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Game News Space Wreck finally coming to Early Access on December 5th

Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
The only thing worse than dialogue is putting skill check tags on dialogue.

SW-dialog-skill-tag-options.gif
Interesting cheat menu, but why do you have the cheats enabled by default?
 

Kamaz

Pahris Entertainment
Developer
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The Glorious Ancient City of Loja
Should I add
For example, I find it extremely frustrating to have a very high skill in something, but then the roll fails critically and I get locked out of something that my char realistically should really be able to do.
Flat skill gates are the most realistic - when you use a skill that you have, there is no "chance", you are either good enough to do it or you are not.

Now, in Space Wreck, as you say, getting locked out by bad RNG might even open up alternative routes, making it less punishing or even rewarding in a way. But most games don't do it like that.

Ah, I see your point.

I recognize the problem. I think, the most painful it is in DnD-like systems where you may depend on a roll of a, say d20. It can be 1 it can be 20 or anything in between with the same probability.

We sort of address it by using a FATE-like system where you are increasingly likely to roll your skill value or something close to it. Say, you have speech 3, then often you will roll 3, sometimes 4 or 2, very unlikely - call it a critical failure - 1 or, on the contrary 5. Most rolls will be around your base value. And that is motivating you to invest in that skill so that you are less dependent on "bad" rolls. Meanwhile, the risk is always there (like Fallout's 95% hit chance).

You still can get majorly screwed by RNG in SW sometimes - but that's when you look for workarounds and improvise. The game can be completed - without combat - by failing every single skill check.

roll-distribution.png
 

Bad Sector

Arcane
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Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Why bother with art and audiovisual design in general, all you need is an .xls file with your game's combat rules.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Why bother with art and audiovisual design in general, all you need is an .xls file with your game's combat rules.
If the style is meant to be "hipsters who like to pretend they're playing a tabletop game", then fine, but I just don't get it.
I'm not the target audience, obviously.
 

Kamaz

Pahris Entertainment
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I still don't understand why you'd use dice for this on a computer.
You're simulating something that was used to approximate what you can easily calculate.

I presume I understand what you are getting at - dice were used as a substitute for computer and now simulating dice on the computer is a silly "posing" for style's sake. Form over substance, perhaps.

But this is just a simple mathematical formula and, subjectively, I find it easier to imagine what speech 3 and difficulty 2 mean when they are "dice rolls". At the end of the day, it's a result that confirms a certain normal distribution, it does not matter what happens under the hood.

Remove the dice animation, hide skill tags and SW still functions as intended - your success or failure being dependant on the character model you built by defining your strengths and weaknesses.
 

NecroLord

Dumbfuck!
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It seems like something that's cool maybe once or twice, but then immediately starts to get boring, annoying and feel like my time is being wasted.

Skill gates I find the best solution. You can either open the the lock or you can't.
Skill checks only lead to reload bonanzas unless roll results are fixed / not seeded on reload.

I disagree.

First of all - I started out with skill gates and found it ... sort of boring. There is no risk/reward; if you create a min-maxed character with max skill, you can just click through the dialogs without thinking. I mean, this is what happened. Skill gates were in the very first public version of the game.

Secondly, most rolls are seeded and permanent. If you fail this one specific skill check, you are done. There are exceptions, like door lockpicking where you spend resources (hairpins) for every attempt, but in dialogs, you don't get to reroll.

And third - Space Wreck is about failure. Skill check does not have to be a gate. In fact, sometimes in Space Wreck it acts as a fork - if you succeed you get one quest, if you fail - you get a different one. And this is where randomness (normalized according to Gaussian laws of nature) comes in and adds to the excitement - you cannot just rely on your maxed-out skill, there's always a risk of failure and then you have to adapt quickly.

Having implemented both ways, I prefer dice rolls.

If maxed out character loses the roll, then the alternative roll needs to be a lot easier because it's dependent on stats that the character invested 0 points into. This can easily descend either into the unsurmountable roadblock or something silly.
 

agentorange

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rpghq (cant read codex pms cuz of fag 2fa)
Codex 2012
"Fallout successor" that takes 5 hours for a playthrough, with one playthrough showing 60% of the content. If more than $9.99 on release it's a ripoff.
Fallout 1 is hardly a long game and you would probably see 60% of the content in a single playthrough if you go through the game in the way the developers gently guide the story (not going directly to the cathedral from vault 13, etc, although it is an important part of Fallout 1 that you can do that). And Fallout 1 was a game made by a full team with a large budget with the backing of a major publisher released at $50 or whatever the standard regional price was back then (which if a game of the same scale came out now at that price people would say its a ripoff because not enough content ie padding. in fact you would have people going straight from vault 13 to the cathedral and mariposa and finishing the game in 10 minutes and then refunding it). Also has the developer themselves actually called this a "fallout successor"?
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Remove the dice animation, hide skill tags and SW still functions as intended - your success or failure being dependant on the character model you built by defining your strengths and weaknesses.
Is it removable through the options menu? I do hope so.
 
Developer
Joined
Oct 26, 2016
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2,274
It actually reminds me of Underrail a bit. A lot of the elements that I appreciate in an RPG are present here.
Something is not quite right here though - this doesn't feel it has the sense of honesty or genuineness.
Rather its very "try hard" in style, and as some have (quite rightly) detected some "wokeish" vibes.
Perhaps this may also be down to the developer trying to increase appeal across multiple genres, and demographics.
All of that makes me uncomfortable to proceed with purchasing it.
 

lukaszek

the determinator
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If maxed out character loses the roll, then the alternative roll needs to be a lot easier because it's dependent on stats that the character invested 0 points into. This can easily descend either into the unsurmountable roadblock or something silly.
are there fake rolls like in disco, that are lost even on natural 20?
 

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