Volatile vs. Safe


Lots of new stuff happening in this video!

The skill system as I explained it yesterday has changed quite a bit. I won't go into too much detail, but the main thing is that regular failures have been removed. I just found them to be mostly annoying and not the most interesting. So now the only way to fail is to fail critically. That might sound bad, but trust me, there will be plenty of failure.

In the gif, I achieve a major breakthrough (new name for critical success) in the demolition skill. "Major" means that the skill check was volatile—my demolition skill was lower than the check to break the rock (15 to 12). As a reward for getting a breakthrough—my max energy increased and my demolition skill increased to such that breaking rocks becomes safe instead of volatile. Safe checks are very likely to succeed—and very unlikely to fail—but they are also very unlikely to cause breakthroughs. Safe is an apt name.

It's lucky I got a breakthrough, too, because I was just as likely to get a failure! If I had failed—my pickaxe would have broken and I wouldn't have destroyed the rock. Because the check was volatile, I would have also hurt myself in the process. Volatile is an apt name.

Lastly, those goblins are glowing red, which means that the NPC is hostile towards you. The goblin species is hostile to humans by default, but maybe they'd come around to you if you do something nice for them. The king NPC isn't glowing at all because they're neutral towards the player. Maybe if I bribed him with some gemstones he'd start glowing green—for friendly!

Oh—and eating is a thing now. It was a thing yesterday too, I just forgot to record it.

Comments

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(+1)

Aaaaaaaa, hitting with the wrong end of a pickaxe is such a funny way to realize your true strength with a major breakthrough, humorous/good choice of wording. ;u;

thanks! i really like this breakthrough system as a different approach to a xp-based systems. my goal is to make a game that's really good at creating stories, so this system should be an effective contributor towards that goal. i'm a little worried it'll be too random, but hopefully there will be enough options on a given level that the randomness will feel controllable.