January report
Another month, another report.
In january, I worked on two very complex systems. For me, these were the hardest challenges I faced, mainly the war system and the farming rework.
While the war system still needs more work and needs to pe delayed, so I can work on more important stuff, the farming rework is finished and judging by the lack of bug reports, a success.
Farming is faster, less laggy and also deeper, with plenty of room for expansion. I also added improved item description and reworked the inventory.
Another update also added the ability for players to add their own music, together with being able to skip cutscenes. I also added new weapons for kobolds, in preparation for the war update and I added one new haircut.
Pretty good month. Not much new content, but the old and bad was improved quite a lot. This month will be better. Speaking of which...
Next update
This months update will focus on the new character creation. The basics are done, now I have to make the screen for trait selection and actualy make traits work.
The new system will be pretty simple. Very similiar to project zomboid. You get certain number of perk points at the start of the game and you will be able to select multiple traits for your character. Positive ones cost points, negative ones give you points. Some traits cost more points than others.
I made a very simple table with around 90 rough traits I came up with. Bear in mind these are in no way final. Values, names and descriptions will change. Some traits won't be added while other not present might appear. I'd like to add atleast 40 of them for a start.
Some traits will be really expensive, so you won't be able to get them on your first playthrough. Thats where new bonus for finishing the game comes in. Every time you finish a game, your initial perk points for new characters get increased. This brings me to another change.
Same-save unlocks exploit
There is an exploit in the unlocks system. I knew about it since the very start and left it there on purpose. Basicaly, you can save you game before the end, get one ending and unlock something. Load the game again, raise some stats / do something else and finish the game again. You will unlock new things. By doing this, you can pretty much unlock everything in the game with one save.
I left it in the game for a simple reason. It is an exploit that requires some knowledge and planning. It will save you a lot of time, but it won't break the game in any serious way. Good reward for players that like breaking games while those who don't know about it are not missing out.
Now. I added a seed system into the game. Basicaly every new playthrough gets a unique seed. When you finish a game, it checks the seed and if it already finished the game. This is used for the trait point incrases. Without this, you could simply save the game right next to the ending npc, talk to it, load the game, repeat and you could get pretty much infinite trait points in a matter of minutes. This is way too broken. Now you will have to finish the game multiple times from the start to get more trait points.
This means that I could pretty much remove the unlock exploit, but I won't. I was thinking about it and instead of removing it outright, I made it a little harder.
In next version, the game automaticaly teleports you to the ending section once you survive for one year, instead of allowing you to end the game when you want. You will get an ending and after that you will be able to continue playing that save without any issues. The game won't boot you to the main menu anymore.
This means that it is now pretty much impossible to get all unlocks on one save, since you won't have enough time to do everything. But you will still be able to unlock multiple items on one save if you plan ahead, use imprints and select your traits carefuly.
And since the game ends in a set amount of time, I added a handy poput that shows at the start of each week, telling you how many weeks you have left.
The trait system will be a true game changer. You can see the rough trait ideas I had if you expand the arrow below.
Traits
- Chef I/II/III - Increases your cooking level by 10 for each level
- Farmer I/II/III - Increases your farming level by 10 for each level
- Survivalist I/II/III - increases your survival level by 10 for each level
- Crafter I/II/III - increases your crafting level by 10 for each level
- Smith I/II/III - increases your smithing level by 10 for each level
- Machinist I/II/III - increases your machining level by 10 for each level
- Scientist I/II/III - increases your science level by 10 for each level
- Swordsman I/II/III - increases your swords level by 5 for each level
- Axeman I/II/III - increases your axes level by 5 for each level
- Spearman I/II/III - increases your spears level by 5 for each level
- Maceman I/II/III - increases your maces level by 5 for each level
- Knife expert I/II/III - increases your small weapon level by 5 for each level
- Bowman I/II/III - increases your bows level by 5 for each level
- Rifleman I/II/III - increases your rifles level by 5 for each level
- Pistol expert I/II/III - increases your pistols level by 5 for each level
- Shotguner I/II/III - increases your shotguns level by 5 for each level
- Machine gunner I/II/III - increases your machine gun level by 5 for each level
- Fit I/II/III - increases your STR,DEX,AGI,INT by 10 for each level
- Stout I/II/III - increases your HP/SP by 20 for each level
- Healthy - Your wellness doesn't decrease automaticaly every week
- Sickly - Your wellness decreases twice as much every week
- Geneticaly unstable - Your integrity decreases every week
- Strong genetics - Your integrity incrases every week
- Vegan - Eating food containing meat decreases your mood
- Carnivore - Eating food containing vegetables and fruit decreases your mood
- Depressed - Game ends when your mood decreases to (-50)
- Positive - Your mood increases by 3 every week
- Friendly - Talking to people incrases your mood by 2 instead of 1
- Introvert - Talking to people decreases your mood by 1
- Big stomach - You can eat twice a day
- Charismatic - Relationship with people increases by 2 when you chat with them
- Haggler - All traders offer you 15% discount
- Animal friend - Most animals will not attack you on their own
- Animal enemy - Animals will attack you without warning
- Gentle - Killing enemies has double the mood loss. Can't get used to killing.
- Psychopath - Killing gives no mood penalty. Can't get used to killing
- Bloodlust - Killing gives mood bonus.
- Terrified - Fighting abominations decrases your mood twice as much
- Brave - Fighting abominations doesn't decrease your mood
- Hunter - 50% more damage to animals
- Killer - 50% more damage to humanoids
- Purifier - 50% more damage to abominations
- Armorer - Armor effectiveness increased by 50%
- Weak protection - Armor effectiveness decreased by 50%
- Reloader - Weapons are reloaded without ending your turn
- Fast hands - Switching weapons doesn't end your turn
- Second wind - First death in every battle leaves you at 1 HP instead of killing you
- Bulk crafter - You craft more items (item + (item\2))
- Slow crafter - You craft less items (item - (item\2))
- Regenerating - Skipping a week in any way heals you completely
- Good worker - Jobs pay you 50% more
- Slacker - Jobs pay you 25% less
- Dull - Physical stat gains from jobs are removed
- Hardy - Physical stat gains from jobs are doubled
- Weak - maximum wellness level capped at 2 at the start of the game
- Strong body - maximum wellness level capped at 10 at the start of the game
- Gatherer - Resource gains from woodcuting and mining are increased by 50%
- Trapper - Gains from traps and fishing are increased by 50%
- Traveler - Fast travel price is cut by 50% (100% for the first year)
- Gourmand - Bonuses and negatives for reaching pantry quality milestone are amplified by 100%
- Performer - Renown and money gained from performing / begging is increased by 100%
- Weak genes - You mutate at integrity (-50) and your max integrity is 50
- Robust genes - You mutate at integrity (-200) and your max integrity is 200
- Dragon tail - Start with lizard tail mutation
- Green thumb - You gain more produce from farming (item + (item/2))
- Plant hater - You gain less produce from farming (item - (item/2))
- Good eater - Wellness gains from eating food are doubled
- Warrior - Weapon EXP gain is doubled
- Wimp - Weapon EXP gain is halved
- Military ration- Start the game with large military ration
- Pocket money - Start the game with 1000 silver
- Alchemist - You gain two potions instead of one
- Hungry - Jobs and training require 50% more food
- Modest - Jobs and training require 50% less food
- Herbalist - Herbs and wild plants give twice as much resourcess
- Hard working - You gain mood by working and lose it when not working
- Natural development - Your wellness incrases every week
- Junkie - Alcohol and drugs give you twice as much mood
- Addiction resistant - Immune to the effects of addiction
- Self feeding - Animals won't die when not fed
- Mechanic - Vehicles last twice as long before needing repairs
- Solar power - Vehicles can start without gas
- Sprinter - Can switch between two running speeds
- Natural healing - You heal 50% of your lost health after each battle
- Slow healer - Resting doesn't heal you
- Uncany regeneration - You won't get scars from getting hurt often
- Cheap learning - Learning skills is 50% cheaper
- Fast crafter - You have double the amount of crafting points
- Persuasive - You become friends with other people at relationship 20 instead of 50
- Portable alchemy - Start the game with portable alchemy kit
- Portable cooking - Start the game with a portable cooking kit
- Slothful - Fast travel is twice as expensive
- Explorer - Dungeons reset every week
- Social - You gain twice as much social points
As you can see, it is quite a lot. If you have ideas for new traits, write them here and I might add them.
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
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