Strive sequel progress: New job system (Patreon)
Content
For past month we've made some progress with Strive Sequel's actual development. Basically I've began rebuilding Displaced's framework and that saves me a good amount of time. Right now we have:
- Races, classes and skills data and stats (minus descriptions)
- Basic slave generation and menus
- New functional real time task and crafting systems (more details on it below) and slave mechanics
- Basic procedural world and quest generation system
On the first look it seems like a lot, but compared to old strive this is really not, because old strive had a ton of niche functions, i.e. pregnancy, relatives, piercing and tattoos, brands, daily events and so much more. I realize that alpha version might not have many of those, but still most of them will have to make it into the game eventually. On other hand, strive sequel is going to have a whole new layer of complexities in terms of how player interacts with world.
Tasks and crafting
First system I'm redoing nearly from scratch is a job system. To put it simply, it will be more like Displaced-time based system instead of day based. Instead of skipping past whole days there will be a time flow, which won't be affecting nearby world as much (you can still shop or move at any point of day/night). You might wonder why bother with day cycle at all, and this is done to make jobs and crafting fit more natural.
Now when assigning a worker you will be able to select their work, sleep and entertainment shift. Every work hour some progress will be generated by the worker at the cost of their energy. Every rest hour worker will restore some energy, and every "Joy" hour they will regain some fatigue. Negative energy won't stop worker from doing their task, but will accumulate "Exhaustion" instead, which is not that big of a deal initially but will impact performance and health on long run. So basically now you will be able to work your slaves to bones if you wish so, and you might be tempted to do so, since some goals will require you to be more productive.
The crafting is also being done by workers now, so training or getting a trained blacksmith or alchemist is more desirable. The idea is mostly same as for normal task, but instead of producing a resource, the crafter will work on item schedule managed in separate menu. The materials will be consumed when item crafting starts but the item is produced after specific amount of work is completed. As for recipes there's 2 type of crafting:
1. Basic crafting done from specified resources i.e. Potions or materials
2. Modular crafting which is basically same concept used in Displaced (different parts with different selectable resources) and is used for weapons and armor.
Both options will allow batch crafting, with multiple assigned workers, but you won't be able to craft 2 different items of same category in same time.
The mansion upgrades are still haven't been drafted, but they will likely also be completed through workers.
So it seems at least basic framework for Strive sequel won't take too much time, but the actual problem is that you still need a good amount of content in terms of quests, items, descriptions and events. For sequel I'm planning to go for more procedurally generated world and events and I'll be telling more about it later on. The other issue though, is a visuals, and even if I'm gonna use some icons and panels from Strive 1 and Displaced, there's a huge chunk of assets to be produced, which will impact the closest release date in negative way (to tell the truth, Displaced right now is also being held back by it in some way).
That's about all I wanted to say for today, and this is the last day of the month. Thank you for your support and attention!