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Finally I've got enough confidence to attempt making a plan for development of Strive sequel. Right now I'm pretty satisfied with current demo version after the obedience rework, so we can hold back on new releases and implement bigger things.

It's a bit hard to estimate whole development process especially when taken 90-90 rule in consideration, and the fact how some systems get scrapped after first playtests (like previously mentioned obedience rework or job system), but I take it people at least want to know what they should expect in future, hence why we are here.

I see the whole ordeal intuitively in 3 stages.

First part: from demo to alpha.

For the first stage the main goal is to make game feel more like a game: it will be focusing more on the content and story, introducing early goals and lore. It also has to feature a good amount of artwork for visual appeal and environment. The time for this stage is quite hard to estimate, given it will start some sizable GUI redesign too and can be anywhere from 3 months to a year. On other hand this is the stage I can see more clearly than the others so I can tell about future changes more reliably.

Second part: Further content focus

Soon after the first stage we will be able to focus on the actual content: main story and quests, events, contents, side characters and so on. The art will be focusing on character designs and more personal illustrations. Technically, this is also the part which can be dragged on even after last stage is finished, since sequel is very adaptive in how much content its possible to fit into. Because of that, it's not really simple to say how much time its going to take, but for a reasonable amount of content let's round it to 6 months average. 

Third part: Endgame content, story wrap up

This is the moment when we will be adding more global actions and events allowing player to make bigger choices and attempt hardest fights. I'd be lying, if I say that I clearly can see how and what its going to be about, but even then I can expect this to take another 6 months after stage 2. By that time I'll also will be able to say what is to expect. 

So you might wonder what changes exactly we plan to do at least in nearby time. Here's the small list of things we are aiming to introduce in stage 1. I've excluded the story elements and art to not repeat myself. You are free to give any new suggestions or comment on the existing ones. 

Minor

  • Add an option to escape from combat
  • Add auto-saving feature
  • Add slave purchase from slave tab (in scenes)
  • Add chest events for stat/class checks, i.e. lockpicking
  • Add Master noun setting for slaves
  • Add more phrases and events for slave chat
  • Add item categories in crafting menu
  • Add travel/combat groups and make exploration management easier
  • Make quest rewards based on Master's Charm
  • Add a new slave list with job details and assignment
  • Deepen loyalty/submission system. (more on that later)

Major

  • Rework exploration GUI
  • Add starting presets with various races, items, slave numbers etc
  • Add more areas and make different kind of settlements (i.e. race based) with different event types
  • Add separation for forced sex system and sex skills
  • Add localization support
  • Add mod support (somewhere around here I also plan to make a personal website for easier mod management)

Lastly, to lesser possible disappointment it's a good idea to multiply all of my "deadlines" by 2, as it's rather common occurrence how there's always some more things you want to fix or add before making a release. 

Thank you for the attention.

Comments

Anonymous

In what phase will the pregnancy portion of the old game come in? It was my favorite part of the old game.

Escalor

Can you say in what intervalls you will release versions on patreon in the future?

maverik

It's a bit hard to say when Next version specifically is going to be released, but my average release scheldue is somewhere at 1-2 times a month.

FuckEA

Personally, I'm crossing my fingers for greater individual character customerization (at least bring back the text input for hair and eye color back), and better modding support from the ground up so we can simply write our own quest/unique characters. Sort of like Monster Girl Dreams. I had plenty of fun just trying to put whatever content I want into it with no coding experience, and simply learning how the base content is made.

maverik

There is text input for hair dye. Current hair/eye color is not free input to reflect on the options tied to race. Writing unique characters is pretty straightforward, but event system might be a bit tough to get into.

Anonymous

Can't wait to see were this goes.

Anonymous

For the UI redesign, I recommend making mockups using Pencil (https://pencil.evolus.vn/) or simple pen and paper. Then share mockups with testers without providing instructions. Observe what they do or do not do. It should help you figure out what is and is not intuitive. Using mockups is cheaper than implementing the full UI, releasing a demo version, and the reimplementing changes.

maverik

Thanks for the tip, although it's a bit hard to imagine how to reasonably utilize it. What currently needs the most work (exploration ui), was done really quickly, mostly because it should feature a considerable amount of side art to it, which wasn't done.