September Devlog #1
In developing the game, one of the new features of Street Posse Showdown is Activities. To put it simply, all your characters can do activities outside of beating the living shit out of everyone they dislike in Oaksville.
Many activities cost effort and some also cost money to do it. Moreover, each of your character has a number of effort points per rest, to indicate how much activities they can perform. And of course, lazy people get less effort points to use. There are many activities to do and let's delve into them.
In the past, Street Posse Showdown utilizes a similar feature in other SRPG that after a mission (series of battle and actions) is over, the entire party health, stamina and recovery points are replenished. This currently changes to a resting feature which pretty much is similar to other RPG. To put it simply, your posse need to rest to recover their health and everything else.
The cost of resting would be decided by the player depending on what he believes the posse lifestyle should be. Are they are homeless hobos dining in soup kitchens? Or are they enjoying life by spending frivolously? The total cost is calculated by the base living expense of the lifestyle multiply by the number of your posse members.
This type of activities is pretty self-explanatory. Each of your characters can take individual actions as long they have the minimum effort required remaining. While the list of these activities is pretty small in the beginning, as player continues with the game, new rooms, alliances and encounters will unlock more activities for your characters to choose from.
One of the beginning individual activities. As explained in previous article, each character has a job. When your character learns a new job, the old one isn't simply removed forever. The character in question can go back to his old job at any given time, provided he still has the effort to do so. This encourages players to invest job training for their characters and switching as the situation demanded.
Similar to above but for techniques. Any technique removed from going over the maximum limit still remains with the character and he can relearn it back at any given time. This ensures none of the player education investment on his characters will ever be wasted while removing some of the drastic cost of switching technique loadouts.
This type of activities involved all of the characters in your posse. All of your characters can pool their effort in order to conduct the activity. Typically, they have a great benefit but the benefit is only given once all of the cost have been paid and not a moment sooner. You usually can do this type of activities as often as you like as long as your posse have some spare effort remaining.
And that's it for this article. I will talk about the new schools that are already implemented in the game in the next article. Enjoy yourself.