Habits are a serious danger in many industries. In manufacturing it can even lead to death. When a worker gets used to their job they start to feel safe even in extremely dangerous situations. In the industry of game design we don't have to worry about molten steel being poured over us, but habits can be the death of creativity, and very destructive to our profession.
In order to generate new ideas I like to take apart systems we consider normal, especially if there are players that complain about them. Why is it normal? What problem is it trying to remedy? What happens when you burn it to the ground? Going against our habits takes us out of our comfort zone, and that's exactly where new ideas get found.
Here are some habitual features I destroyed in my search for something better:
Destroyed Habit #1: In any RPG I can think of, there is big boss armor, fancy PvP reward armor, and crappy starter gear that can vary extremely in their usefulness. A common complaint being that crafted gear is so much worse than dropped gear that crafting feels pointless, or that only people that grind for months are ever able to get the "best" gear. In order to prioritize crafted equipment some games will remove dropped gear entirely, asking players to seek out powerful recipes and components instead. Both systems are the same mechanism: there is always a "best" recipe, a "best" sword, a "best" bow, and with patches they get pushed higher and higher to keep end game players engaged.
New Idea #1: What I did instead was to give each recipe the potential to be any level, and to be tailored for any class, using fully customizable recipes. Every weapon does the same base damage, and every piece of armor provides the same base protection. What separates one weapon recipe from another is it's visuals, damage or protection type, and how a player chooses to craft it. This let's players choose equipment based on preference rather than trying to get the same "best" equipment thousands of other people are using. Again, the base math for all recipes is the same, sounds crazy right, but the final product is affected by many different player choices, including: level, rank, materials, passive skills, crafting facilities, color, and above all enchants.
Destroyed Habit #2: As a game world gets bigger and bigger, travel often becomes a concern from a design perspective. Commonly this is partially alleviated using ferries between important locations. The next step is almost always to give higher level players super fast mounts that let them whiz back and forth to wherever they're adventuring. Unfortunately a huge amount of danger is instantly lost as players dart past monsters uninterestingly, and the game world no longer gets much attention as we blur from here to there.
New Idea #2: No mounts, no ferries, ever. Instead, players can build and connect their own fast travel network, but only at places they've reached themselves. Building a teleporter requires light, a currency rewarded for the banishing of evil, so we can't built one every ten steps. We can however create our own points of interest when we find a cave entrance we want to explore, a lavafall deep underground we like, or a town with quests that we're interested in completing, providing a permanent connection to our home base or bases. Maybe we started with a cabin in the woods, and now want to build a castle in the mountains. Getting to the mountains will take some time, will no doubt get us into some fights, and will bring us across many smaller points of interest, secret areas, skill locked rewards, area based quests, etc. Once we find a place we like, we can build a teleporter, and travel freely back and forth between our cabin and our castle. We don't lose the fun and rewards of exploration, nor are we forced to walk back and forth between the same locations over and over.
Destroyed Habit #3: When leveling up a warrior you are expected to get stronger, when leveling up a wizard you are expected to get smarter. Some wizards use ice, some use fire, but none of them use crossbows. This is because classes are preconceived, built with expectations, and attempt to reward players for their chosen limitations with stronger and stronger attacks. A class may have several paths to choose from, but only a few. In the long run every level fifty character will have thousands if not millions of other characters built exactly the same as they are, destroying uniqueness and any sense of personalization.
New Idea #3: Open classes in Solace Crafting means that you don't choose a class to start out as, but are free to increase the abilities of any or all classes. The more you spend in a class the further it grows. That's not necessarily new, but I've taken this feature further still. For one, each and every skill has no hard level cap. Flame, Fireball, Fire Storm, and Meteor, like recipes, can all be leveled up without end and all use very similar math so that no one spell is the "best," though some are certainly more situational than others. Furthermore, players can mix and enhance their skills with passive abilities such as a chance to stun, or reduced mana cost. This allows players to mix skills from any tree creating the possibility for millions of combinations. It's still a young and evolving system, but I hope more than anything people will have fun with it.
I don't have a staff of hundreds, nor millions of dollars to throw around, yet, so spending my time on fancy AAA graphics just doesn't make sense. I also believe that's not how fun games are made. Looking back at games that have endured the past two decades it's quite obvious that players don't go back to them just to watch the cut scenes for a sixteenth time, they go back because they are fun, because they are engaging. As a solo developer I aim to create a fun and engaging game not through money and manpower, but through ideas.
Sometimes it takes years to work the kinks out, but when a good idea gets noticed, word spreads fast. Here's hoping people outside my head like some of my ideas as much as I do!
Follow along as I work hard to become a full-time game developer. Feel free to ask questions as well.
Solace Crafting

Redefining the Crafting RPG
Showing posts with label Skills. Show all posts
Showing posts with label Skills. Show all posts
Monday, May 1, 2017
Sunday, November 6, 2016
Skills to make the kills
Last week I got biomes working in my new level system, currently with a snow and a desert biome mixing in with the main ocean/grassland/moutain biome. This way I can spawn biome specific resources, monsters, encounters and more.
I also simplified my cloud system to just do what I need it to right now, and it's working great. Mixed with a little sun and some minor post effects and we're not looking too shabby.
I also put in some of my speedtrees, which do look a lot better than normal unity trees. I'm not spending much time on them yet, but it's easy to make tons of them once you get one set up.
While on vacation the week before I set out to implement the first tier of skills for the four starter classes called Archetypes. These are made up of the Squire, Scout, Apprentice, and Disciple. Each Archetype starts out with six possible skills choices which are primarily attack focused skills to assist in the first few levels of combat and leveling.
Even before I started writing any code I knew I would need a very flexible system as skills in Solace Crafting are numerous and extremely varied, include player buffs, direct attacks, timed spells, passive abilities, and so on. My system is also a bit unique in that every skill has unlimited levels and needs to be able to scale and blend with other complimentary skills. I more or less had built similar systems before, but it's always great having a chance to start over and really know what you're going into.
The main obstacle is how to initiate skills that are not instant. The Scout has a tier one skill called Double Shot for example that fires two ranged attacks in quick succession. The second arrow has to launch shortly after the first arrow meaning we can't just call single function in one frame. Using coroutines and their yeild capabilities we can create loops for damage over time spells, wait for casting times to finish for complex spells like Meteor, or do a series of completely different things over time like teleport, attack, and warp back.
I have gained a ton of inspiration from League of Legends and their massive array of over five hundred skills, as well as from the classics like Dungeon and Dragons, Everquest, and many others. I plan to build a wide array of skills over time aiming to grant players the ability to be unique and interesting, rather than just cookie cut.
I'm starting now to work on two videos for Steam Greenlight and Kickstarter! Fun times! I will be signing up to IndieDB and more things as I build these two and other screenshots over the next couple weeks.
I also simplified my cloud system to just do what I need it to right now, and it's working great. Mixed with a little sun and some minor post effects and we're not looking too shabby.
I also put in some of my speedtrees, which do look a lot better than normal unity trees. I'm not spending much time on them yet, but it's easy to make tons of them once you get one set up.
While on vacation the week before I set out to implement the first tier of skills for the four starter classes called Archetypes. These are made up of the Squire, Scout, Apprentice, and Disciple. Each Archetype starts out with six possible skills choices which are primarily attack focused skills to assist in the first few levels of combat and leveling.
Even before I started writing any code I knew I would need a very flexible system as skills in Solace Crafting are numerous and extremely varied, include player buffs, direct attacks, timed spells, passive abilities, and so on. My system is also a bit unique in that every skill has unlimited levels and needs to be able to scale and blend with other complimentary skills. I more or less had built similar systems before, but it's always great having a chance to start over and really know what you're going into.
The main obstacle is how to initiate skills that are not instant. The Scout has a tier one skill called Double Shot for example that fires two ranged attacks in quick succession. The second arrow has to launch shortly after the first arrow meaning we can't just call single function in one frame. Using coroutines and their yeild capabilities we can create loops for damage over time spells, wait for casting times to finish for complex spells like Meteor, or do a series of completely different things over time like teleport, attack, and warp back.
I have gained a ton of inspiration from League of Legends and their massive array of over five hundred skills, as well as from the classics like Dungeon and Dragons, Everquest, and many others. I plan to build a wide array of skills over time aiming to grant players the ability to be unique and interesting, rather than just cookie cut.
I'm starting now to work on two videos for Steam Greenlight and Kickstarter! Fun times! I will be signing up to IndieDB and more things as I build these two and other screenshots over the next couple weeks.
Sunday, September 25, 2016
On the shoulders of giants
Minecraft spawned a huge wave of voxel based games, some of which were very poorly received as mere "clones," but it's important to understand that big titles like that change the gaming world permanently. Once a sound idea or a better way of doing something has been proven to work it would be wrong to not take that knowledge into account when designing something new.
Along those lines I have dozens of pages of ideas for improving different systems from many games I've played over the years. I'd love to incorporate all of those system into Solace Crafting with a magic wand, but two of the biggest skills an indie designer must never forget are prioritizing and time management. Understanding how important something is to your game and at what stage it should be implemented is difficult at first. Sometimes realizing that something doesn't fit with your game at all can come after hundreds of hours of trying to force it in.
I am often asked what kind of game Solace Crafting is and I have the long winded genre title: open-world, procedural, crafting based, survival, role-playing game; but those could mean any of a whole array of different sub-genres, and I like instead to point out several of the giant titles whose systems I'm incorporating and expanding on.
1. Diablo 2
The Diablo 2 skill selection trees offered a level of freedom that could both make and break your character. Over the years people built unorthodox characters that proved to work great in different situations. From this freedom the developers gave to players, original content was allowed to grow. I hope to expand on this system heavily in Solace Crafting with a very flexible class system and the ability to master any of a large number of skills, for better or for worse.
2. Rust
My favorite aspect of Rust is their method of player buildings. Their system was the foundation for the current building system in Solace Crafting, though it has been changed in more than a few ways, and still has a lot of implementations on the drawing boards that differ from the path Rust seems to be following. The ability to construct outposts, home bases, and connect everything across distant locations is one of my highest priorities for Solace Crafting.
3. Minecraft
Some of my favorite experiences playing Minecraft are from finding strange landscapes, like jagged mountains and deep caverns. Then of course not only finding them, but building stuff on and around them. Bridges, tunnels, towers, castles, you name it, I built it. The biggest problem for me was always not being able to see far enough away. That was the inspiration for my distance engine which in the latest screenshot I uploaded is showing a 60km range, or 120kmx120km landscape letting players set their eyes on a mountain or desert from very far away rather than just wandering aimlessly to see what shows up. Currently the starter world, Khora, is a rather "normal" fantasy landscape and doesn't have at all as much strangeness as I hope to include in it over time, but rest assured there will be magma.
I reworked a lot of the crafting and code based item generation this week to be much simpler rather than plan for everything I have ever wanted to create all at once. It has been a real challenge for me to keep things simple rather than trying to account for every possible upgrade that could come about over time. This weekend and next week I'll be working on collision detection for the building system, and teleportation between dimension crystals.
Along those lines I have dozens of pages of ideas for improving different systems from many games I've played over the years. I'd love to incorporate all of those system into Solace Crafting with a magic wand, but two of the biggest skills an indie designer must never forget are prioritizing and time management. Understanding how important something is to your game and at what stage it should be implemented is difficult at first. Sometimes realizing that something doesn't fit with your game at all can come after hundreds of hours of trying to force it in.
I am often asked what kind of game Solace Crafting is and I have the long winded genre title: open-world, procedural, crafting based, survival, role-playing game; but those could mean any of a whole array of different sub-genres, and I like instead to point out several of the giant titles whose systems I'm incorporating and expanding on.
1. Diablo 2
The Diablo 2 skill selection trees offered a level of freedom that could both make and break your character. Over the years people built unorthodox characters that proved to work great in different situations. From this freedom the developers gave to players, original content was allowed to grow. I hope to expand on this system heavily in Solace Crafting with a very flexible class system and the ability to master any of a large number of skills, for better or for worse.
2. Rust
My favorite aspect of Rust is their method of player buildings. Their system was the foundation for the current building system in Solace Crafting, though it has been changed in more than a few ways, and still has a lot of implementations on the drawing boards that differ from the path Rust seems to be following. The ability to construct outposts, home bases, and connect everything across distant locations is one of my highest priorities for Solace Crafting.
3. Minecraft
Some of my favorite experiences playing Minecraft are from finding strange landscapes, like jagged mountains and deep caverns. Then of course not only finding them, but building stuff on and around them. Bridges, tunnels, towers, castles, you name it, I built it. The biggest problem for me was always not being able to see far enough away. That was the inspiration for my distance engine which in the latest screenshot I uploaded is showing a 60km range, or 120kmx120km landscape letting players set their eyes on a mountain or desert from very far away rather than just wandering aimlessly to see what shows up. Currently the starter world, Khora, is a rather "normal" fantasy landscape and doesn't have at all as much strangeness as I hope to include in it over time, but rest assured there will be magma.
I reworked a lot of the crafting and code based item generation this week to be much simpler rather than plan for everything I have ever wanted to create all at once. It has been a real challenge for me to keep things simple rather than trying to account for every possible upgrade that could come about over time. This weekend and next week I'll be working on collision detection for the building system, and teleportation between dimension crystals.
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