Next update preview
Next patch is still in the works and will take some time to finish, but I can share some details with you so you know what to expect.
Work system overhaul
Overhauling the way scheduling works is going to be the focus of the next patch. Previous versions let you select a job / activity, and you will spend entire week doing it. New version will allow you to select a separate activity for each day of the week. Here is the wip work window:
The system is basicaly finished. Training and working works and the windows show proper values. I still have to add and finetune all the job variants and add things like construction and gathering. I will explain how the new system works.
The basics. You select a day, select an activity type, select a subcategory and the exact activity you want to do.
As you can see, I selected day 1, work, Billy and then weeding. Highlighting a specific task will show you its stats in the bottom middle window and a small picture explaining the job a bit. Once you select the job, three icons will show up next to the day you picked. First icon is the type of activity, second icon is the sub-category (in most cases your employer), and last icon is the icon of the specific task. From that point on, highlighting the day will show you what stats you will gain that day, just like in the first picture.
Bottom right window will show you your total stat changes for the week. All bonuses for all days get added together here, so you can see what your stats will look like at the end of the week.
Now for the specific activity types.
Work
Work is quite simple. You select a work type from an npc and get money depending on the main stat and your mood.
The main formula for monetary reward has been simplified to make things easier to understand. Every job has a difficulty , base reward and max reward values.
Your stat that gets raised by this job gets divided by the difficulty value. The result gets multiplied by your mood percentage and added to the base reward value.
Example. Weeding has a base value of 3 and difficulty of 4. Your farming skill is 20. Farming divided by difficulty is 5. Your mood is 50, which means this number gets increased by 50%, which is about 8. Add the base value of 3 and you have 11. Max reward for weeding is 20, so you can't get more than that. Your final monetary reward for a day of weeding will be 11 silver.
As you can see, you can't really fail work completely, but your rewards are affected by your mood greatly. Staying in a good mental shape will be really important. Mood will also affect the stat gains you get from job.
Training
Training has only one value and tha is, again difficulty. This time, your stat that you want to train will get multiplied by difficulty and that will be the amount of money you will have to pay per session. This means you can train most skills from level 1 to 9999, but the price will increase each time to a point where it becomes way too expensive to train skills like that. However, this will also give you something to do with all the money you collected.
Recreation
This will include things like resting, reading skill books or spending money at restaurants and shops. Quite simple. Most of these will be exchanging money for mood boosts. Some of these will be affected by your hideout upgrades.
Hangout
Activities with NPCs. Things like just chatting, eating lunch together or going for a drink. Obviously, these will affect your relationship with specific NPC and will cost you either foor, money or specific items.
Construction
Most buildings in the game take flat amount of 7 days to complete right now. This new system will give each building a specific time required to finish. Building a training dummy will take 2 days, building a well will take 6 days and so on. You will simply select a building project you started (delivered all the materials needed, like you do now) and assign it to a day. Once you spend enough days building, the project will be finished. This means you can spend one day a week constructing and build the well in 6 weeks, or you can spend six consecutive days building the well and have it finished in less than a week. Construction will be quite demanding on food and mood.
Gathering
This will contain activities like woodcutting, mining or fishing.
Gathering will have effectiveness and max reward values. Effectiveness gets increased by your skill and tools.
To encourage exploration, max reward gets increased by finding new gathering spots. For example, interacting with the woodcutting spot near the Billy's farm will allow you to cut wood and set your max reward to 5. Interacting with the spot in the forest will add 7 to that value.
There will be more spots like that added into the game, some will be locked behind quests or stat requirements.
Other
Anything that doesn't fit anywhere else. Things like begging in the village center and so on.
This update close to being finished. I will most likely release a version with work, training and recreation working. This version should be finished in early december. After that, I will add more activity types as time passes since these will require more work. Things like editing existing maps and adding new ones.
If you have any questions or ideas, don't be afraid to ask.
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
- Sinathir 0.37 - New character artOct 21, 2023
- Sinathir 0.36 - Activity limits and escaping from battlesOct 01, 2023
Comments
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:D
I am very excited for this update!
Should be ready in a couple of days. I will release it as a separate test version for now, because there are quite a few changes that I won't be able to test alone and will need feedback of other people.
Oh, cool