Sinathir 0.19 - No more fonts, better tutorials and more
Another large and pretty important update. This one will be very important for new players. There is a lot to cover so be ready for quite a few words.
I recently submited Sinathir to AGDG demo day and I got quite a lot of feedback. Be it dirrect or indirect. Quite a few big problems with the game became apparent. Some were just said out loud, but some are just observations on my end. The biggest problems were:
-Map exits are not clear
This is pretty self explanatory. I adressed this issue in previous patch without having to change the way maps look in a drastic way.
-Lack of initial goals
Sinathir just kinda... Starts. You get the main quest, play through simple optional tutorial and that's it. I decided to add one new NPC right next to your hideout. He will give you a set of very simple tasks together with an entry to your quest log. Goals are as follows:
- Work for Billy for a few weeks
- Learn three basic farming / cooking skills from Billy
- Get 10 raw potatoes
- Cook them and store them. Get more than 60 food any way you want
- Get more than 150 silver. Working, questing, killing,... Doesn't matter.
- Raise your mood above 0. Resting, chatting or drugs.
This goals are given to you once you finish the previous one. This is quite a good way to give new players some simple goals and teach them about the game. I also "forced" Billy to be at his house for the first two weeks (one if you play the tutorial). This should make things much easier too, since hints tell you to visit him, but there was a chance he was not there.
-New players have no idea what the game is about
This problem can't be fully fixed, because some people can't read, or just assume too much. They don't read the main page at all, see game in rpg maker and assume it is just a random linear rpg where you kill everything you see and grind levels (Or that it is a porn game because there is a anime girl on the pictures and there are stats like weight and so on). Then they die to the first scavenger, get lost in the open world and don't bother learning the game. This doesn't apply to everyone. I'm sure many of you did the same things, but you stopped and realised that this is different than your everyday final fantasy clone and you adapted and tried again.
I don't want to dumb down the game so everyone can play it. I just want to make the initial minutes of the game explain things better and more so you can have easier time learning it if you are willing. The rest is up to the player. That's why I added the above NPC and added the hint system. If you are interested in the game and willing to learn it, these will help you out and make the process easier. If you already know how the game works, you can turn the tips off and skip the tutorial and none of your time is wasted. If you are a new player, skip the tutorial and ignore the hints and then you have no idea what to do, then you have only your self to blame. Sorry for being slightly salty here. I play games like CataclysmDDA quite often so experimenting and learning the game by my self is normal to me. This just made me realise that most people don't like doing that, which I understand. Now you should have easier time learning the game.
-Installing fonts sucks
This is completely understandable. I wrote more about this and why I can't just load vector fonts into memory in previous posts. It's not because I'm a bad programmer (I am a bad programmer), but there is a "bug" in the game exe, that can't be worked around unless you decompile it or reverse engineer it, which, one, not exactly legal and, two, way above my skill level.
Quite a few people didn't even play the game because they were asked to install custom fonts. Completely understandable. This kind of thing was accepted maybe in 2002, not now. So I solved this problem by getting rid of fonts all together.
More precisely, I started using bitmaps as fonts. This means that all letters are basicaly pictures that are packed in the game files, so now you don't have to install anything and as a bonus, the game should work slightly better on different systems (You still have to use some kind of emulation to make the game run on linux or mac)
Bear in mind that this is still quite an early version. All screens should work alright, but there might be some text cutting off, missing colors and other weirdness, but nothing game breaking. I will be working on fixing this in upcoming updates.
-Many mechanics are not explained properly
Another thing that the improved beginning section should improve to some degree. Added new hints, changed graphics of some stations so you can tell what they are by glance,... There is still more I can do but I don't want to bloat the tutorialisation too much. I want some things for the player to figure out.
And those were the main things I focused on this month. I also added more weapons, fixed some bugs, made the text window smaller and did other minor alterations, but improving the tutorial and converting the text was my focus.
This version should be compatible with previous versions, but if you come across some error, then you can just play through the old version and transfer the unlocks file to new version once you are done.
Full changelog:
- Converted all text to bitmap
- Added more hints
- Added introductory quest chain
- Added the Sawn-off shotgun and Obrez recipes to the Basics of gunsmithing skill
- Fixed some errors in the loading / saving screen
- Fixed face clothing not being visible
- Completely reworked tutorial text
- Fixed broken "Cure" quest
I might release another version this month, but it is quite possible that I will be late with the main goal, adding another hangout option. I don't think this is that bad when you look at all the other things I did this month though.
As always. If you find a bug, report it here, or send me an e-mail. Can't fix it if I don't know about it.
Files
Get Sinathir
Sinathir
Raising sim / survival game inspired by Princess Maker.
Status | In development |
Author | QuentinWH |
Genre | Role Playing, Survival |
Tags | 2D, Anime, Coming Of Age, Female Protagonist, Life Simulation, Management, RPG Maker, Singleplayer, Top-Down |
Languages | English |
More posts
- Sinathir 0.40 - Faction system and QoL improvementsAug 04, 2024
- Sinathir 0.39 - Schedule and favorsApr 11, 2024
- Sinathir 0.38 - Pre-releaseMar 11, 2024
- Progress reportFeb 02, 2024
- Sinathir 0.38 Beta - New weekly schedule systemDec 10, 2023
- Next update previewNov 26, 2023
- Sinathir 0.37 - New character artOct 21, 2023
- Sinathir 0.36 - Activity limits and escaping from battlesOct 01, 2023
Comments
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More bugs
1. Pressing S in menu with no option selected causes crash
2. On the first day (without tutorial) trying to open the chest in the mining cave (far NW map) can cause a crash (if lantern is equipped?)
A thing about the job/training random number generator
1. Refrain from showing the percentage. 100% is more like 90% because pretty frequently 100% still results in 1 failure. Suggest a more accurate RNG or a qualitative none-low-med-high-highest scale or similar.
Thanks for reporting again. It really helps.
1. You mean in the crafting window? If so, then the game was indeed crashing and I fixed it.
2. Oversight on my part. Was thinking about putting a barrier in front of the entrace for the first two weeks, but I just fixed it in normal way so experienced players can rush the dungeon if they want.
3. Are you talking about the training or working specificaly? Because these two work differently from each other.
Working has a set percentage for the entire week, so 100% chance should mean 7 days of success (Unless I broke something).
Training recalculates the percentage every day, so training with skill at 0 means 100% success chance, like the window says. If you finish one day, your skill increases by one and the chance to train drops to about 98%. So the first training session actualy has a chance of about 88% to not make any mistake for day 7.
If that is the case, then everything works as intended. I will however improve this by showing the percentage for training in the actual working window, so player will know what's going on and why they fail.
I will fix the rest, fix some text related problems. write a short blogpost and release the new version.
Again, thanks for reporting those bugs. It is quite a big game and I can't find them all my self.
Keep up the good work! 2 quick bugs I've noticed so far.
1. Pickaxe gives negative axe experience in combat and can't kill a chicken.
2. There's a stone that is passable (blocked movement in earlier version) just above the building with the bear.
Thanks for reporting the bugs!
You are right. Quite a few weapons were messed up, not just the pickaxe. I found the cause and fixed it. Uploading new version right now. It should be compatible with old version so you can simply copy your old save files over and everything should be alright.
As for the broken rock, there are multiple spots like this. I will have to properly comb through all maps in the future since there are quite a lot of those.
Again, thanks for reporting those. It rally helps.
Great update!
I think the extra tutorials works best because they tell the player that this is a complex game. People behave differently when they see a game on itch compared to buying a game on steam. Even if both games are complex, people playing a game on steam are gonna try harder and blame themselves if they fuck up instead of blaming the game, since a game on steam is "finished" and for sale while on itch.io games are mostly WIP or demos. Most are just going to wrongly assume an itch.io game is simple and easy while ignoring the text on the game page, so anything that directly tells them "yeah use your brain for this" is good.
Keep it up!
Agree. Money also plays a part, since people usualy try harder with games that cost them money. People abandon free games faster.