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It's been over 2 years since I've started the game. This is probably came bit too late, but it's about a time to move on. In this post I'm gonna to go over the process, and many reasons we have to adopt a new ways.

Why I'm slowing down on Strive

There's 3 core issues which make me very troubled when focusing on new content, and I'm gonna go through it to make myself clearly understood and show that I acknowledge my own mistakes.

1. Base code. As some of you might remember me not having any coding skills when I started to work on strive. Despite that I managed to assemble a fairly working game. However, at this point I know more and many parts just too ugly and heavy to work with. I obviously could rework and refactor all of it, given enough time, and I probably would, if not for other two things, which make me think its just not worth it.

2. Old art. Some probably have noticed, that our old artist has left the project a few months ago. Thankfully, by that time most of stuff I wanted done, has been done, so occassional art shift is not too glaring. However, it makes quite difficult to introduce new content while trying to keep with the original art style. Obviously, I have no will to redo everything at this point. It also is partly my fault for not having a clear picture on how much content of what type must be done before adding more, and instead of saying, having "original game + dlcs", our model was mostly "Chapter 1, Chapter 2, Sidechapters, etc". This kind of planning, even though works on some level (you can account for your previous errors), is mostly not worth it when you try to make a solid product. 

3. Original writing. As some of you might remember, Strive was originally purely text based, and only got actual illustrations after a year or so. This was very convenient at a time, since you can do a lot with text without relying on good art, but when art becomes available, text gets less important. So here's the conflict: since game started as text based, it requires a great deal of writing. Even with the introduction of art to it, we can't just change writing style to something more similar to visual novel, because it would conflict with all the previous work. Another problem with walls of text + terrible code design is that it's really hard to implement more flexible text, both because you need lots of variations (which becomes apparent when you consider how starting slave quest has about 12 different scenes) and because the code base is also not very suitable for it. Since you need tons of text, it often gets hard to fit many features I actually would want to try, such as, different NPC reaction based on your sex, race, combat group, more dialogue choices with unpredictable outcomes, and so on. To put it simply, I would prefer to move on visual novel narration style (sentence per screen basis), but its not possible for strive.

These are main reasons why Strive is gonna be of lower priority on my list of things from this point. 

New projects

So, basically, at this moment I'm starting a new project. With all experience I've acquired, it promises to not take terribly long until first versions will get to playable state. It's not going to be a lot like Strive, as I want to try something less ambitious first. However, there's one thing you might have noticed, which transitions into this new project: a more universal and flexible code. The mod system is in a nutshell can be fit into almost any project, as some other latest code implementations. The new project is going to contain many framework parts which can be used in other places and will considerably improve average user's experience, including multilanguage support, new gui approach, laid out planning and more. 

The next project will be slightly lighter in tone, far less loaded with all sorts of tiny features and more gameplay/combat oriented. It still is going to be fantasy-themed, but won't be related to Strive. There's been some work already done with it (documents and parts of engine), but once we get to the good parts, we will make sure to provide more information on it. 

The secondary project I have my plans on, is a continuation of Strive. To put it simply, I would want to make an origial Strive into a more accessible, better and richer version with better interface and gameplay. However, because of the reasons I named at the start of this post, this is not quite possible. The former project will provide more basis for Strive2 to work on. 

As for the Strive, new update will come out in next few days bringing constants menu back in form of in-built mod. 


As usual, Thank You for your attention and let me know what you think!

Comments

Anonymous

Sounds great to me. I look forward to trying out the new game once there's a first version ready.

Naoko_Halari

Will continue support no matter what path you take. Also on Strive. For what it is you did far more than anyone I have ever seen on a game offered for free on itch.io

Fusiontech45

I'm a late-comer to Strive, but this game is gold. Many enjoyable hours played for the past several months. Count me in to support whatever projects you work on next!

Anonymous

I have to say that when I first booted up Strive I wasn't really looking for much, but, the game pulled me in and now I am on my third play through. Your game is an amazing little gem and I am glad I found it. As for your future projects with your improved skills, I can't wait to see what you come up with. Thank you for Strive and here's the next ones.

Agon-ayylmao

Just do what makes you happy. I only ask,why a visual novel? Today the overwhelming number of VN's is insane.

maverik

Its visual novel in narration only (think most classic jrpgs). Gameplay is the actual focus.

Phaos

Yeah you can kind of feel the places where strive's systems have changed significantly from the original version and it has to be even more of a nightmare behind the scenes.

Anonymous

So with content still be fairly adult in nature or is the lighter tone going to include a decrease in adult themes?

maverik

It will have an adult content (perhaps, optional such as steam patches), but it won't be integrated into gameplay.

Bozz

Trust me, as a fellow programmer, I know all-too-well when a project gets far too big for itself. You start running into technical walls you never anticipated because you brute-forced your way to something functional, and not figured out some more elegant approach. Most of the time, the need to make it elegant isn't even a consideration because "all it has to do is this... and that's it" until two years later when you realize you have to build off of that code - so you hack it in... then you need to add something else... and hack that in... and then something else comes up, and you're like "OMG, I totally should have done this differently, but now I have major gameplay systems integrated into all this mess!" I'm actually pretty excited you're starting a new project! I came into Strive late as well, and I must say and agree with some of the other patreons, the game is gold. But it's essentially done. It's time to move on - and since you've grown as a programmer, your next project will be a TON better. You know how to plan now. You know a project can't be something rough and hacked onto constantly, it must be planned better from the beginning. And when you plan it properly, you have room and flexibility to attach in all the features you can dream of! I'll still be supporting you. Most of your patreons sound like they will as well. Try some new things. Set some stretch goals and some "it would be nice if"s and make sure your core programming has the option to handle it. It sounds like your plan is more a linear/branching storyline with some type of turn-based combat system in it, with most focus on the story. I can't wait to hear your plans and be involved in making your next dream a reality. :)

Anonymous

I really love Strive, and think it's an excellent game. With it essentially finished, it only makes sense you'd now move on to new projects. So, I'm very excited to see what you'll make in future :)

Anonymous

Hey Maverik, have you put any thoughts in making Strive's source code open to all? I'm sure there are people out there more than willing (myself included, if I have the time!) to make improvements to this game, including adding new content or am I misinterpreting your post?

The Butler

I really like Strive as well, and if making it open source sounds not worth it. We can take a look at "Jack'O'Nine Tails" as example where the game became really good because of the further improvements some people was making over time. However the bad side is that the people who worked on the improvements would have to re'do it every-time Maverick release an official update.

FuckEA

Personally I'm a bit on the fence with this news. The project that convinced me to become a backer is Strive, not some other project that I haven't seen head or tail, and doesn't even know what the concept is except it'll also be fantasy based and features combat. That being said, I would continue to back this project for now because I enjoyed playing Strive way before I became a backer, so even if I end up completely hate the new project it still warrant me to pay my due for the original Strive. Although I will reserve my judgement if this new project is worth any donation or not when it comes out since development focus will be focused on it. Still, best of luck to you for this new project.

maverik

Yes, I'm fully aware that many patrons support me primarily because of Strive, hence why I made it clear that it's not going to be my only project, so you will be properly informed when decide to keep or stop your support. I do not abandon Strive yet, it will get a couple more upgrades in future, ideally making it into a sequel.

Kazama

The old girl had a good run. Thanks for being upfront about your plans Mav

Anonymous

I am 50-50 on this i was here just for Strive but i am interested in this new project but still i will be happy as long as i get a harem of babes i am good.