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This post was supposed to come out last week, but due to my mistake I haven't taken necessary data with me. 

We finally managed to progress on the main settlement screen and even added some flavor. This is what the settlement will look like by the end of demo. It also will feature some basic animation like day/night cycle and moving skies. This might seem very minor, but it's rather fun to observe given I've never done anything like that.  

I'm not good with making graphs related to how much of what has been done, because I rather to use my free time to get those things done. So I will try to give my approximate measures instead. Meanwhile, most character related art is close to be finished, including scenes. Writing is about 70% done, but it will also require a transition into code with addition of effects, portrait changes and stuff like that. GUI elements are at about 90% finished, including implementation, however, backgrounds are only at the start. 

The biggest thing with starting of a new game, which is planned to be rather heavy on assets from the start, is how many different sorts of assets you actually need in the end. Menu assets, gui assets, image assets, combat assets, item assets... and then there's also music and sounds. Even when most stuff is finished, I wouldn't feel right if there's no finished screen for transition between exploration and combat. 

The demo will have a couple of missions, enemies and areas, with most content, probably, focusing on the narrative, with gameplay being generally "proof of concept". 

That's about it for today. Next time I'll go a bit in depth on the combat. Thank you for the attention and happy new year!

Comments

Kevin Love

Happy new year from a new patron :)

zachary bohuslar

Happy New Year, and the concept looks nice so far.

Anonymous

To jump on the band waggon, Happy New Year! As for the post, looks neat. Not really the game I'm following here, but glad you're making progress. One comment as someone who can't see too well, this is looking like a fully graphic menu screen to me and those are a bit of a nightmare to navigate. If it is, I'd be rooting for a menu sidebar supliment, or keyboard navigation with glowey outlines, or something. EDIT: Never mind, just spotted the buttons. Derp on my part.

Anonymous

Happy new year, with all the coding being done I hope the main character being male is not too hardcoded into the game so that future additions or mods could add content for a female or futa MC, it saddened me when it was revealed to be the case as I really enjoyed not being restricted like that in Strive even if some of the content was locked out.

maverik

We kinda do both, buttons will show certain menus, but other places are available from buildings. This way it will be only a few buildings so you shouldn't get lost (only 3 right now).

maverik

This game will be a lot more plot focused in general, with little to no input in terms of decisions. I generally wanted to try make a story with strive still being the freedom sandbox game type.

Anonymous

Very much looking forward to the demo n_n

Anonymous

That looks beautiful amazing work.

Bozz

Looking great! Personally, I'm looking for a lot of helpful, interesting assignments you can assign people to. Strive had things like Lab Assistant, Jailer, Cook, Headmistress, and Nurse, but everything else was just a variant of "get food and supplies" or "get money". Displaced sounds neat and I hope I'll see things that'll "spread out" your harem of girls among multitudes of positions since there seems to be more of them from what you've said, and each one could have several people assigned to increase production or efficiency. For example, a "bare-bones" blacksmith might only need one character as the head-smith, but additional people to run the forges, or the smelting, or the finishing would make the place more efficient - and the longer in those positions, the better or more attuned they get with them. Otherwise, you have players like me who would assign and unassign their lab assistant in Strive depending on what I need to do.

maverik

Displaced won't be focusing on management as much as Strive do. Assignment will be an additional small mechanic for providing resources for crafting, which will be the main focus outside of combat. As for Strive 2 I already have a good amount of ideas to improve overall tasks and management.