Sunday, May 28, 2017

Wiki and some more info

Wiki is up (for some time). I'll try to fill it up when I get the time, but otherwise anyone can edit it, so if you want to share your knowledge, please do.

Another thing I wanna mention, I wanna change how public releases will be made. Previously, public release was made every time new patreon version was released. This, however, is somewhat awkward given how patreon versions are not very regular. Now I'll be trying new approach: timed delay on public releases. It will probably be one or two weeks of delay, depending on how many versions will be released in that time. I don't quite wanna make it multigrade release dates for patrons like some creators do, but I would lie, if I say that our needs are currently completely satisfied, but more on that some other time. 

Starting next week I'll be going over those things I previously mentioned (customized start, tutorial, balancing) and you'll probably hear next approximate release date by the middle of it. 

Saturday, May 27, 2017

Firstly, we've reached our next goal until month has ended! This is great and I want to thank everyone for keeping supporting us despite all the hardships, this is really important to us.
In last month there's been lots of major changes, including jobs, grades and now gear. New gear system actually took lot of effort from me to make it work almost flawlessly, but what's new in it, is that unlike potions and ingredients, all gear is completely separate items. They have raw base which they use for creation, but after that two swords will be two completely separate swords.

I'm bringing this up, because this will give me much more future flexibility with the gear: namely, potential to make enchantments or custom names and descriptions! I would lie if say, that I already have such things in plans, but I always like future opportunities.

Now, as you might have noticed, there's some UI parts have been changed and improved (shops, gear, main menu). This is only a start, as I have future plans to revamp whole starting sequence. Basically, starting menu is outdated as hell, partly bugged, partly inconvenient. I will be remaking it and giving more options to choose from for the sake of flavor and gameplay. You could expect setting a starting gold for sandbox mode and perhaps, starting items and even maybe option to choose starting town.

There's some plans to make main mansion screen more manageable, as there's a lot to be deserved, but that is the part I'll be working on with the artist. I'll also try to fix tutorial which I partly ignored after adding screen stretching for some reasons, but we also probably be putting more flavor into it. Lastly, you can expect many balance changes, new jobs, items, maybe spells next month.

Thank you for your attention, support and see you next month!

Friday, May 26, 2017

Monday, May 22, 2017

New grade/caste system

 Hey there. Firstly, next release will likely come out by the end of a week or so and will include new grade system and hopefully gear.

Friday, May 19, 2017

Answering questions

So I'll be answering some of the questions I got from you for last week. Thanks for everyone who sent anything, I'll try to mention most of small ones in the end of the post.

Thursday, May 18, 2017

We are on now
Woohoo. Latest links are also moved there.

Friday, May 12, 2017

Slaves expansions and revamps

Firstly, I'd like to briefly mention, that there's some work ongoing related to overall gui and playability (as you could see from new inventory) in which I basically try to make my old clunky scripts into more reasonable stuff. Not only that, but I do also make plans regarding art for most lacking parts of the game. Hopefully we will see lots of improvements in next month.

Saturday, May 6, 2017

Reputation in Strive's future

Some of you might have noticed, how some time ago I added subtle reputation counters to the game. Now I feel like it's a good time to develop them further and I gonna talk about them for a bit.
Unsurprisingly, Strive was always planned as an "actions and consequences" type of game in mind. I do not respect 'good-vs-evil' mentality in any form, so instead I try to go for 'kind-vs-mean' and sometimes even 'grey-vs-grey', although last one is pretty hard to make on reasonable level as we are already kinda involved into every story and our benefit is the main driving reason.