodFill crash bug in Rapid Painter
- Added ConvertModel Menu Item in the 3D Editor for easy import of models from blender
- Translated menu items from german to english

And we uploaded a bunch of basic tutorials:
https://www.youtube.com/watch?v=9d-C1qzW1s0&list=PLpGxTY26RrmTplw0Pk7jqr41nCL6ddQe5
Here you can also learn how to import models.

And we also made 2 tutorials regarding the rapid painter:
Basic Introduction:
https://www.youtube.com/watch?v=9Xt090ifgUQ
How to change the world textures in the game (part1):
https://www.youtube.com/watch?v=JUUhnGsjij0
Our wiki and the homepage got hacked. The wiki is currently down. We are working on a solution!

First version of the SDK is finished and uploaded

So the first version of the SDK is finished and uploaded into the unstable branch. It comes with the following:


  • A model converter: Can convert nearly every model format to our own uti3d format. You can use Blender in order to create models for the game. As an example we provided the sheep model in it's original format + a converter xml+batch file.
  • 3D Editor: We made most of the models for the game with this self developed editor. It can create models and animated models. What is perhaps important for you it can be used to create "voxel levels" which can then be imported into the game. If the editor confuses you, that is no problem, we will make tutorials for everything.
  • Rapid Painter: This is our texture editor. It can used to create procedural texture. It is a combination of Inkscape and GIMP. With this you can modify the textures of the game (in the "example" directory are all the source which we used to create our textures for the game. This could be starting point for you if you want to change the textures).
  • XUtiEdit: We developed our own XML file format. Use this editor to load these files!
  • An updated version of the game which included better mod support.


The applications can be started from Steam or from the SynSDK directory (can be found in the install dir of the game. There are also the examples)

Next step is that we will make tutorials and a complete example modification with new textures, entities, ...

Here is our wiki regarding game modification (it will also grow):
http://www.staudsoft.com/wiki/index.php?title=Main_Page

And by the way, I broke, again, in the last minutes something (I am so stupid!). This time it is the capturing of the mouse in the game. An update will follow in the next days.

Tweet: Texture editor for the game

The texture editor for the mod sdk is finished. That means that the textures of the game can be modded in the next version.

Tweet: Mod SDK

We started with the creation of a mod SDK. The model importer is already working. The 3D editor is also finished we only need to pack it.

Tweet: New shapes

Added new shapes and the possibility to place ramp corners on walls.

Tweet: Inventory

Added tool tips to the inventory and changed the background for a better visibility.

Tweet: AI reserach

AI research is really interesting. I learned in the last a lot of stuff in order to be able to use it in our game. I even know now how the mars rover AI system works. I think we can use a simplified model for our game. And some other guys even used logic formulars in order to create dungeons. That is really cool!

The goal is to create NPC's which manage their own daily routine based on their needs and the player behavior.

Ah, I should not forget that we now have a 2D street generator. It only needs to be ported to 3D. The street generator is based on german streets and will use similar signs, road markings, street lamps, ...

Tweet: House generator

Test of the house generator: One house with different designs!





Tweet: First CTF Map

The first CTF map is finished. Here is a screenshot of the map in editor (which we will also release so that you can make your own maps):



The game automatically creates the vegetation (plants, trees, stones, caves) once the map is loaded. So where the dirt like ground is there will be forest once the map is loaded.