Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

YueKMK

30
Posts
3
Topics
15
Followers
A member registered Jun 25, 2022

Recent community posts

Currently, we do not lack beta testers, especially since this is probably the last month of work on it

so the intention is to start with Discord after the mod is released and There will be two versions, one completely clean in which there will only be a system for the new portrait system and a system for tags (and a small package with portraits) in addition, mods from 1.0d and Old portrait system and a version with our mod with all modules and a lot of modular portraits as if someone would like the package itself and an explanation of how to change tags will be available on our own website Of course, there will also be a version for the normal version (we call 1.1), which will have a large number of unique portraits made especially for the clean version

And one more version named by us 1.1 is clean of all additions and is adapted to mods from 1.0d

so, however, more a launcher if you want to have the process without player interference because we will be able to constantly add things that the player will want in his game because all modules can be enabled or disabled depending on what the player wants, there are really only 2 modules that do not have this option because it would affect the stability and consumption of resources too much and I will mention immediately that all computers with 4GB of RAM.

Just to mention that the Linux and MAC OS versions are just finished and I'm already taught what I was doing wrong when porting so that MAC OS and Linux updates will be in the same On windows, there are still bugs on both platforms, but we are slowly eliminating them.

the question is in what form do you prefer the mod through a special launcher in which we will give you the opportunity to play a clean port on Godot 3.5 and our version or release everything in rar packages as a mod on forum. 

Currently, the entire game with the mod from us weighs 4.8 GB due to the fact that it comes with all textures.

The ported version, or as we called it internally, Strive for power 1.1 weighs little more, i.e. 484 MB.

Through the launcher, we can guarantee a minimum of 4MB per second, and by all possibilities on itch.io or external servers (Mega, GDrive) there is a dependency on the load, i.e. between 500KB Upwards.

I will answer right away if we do not put it as a mod that can be uploaded to the clean version 1.1, there is one reason because the mechanic part is permanently added to the engine to minimize the load .

Hence the question itself, that is the name of the poll for players. If you prefer, you can do a debate here in 3-4 days, I will check the entire thread and it will be a solution to our internal dispute.

all tools will be made public after they have been checked by the developers of the engine, since we sent them to them a month ago, I think it will be soon uploaded in the post.

New update on info.

New update on info

I'm sorry I was going through covid and I couldn't act in this respect, I barely had the strength to go to work for the last month but I'm coming back and will continue the whole project.

we are currently working on a port for linux and mac, but if it will be, I do not know, I am the only one who can do something under this account, so I do not promise anything that a separate version will come out, but if not, at least I will provide a program that will emulate windows and will work with the game.

New update on info.

Screenshots from the game will appear after we finish the bugfix on engine 3.5 because it allowed us a better setting, so they have not appeared yet.

Apart from this thread, I have the same feeling about Strive Conquest, so I decided that we will end the Conquest version and we will start seriously with Power.

As for the percentage of what we did, I think we already have over 50%.

There are a few mechanics that we want to refine and rethink how we will publish it, because because it contains so many changes, we can not make it easy to install mod and ankmairdor says that it is better not to throw it as a mod that will overwrite files, so we have a dilemma because of the mechanics that we made are compatible with 3.5 but not with the earlier ones.

And if we throw the whole game, not everyone will be tempted to download 7.1 Gb, of which 6 are the same graphics.

(1 edit)

We've tried our own game before, but on clickteam it had very similar mechanics only it was graphically more complex but somehow it did not go too well and in the community we had maybe 10-15 people who were active and we do not care that the game is ours and that the community had a good time.

All in all, I'm curious if anyone from our game went strive and if anyone remembers the game that was withdrawn a few years ago. :D

Hello and welcome to a better edited post.

I just did not add that it weighs so much because the engine bases are already in fashion for each system and the only thing that will be downloaded is the internal Godot environment, which is very different than from the current version.

(1 edit)

this is how I will answer one by one, because what did you write a little about it? Firstly, I know your and AricTriton mods, because of your mods, we decided that we will create ours.

Mod as I said, but maybe I shouldn't call it a modem anymore because we have changed a bit too much and the gameplay itself is also different from heaven and earth because the package itself (Rar with the highest compression) without portraits weighs 1.2Gb and is therefore larger than the base but we do all the mechanics separately on the basis of C ++ and only after we finish it, only then we implement it as part of the Godot engine and not as part of the game, so we do not have to worry too much about any shortcomings with porting to a new engine because if something does not match we just overwrite the engine, not the game, that's why we will finally port to version 3.5 because it allows for a larger implementation of C ++ when it comes to the port itself, at the beginning it will take us 2 weeks to version 3.3 but at the beginning, i.e. almost two months earlier, but now the port from 3.3 for 3.5 it takes us 3 days, so I didn't answer for so long.

When it comes to making one mod for 2 games, because we abandoned this idea, we do not have to limit ourselves to using a few solutions from C #, that's why we will add a room creation system and not only make it difficult to improve because the concept of such improvement itself does not suit us, we have created a system for inserting on the main layer appropriately created objects, such as beds, torture devices and other "toys".

And our enthusiasm comes from the fact that we have such a complimented team that we are not afraid to think without a concept, even 3 people from our group have already made a game with similar mechanics only on clickteam, well, it is not the same engine but uses many of the same solutions that are in their favor, for example, the "Low Animation" system itself was created under Clickteam by them, although their games have not been on itch.io for 2 years, but because they have much more constipation than I, I could even entrust them to them all the fashion.

And one more thing, the mod itself was to be somewhat different for both because the code was divided into Power and Conquest thanks to the C # language solution.

Initially, we thought, but it would discourage players due to the difficulty of installation and possible errors, that's why we created this solution and the danger will always be even if I put it in normally, you can in 15 parts, for example, give a Trojan in the files that will work after launching, I do not know if anyone remembers but 3 years ago there was such a game on steam, well, it is true that then there was such a flood because of Greenlight that they just did not check.

We also did the modification system from scratch, to get rid of it, we are currently checking with a friend who has mac polizing computers for any stupid bugs, although it takes more resources than with windows or linux, but it works and for 2 days there is not a single error yet.

Yes, but many people also do not know the engine well enough to take on even simple mods, so we immediately do something that will allow you to use our additions in the engine such as: "Low Animation" and "Random Date System" and others to make it easy on the basis of portrait and full body animation, we even added a self-made tutorial to Godot so that a person who wants to learn will just use the easy-to-learn method, there will also be a C ++ section in Godot to expand the engine a little behind the scenes so that the Godot company itself can do a bit learn from modders as it was with ClickTeam and the fungame from Five Nights at Freddy's we think we can get something like that as a community.

With the futa mechanic and Dickgirl it's just that one of the testers I picked from the community said he prefers to have a choice so we added this with the slider as he wanted.

Of course, that's why we added this point so that it would not be impossible to say that we are not open to discussion (of course I will not check the forum every day because we put a lot of work into mods, so as I mentioned I did not answer you right away).

This is about the overall graphic design, because as I said, we rewrote everything from scratch to the new engine, so we refreshed everything from the basic full body, portraits, but also made all the places from the beginning because we want them to match the style.

it's not like that on newer versions there are more engine files because there are exactly 21 files and what's in the above part and the global code itself, I will say that basically it is worse spagetti than team fortress 2.

Here is the moment, I was all to fuck up because 3 years ago it was possible to ping community creators in this way, I did not know that it does not work anymore.

I have already noticed that the T9 in my phone has changed me from "traits" to "Trails" because I usually write the information with a cold beer after work.

And the post itself will be edited maybe tomorrow because I don't have the strength after work and from tomorrow I have a week off.

New update on info.

New update on info.

And when it comes to animation, due to the fact that this engine is to some extent similar to clickteam, we only took a lot of pictures with normal resolution, i.e. 480p and automatic pixel filling at higher resolutions and we made a trigger that releases photos adjusted in a certain way to make the animation appear which will not harm the engine but will be fairly smooth, a similar project we did at Clickteam but that's another story.

(1 edit)

If we continue to work at this pace, then I think we will be able to start the open beta in a month and I will not publish the screenshots because this is what the graphic designer wanted because he has some unfinished business with Bill Bili Comics.

I have a small update in his topic that he has a contract with Bili Bili Comics still not terminated for 2 weeks, so in two weeks, when it ends, then I will put new screens with gui with a few portraits and show what will be the pattern of fights that have changed a lot and the rest only in the beta.

And just from tomorrow there will be no daily update because we don't have any more things started and I am writing right away that we started the mod a month ago and we started publishing information as we decided that this mod will work for sure.

And just from tomorrow there will be no daily update because we don't have any more things started and I am writing right away that we started the mod a month ago and we started publishing information as we decided that this mod will work for sure.

We are currently checking everything that we can implement without increasing the requirements, so I do not promise anything except what we write on the info and porting and changing a little mechanics from Conquest.

I'm sorry I didn't reply but I didn't have time yesterday.

I thought since we're making a mod for both games, you'd guess that we would add all the mechanics from Conquest to Power and change them a bit.

New update on info.

New update on info.

New update on info.

New update on info.

Strive for Power community » Mods · Created a new topic KMK's Mod
(11 edits)

Hello everyone, YaeKMK here.

Hello, today I am editing a post and I describe what my colleagues from the group did when I could not take care of the project (I currently have about 20 percent of what they prepared but it will change).

  • First of all, the photo engine that is currently added to the test version will change, many things have been improved and will be in the final version as soon as I work with it.
  • Secondly, we are currently checking the linux port and the macOS port is being created thanks to a group of people who saw my last answer.
  • Currently, there are 6 explicit statistics in the game, that is:
    • Force
    • Speed
    • Defense
    • Magic attack
    • Magic Defense
    • Life energy
    • But depending on the character class, he will get from one to four additional stats.
  • We changed the idea of generating maps and added more villages. There are currently ten villages on the map and you can get different items in each one.
    • There are 4 hidden villages added that each player will have to find (and contain items for taming certain species of monsters.)
  • Alchemy has been largely changed as they have received complaints from testers that it is too complicated.
  • We've added crafting items with different item levels:
    • Failed (All stats are negative)
    • Fit (One stat is lowered by 2)
    • Normal (Statistics match the item description)
    • Advanced (All stats are increased by 2)
    • Legendary (All stats are increased by 15)
    • Mythic (All Stats are increased by 30) (only to be found on a special quest)
  • Currently, 32 items to be crafted and 42 items to be found in shops have been added to the game in addition to these items, there are also items that can be found by the race, each race has from six to ten items added.
  • Currently, there are 72 classes that can be obtained, all of them have special requirements, e.g.
    • Race
    • Minimum strength
    • and so on
  • Of course, the rule of one class per slave remains, but we followed the recommendations of the testers and added the option to change the class, of course, if the class has a limit for a given statistic, e.g.
    • a maximum of 90 Defense while in the new class there is a limit of up to 30 Defense will be returned as points.
  • New ways to earn from finding treasures to collecting by working for different guilds.
  • The upgrade system of the villa has been changed to a system for placing furniture and other additions in empty rooms that can be purchased in the city hall. (The maximum number of rooms has been changed to 50 due to race needs.)
  • We changed the name of Trails to Attributes to change the matchmaking system a bit and added 142 different attributes that can literally make the entire character balance after getting a negative attribute due to fear or disobedience (we'll see how testers react to this after it's added).
  • Various races have been added that can only be acquired by pregnancy.
  • Actually, some slaves may refuse intercourse despite permission, a period of greater ovulation has been added (of course, this does not change the fact that you can get pregnant at any time, but during ovulation it is, for example, 90% and during normal time it is 25%).
  • Items to replace magic collars have been added that do not fit me well with such a developed concept and are currently replacing them:
    • Chastity belt (the person cannot masturbate during use)
    • Additional training tools (yes, we have a person who is in BDSM and has come up with the concept of the rest herself, so I do not reveal the details because even I cannot read it).
  • Character stats have been added in addition to the spell it was originally expanded to:
    • Beautiful
    • Submissive
    • Obedience
    • Loyalty (this is how you will understand two different stats during the game)
    • Safety
    • and 3 statistics that I do not reveal.
  • (a thing proposed by a person from the community that we took as a tester of a closed Alpha) So we split Futa into Futa and Dickgirl (Dickgirl - a girl who has a penis but no eggs and therefore cannot fertilize someone else)
  • An extensive story that has been changed to a more extensive map.

With the same mechanics that can be revealed this

"Low animations" - CoalKMK and SecondKMK

"Random Dates" - YueKMK

"Multilayered images" - The whole KMK team

"Random Portrait" - YueKMK and GFR-Grafik

"System of saturation and balanced eating" - CoalKMK

and many others that are to be a surprise at the beginning of the adventure with the mod.

Thanks very much to the port team, especially with the linux version, because I don't think I could get it myself (I'll add the team name as soon as they finally decide).

As soon as I finish them, the tools will appear in the days, but the mod itself, or rather the game, because we will put it in .rar as soon as I review their work and find out what is suitable and what is not.

Currently, the game is on the Godot 3.5 engine and weighs 3.2Gb before packaging, but I will tell you how much it will brew afterwards when everything is ready.

Thank you for your attention.

Hello, here's my second post-covid update on the forum, I have currently checked and implemented 90% of what the rest of the group came up with, from some smaller changes to changes to the entire mechanics, I am just working on the last corrections of what I have reviewed and there are 7 new mechanics with them, new races and classes have come along with them. what has happened some graphics currently with the whole file I have 4.7GB the ports are already playable beta 0.8 and are checked by people who help us with this project, I hope that within a month we will finish the basic version and we will release some balance loads and additional content to our mod, I am sorry for how it was prolonged in time, but I want to release something that will change the game a lot, not like mods that only add something along the way, I expanded the plot itself and you currently have 58-66 hours of the plot itself, but you can change a lot in your own world, you can even take over the power in the village, many things have also been repaired, e.g. as I wrote in the last post the game was in version 0.5.2 Beta Fix, i.e. the version that had only the bugs corrected from what I wrote, but now we are entering version 0.8.1 Beta and the version that I will definitely throw is version 1.0 which will not have bugs.

In addition, I will say that there are currently 15 mechanics that have been added and over 100 classes.

I just hope that you will like the mod and that it will not be overdone.

Thank you for today's attention and I hope to see you shortly at the premiere of our mod.

YueKMK





The KMK team

(5 edits)

Hello everyone who is interested in strive for ...

From this side, Yue and my little team will be currently developing a bigger mod for all strive design came from me because @ strave4power came out with the whole game project, we are currently starting work on it and it will be there.

Random generation of entire maps - that is, generating villages and dungeons

Additional 36 items (Strive for Conquest)

Additional 60 items (Strive for Power)

Upgrading alchemi and other mechanics (For both games)

A large package of articles that we will do ourselves (currently we have 30 for each race, 10 for each age)

We will also use the idea of Aric's Mod, but we will do it in a different way (complete animation of actions, not a simple photo replacement)

We will greatly increase the optimization (it's not about a problem with the code from the creator, but about the engine itself, which, despite being in some way adapted, is very unstable and lacks fluidity, which we already have ready, and the only thing that will have to be to replace the files in the folder, currently closed tests are carried out)

New classes and races.

Changed balance (in relation to the archer, everyone probably knows what's going on)

and many other things that are only on paper, but after doing so, we will add to the list.

We apologize for the syntax, there are 7 of us, of which I am the only one who knows a bit English.

Of course, if Strive4Power doesn't want us to do this project please just write us on a private message.

we write this last sentence because with the last big mod the author didn't say anything and he just banned us from the forum.

sincerely Yue of KMK

Update 0.1

26.06.2022

in addition to the basic breeds, we have currently added 32 breeds that can only be obtained by breeding, and we have added many more possibilities to the breeding system.

In addition, we are currently checking the beginnings of the addition with animations and I will say immediately that this is not a full animation in a sense, but something like a constant replacement of photos in real time which will put less strain on the engine.

I have not mentioned the style of portraits and animations in the earlier version of the post yet, so it will be the work of an artist who previously collaborated with Bill Bili comics for a short time, but only because they did not accept him and his work colleagues.

Update 0.2

27.06.2022

We have added 100 unique trails for male and female characters with 4 variants.

We have added 72 Unique Trails that can be of different races (Only available by catch or inherit.)

All characters already have one reworked portrait with animations.

(Strive For Power) engine updated to version 3.3 in order not to play in tuning the mod to the old version of the engine (after installing the mod, a request for network permissions will be made in the folder to download and replace files automatically.)

Currently, we have finished planning the entire modification and according to the schedule we have +/- 5%

We hired 2 other portrait artists to ease the burden on the current one so that they can do the sketches and they can do more pictures for the animation for the sketches.

We've added a photo swap when undressing or ejaculating (everywhere.)

We have added the option to select Dickgirl and Futa.

(Dickgirl - the girl with a penis)

(Futa - girl with penis and (balls of steel - the binding of isaac)).

As my friend said, I don't have a brake like her :D

Update 0.2.1

And I forgot that we are adding a story to both of course I mean our own story which will be strongly developed.

30.06.2022

Update 0.3

Hello, I came back with new information, i.e. the mod itself, however, it will be created on Strive For Power only because we found that since we do not know the creative plan @Strave4power, it does not make sense to start moding at the moment because it may lead to some conflicts, of course it will not be that Conquest will not he will get nothing but he will get a pack of portraits with a smaller mod which will introduce the "Low Animation Engine" to the engine itself as a mod, although it will then need more resources to process them than in the case of normal operation as part of a mechanic with a special loading sequence but better than limiting the original creator or maybe he is thinking about creating a similar mechanic, but as I say with Conquest, we withdraw mostly, but we can work more on Power, so we completely dismantled the improvement system to create rooms in which you can decide what to add to decoration to add stats etc.

In addition, I will reveal that I have finished a story expansion in which you will be able to get 10 girls with a unique class and unique mechanics.

The story expansion itself has:

34 Main quest

23 Side quest

Also by now we have made a randomized dating system which is being completed and implemented right now.

After completing development to 1.0, our modding tools will also be released, where you will be able to see for yourself how much work we put into this mod and it's not that we do not want to create more such games, because it is in such games that we can introduce as modders e.g. own engine solutions.

And a small matter, Strive For Power will be ported to version 3.5, which is in the testing phase only because we will have a little more freedom with the mechanics, especially with the mechanics of creating rooms.