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The definition of the skills and the traits of the omins is one of the subjects on which I changed my mind so many times. At the beginning I was defining a huge number of skills (something like 50+ skills). Later I wanted to reduce them to a more reasonable number, but I ended with only few skills. So I decided to write down some rules to help me with this task:

  • Omins should have a reasonable number of skills. If too many, they may be overwhelming for new players and casual players. If too little, they become not interesting for experienced players.

  • Skills should be divided in categories in order to look more manageable for the player and not confound the player with a long list.

  • Skills should be easy to understand so that players do not need every time to read information about them.

  • Skills should be functional and not conflict with each other. If two skills perform similar function, then one of them needs to be rewritten or discarded.

The application of these rules are not that easy because the functionality and interpretation of a skill may be a subjective matter. So, I tried to name the skills taking inspiration from games that most of gamers knows like pokemon and dark souls.


So, let's see know the results of all these considerations. But keep in mind that this is not a definitive list. Some changes can occur during the development (especially for mental skills).


The skills I defined are divided in three categories: combat skills, physical skills and mental skills.



Combat skills


The combat skills affects only the performances of the omin during a combat. Omins have two attack skills and two defense skills that determine the attack inflicted and received with physical and special attacks.


Physical attacks can inflict three types of damages:

  • Cut damage.

  • Pierce damage.

  • Impact damage.

Special attacks can inflict three types of magic damages:

  • Fire damage

  • Ice damage

  • Electric damage

The Stamina is an important factor when performing physical and mental activities. A dedicated devlog will be published to explain its mechanics.


Keeping this in mind, we see now the list of combat skills.


Combat skill

Function

Attack

Determines the damage inflicted using physical attacks.

Special attack

Determines the damage inflicted using magic attacks.

Defense

Determines the damage received by physical attacks.

Special defense

Determines the damage received by magic attacks.

Accuracy

​Determines the probability of critical hits when using melee attacks and the precision when using ranged attacks.

Omins can improve combat skills by using training dummies and by fighting with enemies.



Physical skills


The physical skills affect all physical activities including physical jobs and physical combat.


Physical skills

Function

Strength

​Determines the max weight that can be carried by the omin. If the weight transported by the omin is close to the limit defined by his strength, then the moving speed of the omin will be reduced and the stamina consumed by the omin increases at each step.


Some tools and weapons need a minimum level of strength to be used. When the strength of the omin is below this level, then the stamina consumed and the time needed to perform the attack increases. Depending on the weapon, the final damage of an attack may change according to the strength of the omin.

Dexterity

Determines the performances of some activities like crafting, gathering and fishing.


Some tools and weapons need a minimum level of dexterity to be used. When the dexterity of the omin is below this level, then the stamina consumed and the time needed to perform the attack increases. Depending on the weapon, the final damage of an attack may change according to the dexterity of the omin.

Agility

​Determines the moving speed of the omin and the stamina consumed at each step.

Endurance​

Determines the max stamina of the omin.

Omins can improve physical skills mainly by performing physical jobs, but also by training and fighting.



Mental skills


The mental skills affect all mental activities including mental jobs and magic combat.

Note: these skills are not yet developed and may change during development.


Mental skills

Funtion

Spirit

​Determines the stamina consumption of magic attacks.

Creativity

​Determines the capability of the omin to generate ideas points that the player can use to research new technologies.

Observation

Determines the capability of scouts to discover new resources.

Moreover, it determines the visibility range of the omin.

Charism

Determines the probability to influence other omins.

Determines the capability of priests to convert enemy omins.


Skills, protections, and traits


Skills can be improved by collecting experience. This can be done by working, training and fighting.

The player can assign an experience profile to omins in order to determine which skills should be increased at each improvement.


The traits influence the behavior of the omin and cannot be changed or improved by the player. Some of the traits derive from the faction, others derive from the tradition, and finally also the individual personality of the omin can determine some traits.


The protections define the damage that can be absorbed by the omin (or animal) before affecting the health. Each unit in the game has a protection factor for each damage defined by the game: cut, pierce, impact, fire, ice and electric. Omins can increase their protection against these damages by wearing armors.


I am planning to better explain this subjects later with new devlogs ;)





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Sounds made the game definitely more alive! I collected and applied hundreds of sound effects for the different events and ambiences present in the game. Definitely there are other sounds to be integrated (for the UI, for resources and so on), but I can be satisfied with the work done so far. Here I share some details for who is interested.


I created 4 main modules that manage all the audio of the game:

  • HabitatMan: plays looping ambience sounds chosen according to the habitat present in the area currently pointed by the camera. For example, if the camera shows a beach, then this module plays the sounds of waves of the ocean. In order to prevent the frequent passage from an ambience sound to another, this modules periodically checks the habitat at the corners borders of 2 rectangles of different size and positioned at the center of the screen. And only if the most of the points have an habitat different from the habitat that is playing the ambience sound, then this module plays the sound of the new habitat.

  • AmbienceMan: this modules periodically plays non-looping sounds related to the current habitat (determined by HabitatMan). The sounds played by this module mostly consist of the verses of birds but includes also other animals, wood creaking and so on. The sounds played by this module are randomly chosen from a collection and contribute to rend the ambience more alive and a little more real.

  • MusicMan: plays the music of the game. It tries to minimize repetitions by dividing the playlist in two parts and by shuffling them every time the playlist has been fully played.

  • SoundMan: manages all the sound effects non-related to ambience and music. That means all the sounds of actions and events such as combat, jobs, impacts, fire and so on. For each event, this module defines a collection of sounds to be played randomly, defines the maximum number of sounds of the same event that can be played at a given moment, the max zoom at which the sound can be played and other parameters to control the volume, the pitch of the sound.


Now some details to share with who like me works with the Godot engine.

While HabitatMan, AmbienceMan and MusicMan are AudioPlayerStream modules, the SoundMan is a normal node that receives requests from the AudioPlayerStream2D nodes present in the scenes defining the objects of the game. For example, in the Omin scene I employ 3 AudioPlayerStream2D, each of which play certain types of sounds: ActionsSFX, VoiceSFX and ObjSFX. These nodes use the name of the event to request the corresponding sound to the SoundMan that provides also all the parameters described above.


I use 7 audio buses in my project: objects, voices, habitat, UI, music, ambience, SFX. The volume of some buses is modified according to the current zoom of the camera.


The main issue I had to put in place this system was the use of the AudioPlayerStream2D that was not working at the beginning until I figured out that this was due to the fact that the Camera is not located in the main viewport of the game. So I had to enable the audio listener 2D in the viewport where the camera is located.


There still is something I don't understand with the AudioPlayerStream2D. It is possible to define the max distance from the screen center at which sounds are hearable and the attenuation to be applied according to the distance. But I cannot find in the Godot documentation how the distance is defined and if it is calculated taking account of the current zoom of the camera. Moreover, it is not very clear for me how the attenuation is applied according to the distance from the center of the screen. I am going to update this post if I figure out these elements.


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The Orcs faction


I've created the Orcs faction! more precisely, I designed their images and their buildings that include the houses, the worker huts, towers and walls. I did not define yet their characteristics except that they love to live in the swamp. Surely, they will be stronger and bigger than the human omins, but they are not very social which means they do not reproduce so frequently. Moreover, they will be probably a bit less clever.




The Swamp habitat


This new habitat presents the color of a wet land and contains new trees and vegetation:


I need to define the resources provided by each plant. As well, I will create the animals or the fantastic creatures that can be found in this habitat


Mouth animation


The "talking" animation was the first one created for the mouth of all the omins. New animations have been added for certain actions: run, attack, dying and working.


Skeletons


Dead bodies now decay and transform to skeleton after some time. Once they become skeleton, the resources that could be extracted by these bodies are lost. Skeletons will disappear after some seconds.



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