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Still working on combat 24/7. Basically, at this point I treat combat as half of the actual playable game, so there will be plenty of changes. Mainly, opponents will be presented in groups and you will be able to capture multiple enemies in same time with some additional rewards. I'm still balancing out how whole damage/energy/health system will be working, but most mechanics involving actual battle are there. 

As I was working on combat, it occurred, that I had to redo exploration to great deal to fit multiple enemies in one group and such, thankfully it wasn't that big of a deal. I also had an idea to make game figure out enemy character combat stats from their actual stats, but there's two problems: 1. combat system balance is not defined enough to make closely stated fights interesting, 2. no work has been done on gear which will eventually be big part of combat. Another thing getting on my nerves, is that while I'm working on combat, there's actually very little progress on more content. 

Yeah, I know that low amount of content has been somewhat of a defining feature of Strive for pretty long time, but I don't particularly feel good about, so in a solution I'm cutting some corners right now to get combat system out with plan to refine it further later. For example I'd like to make 'capturing' opponents more interactive and have more options to go with usable items into battle, but I have to pass on it currently as I pass on making enemy characters calculated stats instead of predefined.

Meanwhile I also working on the new interface parts and trying some things to get MacOS version rolling, likely we gonna have working version next release. 

Btw, You can see potion descriptions by selecting them in storage room.