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I did think of this but as I said, I want to limit player skill as much as possible in that regard.

This a personal pet peeve of mine, but I always found the way most action RPGs work weird. you start the game as nobody and if you, the player, know the game, then you can pretty much negate the personality and skill of the in-game character by achieving things that shouldn't be possible. Soul level 1 runs in dark souls are a good example of that.

In Sinathir, the player is supposed to be something of an "advisor" to the main character. You tell her what to do and she tries to do it. If she fails and succeeds is entirely up to her skill, not to the player skill. 

As I said before, having no player input is boring so I can't really go all out on that design philosophy, but I want to get as close as possible.

Try playing the old "Princess Maker 2" game. This game is heavily inspired by it and it will show you what kind of feel I'm going after to some degree.

well what i was sort of going for is that with low character skill, player skill can't effect much (limited options in combat). basically player skill is sort of "capped" by character skill, so a skilled player is in charge of making strategic decisions to use what the character has trained and learned to its full potential, but no more than that.

i guess when i said player skill i meant more like the players strategic ability. the player can decide how they use the characters capabilities. the more the character knows and learns, the more tactical options and advantages the player has access to.

in a battle you still are telling her what to do in the same way you would tell her to attack or use an item, but with a higher character skill level you're telling her to use the special techniques she learned over the course of the game.

and for the last thing... i don't have enough money :(

Exactly. The battles are pretty much already when I want them to be regarding the player control. It's the overworld activities that I will need to think more about, since things like stealth also fit into that category.

And there is an abandonware dos version of princess maker 2. The steam version and dos versions are pretty much identical content wise. It's just graphics and music that are different. You can get the dos version for free on the internet and you can get dosbox to play it on modern operating systems. Sites like abandonwaredos.com, or gamesnostalgia.com should have it.

ah, i was a bit confused since as of now i don't see very many skills that the character can use in combat.

but for overworld stuff, i think they should have an influence on fights but unless theres a high power imbalance not beat them entirely.

say you were to have an overworld skill that let you make a charge attack with your weapon in the overworld. if you manage to hit it you start the combat with an extra first attack. though if the enemy was very significantly weaker than you (like you would one shot them anyways) then it could be an instant kill.

shooting an enemy on the overworld could have a similar effect. if it doesn't one shot them then it would simply weaken them for when you fight them.

basically, stuff that gives an advantage in a proper battle, but won't win it altogether unless you would have already won easily anyways.

I played few games with system like that. Stick of thruth or persona 3 comes to mind. I was thinking about doing some kind of system to make weak enemies run away from you, or they instantly lose the battle when you touch them to cut down the number of simple fights. Having some skills to help with that might be nice. Maybe even skills that give you first strike or something like that. Having those skill usable in the overworld is possible also possible, but I will have to think about that.