Strive Dev will resume once we are comfortable with our Roblox status. We have not given up on Strive by any means. We are simply making the smartest move we can, which is to focus on Roblox right now. Have no fear, we will return to Strive.

Wednesday, July 31, 2013

Today's Work: More Procedural Terrain

Last night, I worked out the basics of creating a randomized landscape in Unity. If you haven't seen it yet, I highly recommend you read through it. But tonight, I took the concept to a whole new level and began implementing the procedurally generated terrain into the game environment. The results are spectacular.

Tuesday, July 30, 2013

Today's Work: Beginnings of Procedural Terrain

The one thing I've been looking forward to starting more than anything else is procedural terrain generation. It's challenging to create, it's fun, and the results look great. So, after spending the last few days doing some small-scale touchups and updates, I decided to take on the physically largest feature we will be adding to Strive.

Monday, July 29, 2013

Today's Work: Precision and Exertion

Today, Gus and I reworked an important part of the crafting system. What used to be a simple quality slider has now been updated to two completely separate parameters — exertion and precision. Each of these can be used to fine-tune the way in which you craft an object.

Sunday, July 28, 2013

Today's Work: Tree Climbing

I added a cool new feature to player movement today. Before now, we had to have the distance from which you could pick up objects be really long so that you could access coconuts and items in trees. But today, I coded tree climbing, which lets us substantially reduce that gathering distance.

Saturday, July 27, 2013

Responding to Feedback #1

A lot of our readers have asked some great questions that we probably wouldn't answer in normal development blogs related to the progress on the game. I'll take this opportunity to answer a lot of the questions we've received to the best of my ability.

Friday, July 26, 2013

Development Update Video #1

Today, we've got something special in store — our first update video! In this update, we cover all of the progress we've made thus far on Strive. Today also marks the day that we move from the Pre-Alpha stage to the Closed Alpha stage, where we'll have a number of internal testers help us out with development and bug detection. This will eventually give way to the Open Alpha stage of development (but don't hold your breath).

Wednesday, July 24, 2013

Today's Work: Interaction and Interface

Since our last blog post, we've added in some great new features and made some important improvements to the game interface. I'm happy to report that the eating, drinking, and harvesting of items has been implemented into the game. Alongside this, I made several improvements to the crafting system, the largest change being that time now passes upon crafting an item. And finally, the GUI layout underwent some simple changes to make everything look just a bit nicer.

Sunday, July 21, 2013

Today's Work: Day and Night

Now that Gus and I have completed some of the core systems of Strive, we are beginning to make the game feel more like a game. Up until now, time didn't progress, hunger and thirst couldn't be replenished, and the game was more-or-less just a showcase of picking things up, holding them, and crafting. That all changed with the work done today, in which we took the first steps towards making a dynamic environment in Strive.

Saturday, July 20, 2013

The Hotbar, Equipping, and Carrying

For Strive, we needed a versatile system for carrying and interacting with items in the physical world. Although I've explained previously how one can interact with items through their inventory, we've yet to touch on how a player can use these items in the physical world. The answer we came up with was to have not one, not two, not three, but four methods of interacting with the actual objects.

Wednesday, July 17, 2013

Stages of Development

Now that Ethan has showed off most of the completed work on the Inventory and Crafting systems, perhaps I should explain what we're currently working on, as well as what we plan to do next. I also want to address our future plans for the game that aren't directly related to development.

The Inventory

One of the most important elements of the user interface that players will use in Strive is the inventory. From the inventory, a player can easily access all of the items on their person in order to check the status of or interact with those items.

Tuesday, July 16, 2013

Crafting and Foundations

In Strive, crafting is everything, and this necessitates that the crafting system we develop is easy-to-use and flexible. Quite simply, crafting allows you to make new items by combining other items. This becomes very important, as you aren't going to spawn in with a knife or axe. Instead, you spawn with nothing, and must utilize the resources around you in order to survive.

What is Strive?

Strive is a realistic, single-player, first person wilderness survival game that takes place in a tropical setting. The player will have to explore their surroundings and harvest resources in order to craft weapons, tools, and shelter to survive the harsh environment.

But before I go on to talk about some of the basic features of the game, allow me to introduce myself and my partner. Ethan Witt and I are developing Strive on our own with the Unity 3D engine. Ethan has taken on the position as the lead programmer for Strive, while I [Gus Dubetz] manage the design aspect of the game. The project started July 1st, 2013, and has seen much progress since.