tag:blogger.com,1999:blog-23652815237310752202024-03-14T05:42:31.281-07:00Strive for PowerBlog about adult text game in development. Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.comBlogger158125truetag:blogger.com,1999:blog-2365281523731075220.post-27439897699394102062018-03-01T04:53:00.000-08:002018-07-02T19:19:56.632-07:00Regarding blog statusI'm sorry for not being very active around this blog. Most of the stuff I share you can find on patreon: I do not hide discussion and progress update posts, so you don't need to pay anything to see it.<br />
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Otherwise, I regularly post and support itch.io with latest public version.<br />
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I can't say if I will be posting here again, so preferably contact me in one of those places or at striveforpower@gmail.com.Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com48tag:blogger.com,1999:blog-2365281523731075220.post-67326260659415048062018-01-25T07:27:00.003-08:002018-01-25T07:27:37.243-08:000.5.4 Released for patrons, 0.5.3.5d released publicly (main story wrap up)For download: https://strive4power.itch.io/strive-for-powerAnonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com20tag:blogger.com,1999:blog-2365281523731075220.post-70593487637606103322017-12-30T05:05:00.000-08:002017-12-30T05:06:24.328-08:00Scene examplesHere's some examples of existing Emily scenes. You can vote and comment regarding future state of such at Patreon.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLH2WSScRRvsdpPPhyphenhyphenQULkq8O2dSeDl-Ss_cKDfqNVRdEwHlwhW4gZDxO4_9g-j4Av4ZbMiehScOsBjmgPkodGZYz93NRZRNo-gcVw6pSluD1FlVh52Hzim2ZLABCfpR2W32CJ3FQ2xkwl/s1600/77.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="542" data-original-width="964" height="224" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLH2WSScRRvsdpPPhyphenhyphenQULkq8O2dSeDl-Ss_cKDfqNVRdEwHlwhW4gZDxO4_9g-j4Av4ZbMiehScOsBjmgPkodGZYz93NRZRNo-gcVw6pSluD1FlVh52Hzim2ZLABCfpR2W32CJ3FQ2xkwl/s400/77.gif" width="400" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com11tag:blogger.com,1999:blog-2365281523731075220.post-87808418337813497722017-11-28T07:46:00.001-08:002017-11-28T07:47:17.354-08:000.5.3.1d ReleaseYou can find it on itch.io https://strive4power.itch.io/strive-for-power<br />
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Changelog is here<b>: https://itch.io/t/89844/changelog</b><br />
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Keep in mind, <b>old saves are not supported</b><br />
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Also make sure to check out new sex system in Interactions menu.Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com5tag:blogger.com,1999:blog-2365281523731075220.post-63785333521471533102017-10-20T07:52:00.000-07:002017-11-21T14:16:42.582-08:000.5.1.4 is out to public and writer wantedYou can get 0.5.1.4 from itch.io: https://strive4power.itch.io/strive-for-power . New: exploration revamp, sprites, features.<br />
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<strike>Now, I'm searching for writer to fill up generic sex scenes and other difficult parts on paid basis.</strike> We are good for now</div>
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Requirements: </div>
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Native english speaker </div>
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Preferably experienced sex writer</div>
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Have a good idea of game's content and nuances</div>
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Able to write F/F, M/M and group</div>
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Reliability</div>
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Payment by arrangement.</div>
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You can apply here or to striveforpower@gmail.com. </div>
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Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com15tag:blogger.com,1999:blog-2365281523731075220.post-4690361711337974332017-09-29T10:18:00.001-07:002017-09-29T10:18:48.443-07:000.5.0.2 Public Release and some thoughtshttps://strive4power.itch.io/strive-for-power<br />
<br />Also, check out latest post about upcoming features<br />
https://www.patreon.com/posts/exploration-14575528<br />
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0.5.0.2
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<li>Fixed random start player beauty</li>
<li>Fixed couple guild related bugs</li>
<li>Fixed a bug with tattoo panel</li>
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0.5.0.1
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<li>Fixed xp bug</li>
0.5.0
<li>New reputation features:</li>
<li>On low reputation you will be hunted by local patrols. Chance is based on your reputation and is reduced with scout's awareness</li>
<li>Low reputation will cause slaver guilds slaves to cost more</li>
<li>New criminal Hub - Umbra</li>
<li>Access can be purchased from Sebastian</li>
<li>Can now sell untamed slaves to Sebastian and Umbra for quick upgrade points and reputation penalty</li>
<li>Refined Brand will prevent slaves from stealing and agitating others</li>
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<li>Numerous GUI improvements</li>
<li>Numerous code improvements</li>
<li>New minor sidequest</li>
<li>Sprite for Ayda</li>
<li>Slave end of day health regeneration nerfed</li>
<li>Daily events will feature character portrait (if exists)</li>
<li>Redone most weight random chances including slave race and origin generation including both encounters and guilds</li>
<li>Research Subject occupation revamped to be less safe and belongs to Umbra now</li>
<li>Fucktoy occupation renamed into Exotic Whore</li>
<li>New Fucktoy occupation now available in Umbra - emphasis on subjugation and abuse</li>
<li>Reputation now can't drop below -50 and raise above 50</li>
<li>Minimum amount of xp received by character is set to 1</li>
<li>Handcuff price increased to 250 and prevents escape completely</li>
<li>Frail Trait reduces max strength by 2 and agility by 1 instead of 3/3</li>
<li>Modified attributes are now colorcoded in slave's tab</li>
<li>Fixed a couple of gear related bugs</li>
<li>Fixed slaves with locked relationship asking for them for levelups</li>
<li>Fixed tattoo effect disappearing if you apply same tattoo to too many bodyparts</li>
<li>Fixed leveling request of gear item</li>
Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com14tag:blogger.com,1999:blog-2365281523731075220.post-84544851464879908882017-09-08T14:51:00.001-07:002017-09-08T14:51:33.054-07:00Next release date, future plans and some thoughts. https://www.patreon.com/posts/next-goal-and-14281938Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com19tag:blogger.com,1999:blog-2365281523731075220.post-69062445630593548852017-08-26T15:33:00.002-07:002017-08-26T15:33:20.648-07:00Patreon Poll results and upcoming changesThe last post had votes somewhat evenly spread which was curious to me. Most people asked for focusing on existing parts, but it seems that what parts we should focus on are not quite synchronized among patrons. In all honesty, 4th option was added more of a filler, but anyway, I wanna talk what shall be our main plan for next weeks.<br />
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1. Character gallery. I've had this thought for some time especially since amount of sprites and scenes keep increasing. There will be a section which will allow you to see unlocked characters (and their naked version) and replay their scenes (and an option to unlock everything if you are patron). The progress will be global, so you can also see it as an 'achievement list' of sorts. This will require some rewrite done to the code, but I believe this should be pretty satisfying.<br />
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2. Slave Leveling system. The main reason why old atrocity has been around for so long is that I couldn't quite grasp what I want from it. So now I will announce: leveling system will be redone to the next patch. Skills won't cost any skillpoints and you will only have to increase attributes.<br />
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Next, I wanna get rid of 'put slave into library and arrange points later' routine. I wanna make leveling more intimate and impactful. Instead of current skillpoint/level curve we gonna have only couple of levels and get about 3 skillpoints (or rather attribute points) every level. Slaves won't also get new levels automatically, but will stop at 100 exp and will require your personal attention at that point. After completing their personal request, they will earn new level and will start getting exp again. With this high level slaves will be far more precious while also have dynamic leveling progress.<br />
3. I want to redo slave talk option, but this is more of just a concept at this moment. Basically, I thought about making slaves respond about the actions you've done to them recently, as sort of flavor thing. But when I began thinking more about this, I thought it could be turned into far more elaborate mechanic: basically slaves would hold a memory of recent events which happened to them and at the end of the day make them be affected by those. I like this idea, because it would give very diverse feeling on many different actions (won or lost a fight, was subjected to incest or rape, publicly punished, received a gift and so on). However I'm not ready to blindly take this idea on for two considerable reasons: 1. it will require a severe amount of work; 2. it might be quite difficult to balance all possible combinations of slave's mood but it also can give lots of potential to play with. So, let me know what you think about this approach.<br />
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Next public release will be at 1st September or right before the next patreon release (if it comes sooner, but I'm not sure how much new leveling system will take to implement). For the patreon, I'm also planning to add a sidequest with new character, and have few other plans which might or might not appear in next release. Thank you for the attention and have a nice weekend!Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com15tag:blogger.com,1999:blog-2365281523731075220.post-5772644213782299142017-08-10T15:41:00.003-07:002017-08-10T15:42:12.773-07:00Next public release: August 16th.<br />
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Now I want to share my concerns about game's development, or, more specifically, the main plot. As you know, I've spent last weeks working mainly on the gameplay and visuals, and I believe there's been some considerable improvements with lots of progress. On the other side I get more and more discouraged about plot parts for multiple reasons.<br />
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Firstly, plot has mostly been written on the go: characters were introduced to serve gameplay more than the story, and its fairly noticeable. As I really never had to write out the entire plot from start to finish, I mostly made some rough sketches on every part and only developed what was needed to be done right now. Now, as I proceed, I realize how... disconnected this all feels (kinda weird to criticize my own work, but I hope explaining what I had in mind will be beneficial to everyone). Out of all that, sidequests are probably least troubling as they hardly intertwine with each other, and somewhat entertaining on their own.<br />
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Originally, I planned to make whole plot better themed and flow more naturally, but I don't think it would be possible to achieve without some extreme rewrites. As my excuse, I can only say, that working over so many developing aspects in the same time easily distracts and drag your attention into multiple directions.<br />
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I planned to finish main story line in about one more arc, which would feature the ending, but right now I'm severely discouraged about it, as I feel like it will be mediocre at best. So I want to take some time and work over gameplay aspects and side things for now. Perhaps, after another release or two, I'll feel like I could do at least something I would not be ashamed of and then finish it right. In either way, it's a valuable experience for me and next potential projects I'll sort plans and priorities in a better way.<br />
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So, for the next update, I want to try to fill some gaps: firstly, I wanna add the long postponed tattoo system. Maybe even make it impact gameplay. Secondly, GUI will have additional improvements (or at least I hope so). There's a lot to be desired, but I think we get somewhat better with each step. Lastly, I wanna readjust beauty mechanics a bit. Originally, I thought about having two 'beauty' stats: a permanent beauty which would only change slightly, and 'cosmetic beauty', which is temporal, but could be adjusted with make-up and hygiene. Not sure how it will be suited for the game, but this will certainly make 'beauty potions' less of nobrainer. Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com8tag:blogger.com,1999:blog-2365281523731075220.post-90454433714634730872017-08-03T14:12:00.000-07:002017-08-03T14:12:02.690-07:00Q&A and progress infoQ: Is Tisha going to have a sprite?<br />
A: Definitely. For last week our artist had minor health issues, so there were no progress to report about, but Tisha's sprite will make it to the next week. Besides that we have some plans to provide naked sprites for existing characters which you'd be able to see in their personal tab (since it should take little time with sources we have left). After that I have a bit of trouble telling what the next focus will be, since there's still plenty of potential work.<br />
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Q: What sort of modability (if any) will this have down the road?<br />
A: I'm not sure why this question keeps coming up, but lets explain it again. Currently you have nearly full access to the scripts, so as long as you can read and write in GDScript (think of python), you should be able to implement nearly anything (excluding GUI, at least directly). There's no plans to make an actual API or IDE, as I have absolutely no experience in this field, but I might eventually find someone for this task. You shouldn't expect it to happen soon though.<br />
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Q: Any plans for unspent skillpoint after ~ lvl 20, like enabling a second profession ?<br />
A: Yes, I want to alter leveling system for pretty long time, so if I will be able to find time for this in this month, I'll do that.<br />
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Q: In the future will it be possible to choose a slave and start a new game plus playing as them and maybe making your old character a slave ?<br />
A: Yes, I like the idea of NewGame+, so after we will be done with mainquest, I'll certainly consider how to make it work.<br />
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Q: Will tattoo's ever actually appear? Will we get further customization for slavers (tattoo's, piercing's, etc)? Will be get an add a trait section to supporter perks? Do you plan on doing more male/futa only quests? Do you plan on doing a female/futa only quest to balance things out? Will there be bad ends (headgirl takes over, scenes for when you lose to bandits/slavers, etc)? Is public entertainer ever going to be balanced? Will the Tier 2 brand options ever do anything? Will clothing ever be integrated into the character's description? Will unusual body types ever matter for more than a few repeatable quests? Will Sebastian ever sell centaurs and harpies? Will patreons ever get the option to choose the rarer races for their slaver? Will pets ever be implemented (referring to the suit and the tier 2 brand option)? Do you plan on trying to steer the jobs back towards sex related like they were originally?<br />
A: Yes. Maybe. Maybe. Maybe. Maybe. Yes. Yes. Yes (it already unlocks advanced rules). Maybe. Yes. Yes. Maybe. Unlikely. I think jobs are nicely balanced right now.<br />
Obviously, don't expect any of that to happen soon.<br />
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Now, a bit about next update. Currently I'm redoing upgrade system to make it more interesting and progressing. This should change game's balance quite a bit (there will be upgradeable cap on food and perhaps mana) and some upgrades will provide new and unique effects to existing facilities. So, thank you for your attention and it's time to get back to business. Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com8tag:blogger.com,1999:blog-2365281523731075220.post-15784178388816411222017-07-30T05:38:00.001-07:002017-07-30T05:38:26.197-07:00I'm sorry for not updating this blog very frequently. There's been couple of things I posted at patreon (many are viewable by everyone) so for latest news it's better to check there.<br />
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Next public release date will be 5 August. For now I'm working on next GUI and mechanics update. Next will I will also answer your questions so if you have any, put them here: http://maveriik.polldaddy.com/s/question-receiver-2Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com10tag:blogger.com,1999:blog-2365281523731075220.post-65431578730061948242017-07-14T12:26:00.002-07:002017-07-14T12:26:15.844-07:00Next public release date: July 21.<br />
It seems latest versions has been pretty stable with few real issues requiring quick patching, but let's not rush too much.<br />
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For the next update I wish to get my hands back on the main story. We will working on Frostford and you might be able to temporarily get to human capital. I partly want to fit bit more into this, but we have to stay focused and finish main plot line, so there's this kind of balance I have to achieve before I can announce any more details.<br />
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The vote went surprisingly favourable to smaller amount of characters, so I might add another scene or two for existing characters if I get time for that, but overall main plot goes first. I will also take a look on the existing portals and resource system and probably adapt it a bit (make portals unlockable by purchasing items, provide bit more depth to resources and so on).<br />
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Another patch or two might come before that, but in terms of patron release I'll try to estimate it in next week. Until then, thank you for the attention! Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com5tag:blogger.com,1999:blog-2365281523731075220.post-48195713075715362762017-07-04T14:41:00.003-07:002017-07-04T14:41:38.294-07:00I'm currently having minor hardships so progress regularity is not on the level I'd actually be happy with, but nonetheless, with release of 43a I want to give couple of thoughts.<br />
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Next public release date: 8th July.<br />
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Next patron release date: more likely, next week, but if miracle happens, I will push next version on the weekend.<br />
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Next release focus: I'll be polishing more stuff and I wanna add better way to monitor your roster (new slave list with some additional functionality, like selection occupation). I also wanna finally do another minor sidequest I originally planned for previous release but main plot related stuff and dungeon took too much time.
I'll also hold a vote on next focus and see if people want more main quest done or side quest stuff, since pretty huge part of main quest has been done recently (gorn and amberguard), we might take a small break for some more flavor.<br />
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With that, see you soon. Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com0tag:blogger.com,1999:blog-2365281523731075220.post-27902906557382851572017-06-27T07:20:00.001-07:002017-06-27T07:20:36.129-07:00v42c Released for public: new tutorial and help section and various tweakshttps://strive4power.itch.io/strive-for-powerAnonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com11tag:blogger.com,1999:blog-2365281523731075220.post-78236178429297538852017-06-21T14:19:00.001-07:002017-06-21T14:19:35.250-07:00Hopefully, last v42 patch is released and it's time to declare next public release date and try to estimate next Patreon release.<br />
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v42 will be released to public on 27th, unless I find out, that next version might come up sooner.<br />
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Now, I've spent quite lot of time considering on next main plot events and finally I can say few more words on it. Originally, I considered to do sort of arcs (or rather stages, since they are pretty short) based on main towns: 1st tutorialish arc happens at Wimborn, for second Arc you are sent to Gorn. I expected Frostford to hold 3rd arc, but instead we gonna get there later. Next arc will introduce elven town which will be connected to Wimborn and nearby dungeon/ruins, so for next update we gonna get new settlement, which will have different kind of atmosphere and a new dungeon to explore. I will also be dropping some plot points for later use. If anything, my main aim will be to present something vastly different in tone from what we already got, as until now plot has been very laid back (and i'm fine with it for tutorial part at least).<br />
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It's also a reason why 3 arc will be held at elven city: due to historical events elves are fairly hostile to humans and Mage's Order specifically, however you'll have to get through it and find access to the sealed ruins and claim long-lost documents from there.<br />
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I have a reasonable idea on how the rest of plot stuff will unfold, and it will take about 1-2 additional updates after that to be done with it, so maybe I'll do it in row. In any case, next update seems to be fairly big, so it might not appear until next month. However, I'll probably hold few votes and more exposition until then and mention next release date once things will start getting together. Thank you for the attention. Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com2tag:blogger.com,1999:blog-2365281523731075220.post-45315209542282309392017-06-14T16:08:00.000-07:002017-06-14T16:08:02.824-07:00<div class="separator" style="clear: both; text-align: center;">
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Also meet our new character: Alise, who will be handling the tutorial/help section in a new manner and likely few other parts. She won't have a part in the story however, and won't influence gameplay anyhow (at least yet).<br />
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Hopefully, new release (both public and patreon) will hopefully be out this weekend. Specifically, once I'm done with the whole tutorial section. There's lots of important bugfixes and some balance changes to, so stay tuned. <br />
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Friendly reminder, that you can support us at <a href="https://www.patreon.com/maverik" target="_blank">Patreon</a>. That really helps us to grow and provide better production quality.Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com3tag:blogger.com,1999:blog-2365281523731075220.post-36576252313052469742017-06-12T06:41:00.003-07:002017-06-12T06:41:41.735-07:000.4.4 Public releaseYou can grab it at itch.io. <div>
New stuff: redone starting sequence, new GUI and lots of fixes.</div>
Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com13tag:blogger.com,1999:blog-2365281523731075220.post-30444694355408655232017-06-07T11:29:00.001-07:002017-06-07T11:29:10.885-07:00Brief mention on specs and job changesSo in few days I'll finish reworking jobs and adding specs. There will be 10 unique specs of various applications. Some will require complex stats, some will be fairly primitive. I want to lock some of them out later on, but that would probably require more content to lock behind.<br />
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On the jobs: basically, I'll be making them less straightforward as they are now. Some jobs will be providing 'supplies' instead (for example, hunting, will provide both food and some supplies). Supplies could be sold for additional income, either by you manually (low profit), or by specifically assigned slave at market (big profit, but stat dependant). Supplies will also be obtained from defeated enemies partly replacing some gold, so you will have to work with them anyway. Besides that, there will be about 5 new jobs you will be able to send your slaves on.<br />
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After I'm done with that, I'll see how tutorial rework has to be done. From my current idea, it will probably gonna be pretty heavy, so I will make a small update for new content before getting to the tutorial, likely this weekend. Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com0tag:blogger.com,1999:blog-2365281523731075220.post-30660035602201239962017-06-04T13:00:00.002-07:002017-06-04T13:00:53.938-07:00Next public release and some thoughts.<div class="_2TO-components-SimpleRichTextEditor--paragraphElement" data-block="true" data-editor="7qtv2" data-offset-key="31gdd-0-0" data-reactid=".0.1.3.0.5.0.2.0.0.$editor0.0.0.$31gdd" style="background-color: white; margin: 1em 0px;">
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<span style="color: #232d32; font-family: Lato, sans-serif;"><span style="white-space: pre-wrap;">Next public release: 12.06.2017.
Now, lets talk a bit about brought changes and some implications. Firstly, I'm planning resurrect the tutorial and make it slightly more interactive perhaps (can't say much, but old tutorial needs to be fixed anyway).
Regarding art, next month we will be working on getting new characters looks plus filling up missing items (which might come with larger icon and fairly different from what we have now though).
In terms of gameplay, I plan to put more work into jobs. Besides adding jobs to other towns, (not sure how all that will differ depending on starting location, but probably reputation will play a role) I wanna work on the specializations.
Basically specializations should fill the role I initially planned for skills: to make characters... specialized. You will be able to pick one (or maybe few) specs for your slave, which will provide some sort of benefit to certain actions or tasks. Stuff like 'bodyguard gets + health and armor', 'survivalist receive hunting and foraging bonus'. I believe this should add quite bit of flavor, maybe tie specs to race, stats and lock behind some quests. I might make another post when I will go over it and make any decisive plans.
For now, that's about it. Thank you for the attention. </span></span></div>
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Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com4tag:blogger.com,1999:blog-2365281523731075220.post-32639872589998394072017-05-28T13:30:00.000-07:002017-05-28T13:30:41.735-07:00Wiki and some more info<div>
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.</div>
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http://strive4power.wikia.com/wiki/Strive4power_Wiki</div>
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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. </div>
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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. </div>
Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com3tag:blogger.com,1999:blog-2365281523731075220.post-41501042554676451842017-05-27T15:31:00.002-07:002017-05-27T15:31:35.237-07:00<a href="https://www.patreon.com/maverik" target="_blank">Firstly, we've reached our next goal until month has ended!</a> This is great and I want to thank everyone for keeping supporting us despite all the hardships, this is really important to us.<br />
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.<br />
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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.<br />
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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.<br />
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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.<br />
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Thank you for your attention, support and see you next month!Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com0tag:blogger.com,1999:blog-2365281523731075220.post-35043693188804596762017-05-26T16:12:00.003-07:002017-05-26T16:12:18.336-07:000.4.2 Is out for public 0.4.3 is out for patreonsYou can download it from itch.io: https://strive4power.itch.io/strive-for-powerAnonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com31tag:blogger.com,1999:blog-2365281523731075220.post-73196658493872665392017-05-22T11:17:00.000-07:002017-05-22T11:17:56.681-07:00New 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.<br />
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For now I'll explain new upcoming update mechanics. As you might know, in the latest version slave skills has been removed from the game. Now it's time to reintroduce grade system, which hopefully will be complemented by customizable gear.<br />
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So, old castes/backgrounds has been renamed into 'grades'. They still serve similar purpose to showcase slave's previous position, affect training difficulties and starting stats, but now they have more to them:<br />
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Firstly, grades, unlike backgrounds, are actually changeable. You can alter specific slave's grade at slaver guild service, which will take gold and some time.<br />
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Instead of just slave's past, grades now reflect on slave's current expectations and demands. Mental stats (courage, wit, etc) are now capped not only by traits, but by their grade. Slave grade has limit of 55 points, Poor of 65, Royal of 100. Atypical background has been removed for the sake of simpler progression (actually, I had some considerations on keeping it in game as a better version of Rich grade, but it gets in the way of the upgrade system too much, maybe I'll add some 'unique' grade for special slaves later on though).<br />
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However, slaves will have certain level of demands according to their grade. That level can be fulfilled by: personal room, fancy gear (clothes and jewellery) and luxury rules. It's a new rules segment which will serve exactly to satisfy those demands and will include stuff like serving higher quality food or daily pocket money. Strictly speaking, it will serve primarily as a late-game money sink. While Poor or Commoner grade slaves will only require fancy dress or nice room, Royal grade won't be satisfied unless presented with nearly full spectrum.<br />
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High Grade will also be required for many jobs which previously used skills as prerequisites (managements, escort, mage guild assistant and so on). Finally, inability to meet those demand levels will cause slave to lose loyalty and obedience based on how much they are missing for their grade.<br />
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Speaking of resources, I do want to expand that direction slightly more eventually. I already mentioned some sort of vendor trash items, but we could actually have some other resources other than alchemy ingredients for gameplay purposes. The room management also gives me some minor inspirations to actually give more depth to the possibilities regarding mansion planning, as long as people won't feel it's too much of a complexity.Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com7tag:blogger.com,1999:blog-2365281523731075220.post-25534521192017939612017-05-19T10:37:00.002-07:002017-05-19T10:37:34.296-07:00Answering questionsSo 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.<br />
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<b>Q. Is godot engine hard or easy to learn in your opinion in the terms of time,bugfixes, creating new content and develop your ideas inside the engine </b><br />
A. In my opinion, godot is fairly easy to learn if you have no programmer knowledge (hence why I picked it in first place). It uses python syntax which is very straightforward and makes lots of things simpler. I wouldn't advice it for 3d until it unless gets to the 3.0 version, but otherwise it's solid. Bugfixes are pretty easy and quick, as long as they are not a part of engine itself, and adding new content/mechanics is generally easy to do.<br />
<b>Q. Hi! Two related questions: Do you plan in future, when things settle down a little bit (right now it seems you are changing a lot of underlying mechanics anyway), add support for custom modding or open up the game for submitting own minimods/changes? Are you interested in community-based submissions to your game or do you prefer centralised approach to developement? </b><br />
A. So, lets talk about modding for a bit. I don't really have time, plans and knowledge to develop custom api for modders, so unless some would do it for me, you will have to work with raw scripts.<br />
In my defence, though, I already distribute nearly open source code so anyone can do anything they like with it. You would probably have to accustom your mods every time new version comes out, but that shouldn't be too hard. There's also some old and bad sections (slave generation could use lots of cleaning honestly), but I often try to redo those.<br />
In my opinion best model would be: the main strive, lead by me, will have centralized, general lorefriendly features with my main preferences on top of it. Then the modders can go wild with anything they like and might even suggest something for the main game, which I consider accepting or reintroducing in some way, if it fits the main theme. All in all I endorse user made content of any sorts and hopefully soon there will be some sort of centralized place with wiki and stuff, so community can grow outside of here.<br />
<b>Q. Whats the difference you aim for your game compared to other similiar types of games; slavemaker3 ;jack of ninetails; henthighschool HHS+ and Ashford Academy and some popular oldschool japanese game called Princess Maker of which alot of games got their inspiration ? </b><br />
A. Basically, I like freedom. I often mention JoNT because to me it felt like I had plenty of freedom there. I like an option to go either way, do quests or not, put myself on timers or not, give away slaves or not. I also not really like when some arbitrary objectives put over me I have to complete. Actually, Strive is a bit problematic, because I chosen to approach it in sandbox way so potentials to expand are nearly limitless.<br />
If anything, game goes more in the direction of CoC or tainted space, as it can be expanded to infinity content wise, but also takes some of moments from free cities, even though I prefer to avoid lots of terrible nitpicking like areola size and accents, there's still considerable amount of content I plan to add and refine on management side.<br />
<b>Q. Main character backstory. Maybe bring in the main characters parents. </b><br />
Bit of counterintuitive question, since main character is customizable, but for those, who want more flavor, I'm glad to announce, that starting sequence will be changed (it is also one of the old relics requiring considerable upgrade). There will probably be more options regarding your personal backstory, and with recent job rework I considering adding choice for starting location (so you would be able to start in Frostford or Gorn if you wish to do so, at least for sandbox mode).<br />
For parents, I'd probably need more input. It's a no-brainer to add generic characters loosely resembling you, but if people want more sidequest kind of stuff, that might be way harder to do, because... well, you can choose your race and looks, so it would be hard to fit just about anything into your potential parent.<br />
Now, Here's some questions which I can answer in short manner.<br />
<b>Q. Youth potion no longer effects the slaver </b><br />
A. I believe there has been no changes on that and it still works for me.<br />
<b>Q. How do you primarily find out about bugs, glitches, errors or that sort of thing? Is it mostly what people report to you, do you playtest yourself, is there some system that find them or some combination therein? </b><br />
A. I try to playtest at least those parts I directly changed before making a release, but 90% of the bugs are generally discovered by community.<br />
<b>Q. Why dont you give away the part of storytelling to another person, you would safe time by just telling the directions it should head to and if it doesnt suit your taste u can tell him to rewrite it. </b><br />
A. Main reason: nobody wants to take writing reliably for free and I'm not ready to hire more people for that. Secondary reason: writing is heavily tied with gameplay mechanics. I often have to keep in mind what is an interesting sequence and what is even possible (or rather what can I write out of these actions we can do).<br />
<b>Q. Do you have plans to add a system for selling items? I for one would love to sell the extra 50 Tainted Essences I have so I could afford other components I need. </b><br />
A. You could do that already, but with the rework it should be more obvious.<br />
<b>Q. Are your going to update the UI </b><br />
A. Yes, it's planned to be done in next updates as well.<br />
<b>Q. Will be there possibility to change race and gender of slaves? </b><br />
A. Likely, but I can't say how I want to add it into the game yet.<br />
That's about it for today, thank you for staying with me.Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com12tag:blogger.com,1999:blog-2365281523731075220.post-27684363326912369282017-05-18T07:31:00.003-07:002017-05-18T07:31:37.639-07:00We are on itch.io nowhttps://strive4power.itch.io/strive-for-power<br />
Woohoo. Latest links are also moved there.Anonymoushttp://www.blogger.com/profile/03011326292688317449noreply@blogger.com2