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Sinathir

Raising sim / survival game inspired by Princess Maker. · By QuentinWH

Sneak-peeks Sticky

A topic by QuentinWH created Sep 25, 2022 Views: 2,239 Replies: 131
Viewing posts 31 to 50 of 72 · Next page · Previous page · First page · Last page

And even more experiments. With lighting this time.

The best way to make something look "good" is to simply make everything dark so it is harder to see anything bad. But I want to use the tilesets in brightly lit areas too so I can't really skimp on anything.

The story dungeon I'm working on will have a part where you restore the electricity in it, so I'm trying to strike a good ballance between "too dark" and "not dark enough".

The whole scene looks different once you add lights. The shadows in the door sprites, around the pipes or around the wall corners make the whole thing look much better in my opinion.

(+1)

I'm working on the new and improved character model. This includes improving it both visualy and "technicaly" I guess is the right word. Working with the old model was sometimes painful. Exported images had to be edited by hand or sometimes created from scratch. This made things like eyes or mouth animations nightmare to create. I managed to improve the model and my workflow well enough so that any editing I have to do will be minimal. Thanks to this, I will be able to add some decent enough facial animations. This will make your main character seem more alive as her expression changes in dialogue. I can also make better expressions for low health, being drunk and other states. Here are some work in progress faces I was playing with.

Again, work in progress and all that.

(+2)

Added another menu screen. The game now has three. One with no saves, one before finishing the game and one after finishing the game. The new menu screen shows when you have a save file but didn't finish the game yet. I even added simple animation that shows shortly after the main menu gets loaded.

It looks slighly different in the game since I had to chage the framerate and what not for the gif to fit here.

I will also add an option to switch between these three screens once you finish the game once.

that is wicked cool

perhaps consider an idle animation after that one? something like arms bobbing slightly, just so that it doesn't go from 'animation in the first second' -> no movement ever again

(+1)

I tried that and it didn't look good because the movement was too exagerated (And I pretty much don't know what I'm doing since I'm not good at animating). What I did is moving one of the frames 1 pixel down compared to the rest, which looks pretty decent and makes a illusion of breathing.

is it a 3d model that you convert to a 2D animation, or something else?

(+1)

Model with 5 frames of animation. Each frame is rendered into separate image. Last frame is duplicated five times so I have 10 images total. I aplied a filter to each image and saved it (Shaders are non existant in RMXP). In the game, first five frames show at the start and after that the last 5 frames keep repeating.

Holy smokes this looks amazing! What software did you use for this?

Model and animation was done in blender: https://www.blender.org/

Background is AI generated using this: https://nmkd.itch.io/t2i-gui

All of the editing, including the title text, menu options and the pencil filters were done in PhotoFiltre Studio X: https://www.photofiltre-studio.com/news-en.htm

This is a very weak program compared to photoshop or even gimp so if you use any of those daily, there is no need to use this I think. But I have been using it for almost two decades and it is really great for simple editing like this because of how easy it is to work with. I use gimp for more complex things.

As for the gif itself:

I recorded the game with OBS Studio (I didn't update it for years so I don't really know if it still works the same): https://obsproject.com/

I then uploaded it to: https://ezgif.com/video-to-gif

There I cut it  to size, clip the length and converted it to gif.

(+1)

I spent some time improving the work window. I will be redoing all UI elements rather soon, but the work window was really ugly. This should make it more bearable.


Some screenshot from the story dungeon.

The story dungeon will be the direct continuation of the last cutscene with the generals. After some time, you will get contacted by them and they will help you find Mr. White (The old way of reaching him will be removed from the game). They will refuse to take you there if your weapon skills and physical stats are too low. In later versions, there will be more ways to reach Mr. White, many of which will not require combat.

The dungeon it self will be pretty linear with plenty of dialogue explaining some lore bits and giving more personality to the generals and one other NPC that will acompany you. Dungeon will end with a boss fight and you will meet Mr. White after that. You will give him the letter and get more lore and dialogue. 

After that, he will act just like he did before. Selling equipment and training you. The dungeon in the basement will also be locked and you will need a special key to open it. He will give it to you. The event for getting certain number of humanoid kills will also be different.

Work is progressing smoothly. I still have some tiles to make and I will have to make a lot of dialoge and eventing, but I'm slowly getting there.

Will it be possible to complete Sinathir as a total pacifist? If there are ways to reach Mr. White without being good at combat, could we successfully beat the game without having to fight him?

(+1)

Definitely. There will be three major branches. 

  1. Go with the generals
  2. Join one of three factions on Sinathit, get popular and ask the faction leader where Mr. White is
  3. Ignore Mr. White completely and just live without ever meeting him

Second option will be achieveable without killing anything. You will learn a trade, join a faction, improve your trade skill and get popular with the faction residents and then talk to the faction leader, who knows where Mr. White is.

And that's only the first part of the main quest. Next part will be about deciding if you want to get rid of Mr. White, help him or just not get involved. 

This is very rough simplification, since I don't want to spoil everything, but there will be multiple ways to finish the main story line and finishing the game without fighting anything at all will be possible.

(+1)

The dungeon is now, graphicaly speaking, complete. 

I don't want to spoil everything so here is a screenshot of Mr. White's hideout. 

Apart from the layout, I also finished the boss fight at the end of it. The boss will be using skills and will require some tactical thinking to take down, but it won't be that difficult to take out. 

Only thing left to do is to make all the dialogue and some other minor things. If everything goes smoothly, the dungeon should be released next monday.

Also, this version will NOT be compatible with old saves (Unlock will stay, as always) so be sure to finish your playthrough before that.

looking good! did you decide if you're submitting to dd50?

(+1)

If I manage to finish the dungeon, then yes. I don't think anybody playing on the demo day will get that far though. I don't think I will be adding any kind of shortcut to enter the dungeon early, because it will serve mainly as a story setpiece and most of the things happening in there will not make much sence without playing through the rest of the game beforehand.

(+1)

Another screenshot.

I don't think this should be considered a spoiler. You will obviously be fighting abominations in this dungeon.

There will be quite a bit of dialogue in this dungeon. You will be walking through it together with the generals and they will have different dialogue depending on your character, or decisions.

One example is the picture above. This is the first enemy you encounter in the dungeon. Ordinary hungry abomination. After fighting it, you will get different dialogue depending on multiple things:

There are more situations like this. Some are affected by traits and there is one that is affected by how fast you do certain thing. 

Large portion of the work needed is done. I still have to finish the encounter with Mr. White and change some existing events that are already in the game (Event for humanoid kills will be different, he won't be in the forest basement). If everything moves smoothly, new version might be released even sooner.

Small thing I'm currently working on. Morality system.

This isn't really anything new, since basis of this system are already in the game. This will simply visualise your morality and flesh them out a little.

The way it works is really simple. Doing bad things, like taking drugs or killing animals and humanoids will lower your morality. Doing good things, like talking to people, working, doing quests or taking care of animals will increase it. 

It will range from -100 to +100. Every ten points you will gain a perk/trait. For example, first positive trait will give you 5% discount in shops. Next trait will increase the money you get from jobs and next one will incrase your mood gain and money you get from completing quests and so on.

Negative traits will do pretty much what they do now. First perk will remove mood loss from killing animals, second will lower loss for killing humanoids, third will allow you to butcher humanoids and so on.

While the initial system will be quite simple, it will give me more options in the future and it will give you more roleplaying options. You will be able to go from good to evil and vice versa, so you can play as a good character but then something bad happends and you can start acting badly, which will in time remove your positive perks and give you new negative ones.

It will also allow me to make better dialogue and quests.

For example, someone asks you to rescue a cat from a tree. Neutral character will get an option to say yes or no. Slightly good character will say yes automaticaly. Very good character will say yes and refuse any reward. Slightly bad character will say no automaticaly, but the NPC will offer you some money upfront. Very evil character will say no, no matter the reward.

This is all just a concept. I will see how things turn out.

So how would the current traits like psychopath, afraid, brave and stuff work with the new rep system? Currently they say you can't get used to killing but double/nullify mood loss to certain mob types, also is the icon for evil Nika supposed to be a generic devil or are the black eyes indicating THAT thing?

Starting traits will be above any other traits affecting the same thing. If you take psychopath, you will lose no mood when killing humanoids right from the start and evil traits will therefore do nothing. However, later evil traits will start actualy giving you mood for killing humanoids, but you will get nothing because you have the psychopath trait. I think this will balance things nicely since you will benefit from these traits at the start, but they might prove to be less useful later on as you get more morality perks. I will also add a proper way to change your traits mid game so you are not stuck with traits you don't like forever.

As for bonuses like more money from working or sale discount, these will simpy stack with other traits.

The evil icon is a mix of both generic devil and things in the game.

(1 edit) (+1)

First, I want to apologize for slower updates. I lost someone very dear to me which made it hard for me to do pretty much anything. I will get over it though and resume working at my usual pace in near future.

Most of the work on the morality system is done. Perks are ready, bars fill and decrease as they should and different actions increase / decrease your morality correctly. Only thing left is to actualy make the perks do something. No ETA yet, but I would like to finish this before the end of month.

(+1)

sorry for your loss

take your time, there is no need to force yourself to work. excited to see this in action once it's ready

(+1)

Take as much time as you need, we all understand.

(+1)

The number of successful work days is now pre-determined. What the "Total" values says is the exact number of successes you will get. Not more and not less. The exact days you mess up or work properly are still randomised to make the animations more interesting than first days being successful and the rest failing.

Training also works like this now. 

I will do some more testing and then release this new version. This is a small, but quite serious change that will hopefuly make the game better.

(+1)

I don't have anything great to show yet, but I decided to post something just to tell you how things are going. I don't think this is worthy of a new blog post just yet so I'm going to put it here.

Next update will have the dungeon loot overhaul and one very small dungeon. This dungeon will be the first dungeon you will be able to enter. The mine dungeon will be closed at the start of the game, but this change will come in even later versions.

Loot overhaul will only apply to the new dungeon for now, so you can see both the old and new systems in the same version and decide which you like more.

Other than that, I'm still playing around with AI. I won't be using it in any direct way, except for textures (The story dungeon was made pretty much entirely from 3D models with AI generated textures).

However, I might also use it to get inspiration when I get around making models for side characters. I have their looks and main features outlined and writen down, but details are still in the air. I'm no artist so making concept art is not that useful to me since the best I can do is very rough sketches on paper or mspaint. Images generated with AI are imperfect and each one is slightly different, which makes it good for the purpose of concept art.

I tried generating some images of the existing main characters and these are the results

I particulary like many of the elements on the cult robes and the hat for Helena. The black turtleneck also fits Mr. White more than the orange he is supposed to have. I'm not really happy with Suong, since she is supposed to look older, but some elements of her dress look interesting. I like Friedrich's haircut on the right and how cool he looks over all. I imagine Boris looking like a combination of the left and right faces together with brown leather duster and green military tank top and trousers. His haircut on the left also looks interesting.

Making models for these characters is still far away, but images like these will help me get inspiration once I get to it and.

Same goes for the main character. This is what happened when I put in the first image:

This gave me some ideas for improving the basic dress and making it look more interesting. I like the belt and the frills at the bottom and sleeves look more interesting than just white stripes. There is a high chance I will alter the 3D model and add some kind of belt.

That's pretty much it for now. Update is coming. Also, I would like to know what you thing about the recent small patch that removed random chance from training and working.

(+1)

The most important part of the new dungeon loot system is now complete.

This screen will show up when you open a chest. It shows you the list of items you can get, how many you get and how many points they cost. Top part shows how many chests you found and how many points you have. Right part of the screen shows you the item description.

Only thing I'm still not 100% sure about is handling of items you can't pick. Don't know if I should just show them as grayed out names or just replace their names entirely with "???" to make opening chests and getting point more interesting.

it's tricky.
on one hand, if players don't know what items they could get if they have X points, they'll play with the goal of getting those points to see what items are possible. the bad aspect of this is that, if it is an item they don't care about, it will create a situation of "i did all this work for *this*? ". i think since you are trying to reduce RNG and randomness in favor of the player being in full control, it would probably be best to give the player full control (of information in this case) and show them all options.

(+1)

I will probably do that. Seeing what you can actualy get and looking forward to it is better than just blindly opening chests and hoping the next things is something good.

(+1)

The mini dungeon and new loot system are now complete. I will spend some more time testing everything, but new version should be out tomorrow, unless I find something really broken.

(+1)

You remember these?

I almost don't. These events were not implemented properly and the success rate was pretty much always too low so I didn't bother doing them that often.

Next version will make this events more rewarding. You will always succeed and get a skill point plus some silver depending on your skill. Your morality will also improve a bit.

This will make doing these events always benefitial, unless you want to be evil.

Next new thing will be shrines.

You will be able to light the candles on these if you are member of the church faction. 

But you will also be able to donate and pray / meditate on these once a week. 

This will raise your mood, reastore some hitpoints and change you morality a bit.

Question: What's the use of morality right now? I haven't been online for the past few weeks so I'm sorry if this is a dumb question but I can't seem to find the answer in previous blogs.

Every ten points you get will give you a perk. 

For example, if you get ten bad points, you will stop losing mood for killing animals and you will get a shop discount when you get ten good points. Morality goes from -100 to +100, so there are 18 perks you can get from morality in total.

This also means that you can lose these perks, so if you are good and decide to become bad, you will lose your good perks.

In the future, I will use morality in stead of most dialogue choices. The main character will simply say things and make decision based on your morality. You will still be able to select from multiple options whenever a major choice comes up.

A little update.

Next version will still focus on introducing proper faction mechanics, starting with the church.

This requires some pretty big changes to existing quests and a creation of new ones, among other things.

Before I get to these, I would like to remind you to report any bugs you find, or tell me how you like the previous updates, like the large story expansion or the new dungeon loot system. Now for the faction changes.

First, joining the church will be completely different. The bloodstone quest will be moved and replaced with a new, much more simple quest, where you will have to visit all the shrines around the game world.

Each shrine will have its own theme, like shrine of health or shrine of happiness. You will have the option to donate 10 or 100 silver and pray. Doing this will change your stats depending on the amount of money you gave.

Finishing the quest will make you an Initiate and allow you to use level 1 prayer on any shrine for free. You will also unlock the first activity, maintaining the shrines. You will also receive a simple mandatory quest once a month.

Maintaining those shrines and doing these quests will raise your rank in the faction. Once you get enough points, you will get the bloodstone quest. Finishing it will promote you and you will unlock new activities as well as the pebble system. 

Next rank will give you the blood staves and new activities. This will be it for this initial release.

One thing I also want to do is to overhaul the way Zacharias sells things. He won't accept money, but will take your faction points instead. Selling certain items to him will also increase your faction points. 

There is still much work to do. In the meantime, I'd like to know what you think about these upcoming changes, and what you thought about the previous patches.

(1 edit)

i did sort of like the bloodstone quest, even if I never could complete it. It makes joining  a faction feel meaningful since you needed to solve a puzzle to join, like some sort of exclusive club. It definitely made the church feel like a big deal, since it wasnt just a “yeah kill 10 boars and you can join” thing. I’d perhaps try and keep some of that secrecy if possible, so that “only the worthy” can join

I want there to be multiple layers to the church. Most members are supposed to be the initiates. They take care of minor things and don't have access to any magic or other more important stuff. They will accept pretty much anyone and give him the starting rank.

Higher ranks are a different matter. Only few people actualy get far enough to get access to magic and most low ranking church  members don't even know this stuff exists. 

That's my goal. Make joining the church easy, but getting higher is supposed to be hard. That's why you start with just praying at some shrines  to join and later you have to find the bloodstone to get promoted to become a "proper" member of the church.

(+1)

sounds like fun, I’ll be sure to try again when the patch is ready

Small anouncement.

Next version is taking me longer than expected, so I decided to split it in two parts. 

First part will have the overhauled skill events and shrines, second part will have the expanded church faction.

First part should release sometime this week, since it is pretty much finished. Only thing left to do is some testing and fixing.

Next patch will not have the new faction system yet, but it will quite a bit of QoL changes and improvements. Here is one of them:


(+1)

This is a feature few people have been asking about.

Next version will (among other things) allow you to escape from battles.

I added multiple escape items, like smoke bombs or fire crackers. Using these in battle will quit the combat, show animation over an enemy that attacked you and make them slightly transparent.

The enemy will stay in one spot for certain amount of time, depending on the item you used. Smoke bombs will stun them for longer and give you about 4 seconds to retreat. Crackers will give you about 1.5 second. Once the stun wears off, the enemy will continue what he was doing before, which in most cases will be chasing you. Getting out of their aggro range before that happens will return them to their idle state.

There are a few quirks. Some of these are by desing, some of these are limitations of the system I didn't bother changing. 

  • Running from battle will reward you no experience points of any kind, even if the enemy is half dead or you even killed some members of a group before you retreat. You will still receive negative mood from fighting abominations, since this is applied at the start of the battle.
  • Running away will reset the HP, SP and other stats your enemy has. You will still retain your injuries though.
  • If you get attacked by enemies that have multiple overworld characters (like dogs or boars) and you escape, only the one enemy character that touched you will be stunned. The rest will still chase you. Group enemies like kobolds or abominations will be all stunned, because they are counted as one character.

Escape items will be craftable and you will be able to buy them too.

(+1)

Next version will include a little rework of healing items.

Your character will have new "health" stat. This stat will be affected by your vitality and wellness.

Each week, you will be able to heal the amount of HP equal to your health stat by using healing items. Using healing items beyond that will have no effect. This number resets weekly.

This will basicaly limit the amount you can heal with items every week. Bandage sprites from using first aid kits will be changed to work with this system.

(1 edit) (+1)

I had a power outage when I was working on the game and my files got corrupted. Same thing happened to me few years ago and since then I was making backups pretty much every week. I lost a few days of work, but I caught up to where I was no problem.

Health limit system should be now complete.

Every week, you can heal the amount equal to your (maxHP +(wellness / 4)). Every 20% of this value will add bandage on your body untill you reach the maximum number of 5. Skipping a week in any way will reset this counter and remove your bandages, allowing you to heal again.

One of the complains I get semi-frequently is the amount of things you "need" to do if you want to play optimaly. You have to talk to all NPCs, kill all enemies on the map, clear all dungeons, craft all items you can and so on. This means one week can take you multiple hours to get through if you really want to do everything.

My plan is to limit the amount of things you can do at the start of the game and increase it as the game goes on. 

Hangout option will be removed, because I'm not really happy with it as it is and I will replace it with a better system later. Social points will stay in the game though. You will be getting them from the start of the game. Talking to NPC will take away one point from you and raise your mood and relationship. If you run out of points, you will get nothing. Only one point can be used for one NPC every week.

This means that you will have to talk only to a few NPCs to get the mood and relationship bonuses and you won't have to chase all of them every week. The amount of social points you get will increase with your age and traits. I will also bring back the chat option, so you can choose who you raise the relationship with so you don't have to find the specific NPC first before talking to anybody else.

Next, I will limit the amount of combat XP you can get per week. This number will increase with your age, overall combat level and other variables.

I will also limit the number of dungeons you can clear every week. Again, this number will increase as you play.


All of these changes should have multiple effects. New players will be less overwhelmed, since they will be limited in the amount of things they can do. Overall progression will be slowed down, which will allow me to gauge average player levels at certain dates more easily. Lastly, this will also make the growth of your character more apparent, since it adds more things that improve over time and allow you to do more things. Older players will be able to bypass some of these limitations to a degree by joining the cult early or usisng ichor.

i'm very interested in how this system will work, because i also think the "optimal" way to play was to do everything every week, which wasn't interesting. also curious as how the lack of hangouts will affect the way the game plays, i felt like i used hang-out very often. 

good work as always.

(+1)

Main reason I added hangouts was to add more personality to NPCs.  You were supposed to take them out on "dates" and learn more about them and so on. The mood and relationship boost was just a bonus. 

It became obsolete the moment I added propper cutscene system, since it does pretty much everything I wanted to do with the hangouts.

As for the machanical part, I have two ways planned to make getting relationship easier.

First one is gifts. Quite a simple mechanic. You will be able to give one item to one NPC per week and and you will get a relationship bonus depending if they like that item (or it gets lowered if they hate it).

The second way to get relationship will be much more complex. I intend to overhaul the way working and weekly activities work. Instead of doing one thing for the entire week, you will be able to schedule every day of the week. 

The core of the game will stay the same. You will still spend seven days doing some kind of activity and then get one day where you walk around freely like you do now. You will just be able to manage those seven days better.

You will be able to work, train and rest like you can now, but I will add way more options. Things like mining, cutting trees, hanging out with NPCs, begging, working for your faction and so on. You will asign one of these activities for each work day. You can rest the entire week, work for five days, rest for one and hang out with certain NPC for the last day, or work for all seven days, each day for different NPC.

You will schedule your work week from your hideout so you won't have to hunt down the specific NPC you want to work for, but there are still benefits for talking to every NPC from time to time.

On top of that, this will allow me to make certain jobs and activities locked from the start. For example, the blacksmith won't let you work for him unless you have certain strength level, Olaf won't let you work for him unless you already have friend and so on.

There is more, but this is a big enough wall of text already. This overhaul will take some time and I'm not sure if I should do this or the faction system first, since they would both benefit from each other.

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