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August 2022 Progress Update
The first step to making tile-height matter in gameplay: Having significant tile height difference! Here's another example:
But... that caused some issues with the mouse-aiming.
So I had to re-do the system for it (it uses proper colliders now!):
Should be much better now!
Continuing the trend of procedural additions, I added stairs that get generated in the new floor this week!
These should serve as natural chokepoints and should help make navigating the new floors more interesting.
While messing around in the new areas, I noticed something uncanny...
I don't have to be an expert to tell you that this is NOT how pushing should look! So I fixed it - walls are now proper obstacles for pushed units:
I also thought a bit about pushing enemies from higher platform to lower ones -
I figured it'd be pretty fun if they receive damage when dropping from a certain height - the rule here is similar to damage when pushing off a unit, the damage they receive is equal to a quarter of their max health. But... what if they drop onto an obstacle? or another unit? I obviously can't have two units in the same tile... So how about they just bounce?
In addition to all the procedural generation stuff, I also worked on the visuals of the new areas this month (you can see other versions of the visuals in the #wip channel in the Netherguild Discord). Here's a mockup of how it'll look with enemies:
You may have noticed the fog (the red squares around the tiles!) a gray, impenetrable fog will have an effect on gameplay in the Mist City where the fog is denser, but for the Bandit Stronghold the red fog is purely visual.
Every Sunday I reflect on my work that week and plan out the future of Netherguild - This month I finished planning out the outline of the ENTIRE GAME. This is an outline of more or less all the floors (actual levels or 'camp' floors) that I plan for Netherguild 1.0 to have on full release.
(Of course, subject to changes, removals and additions, but this is the general outline)
Originally, I wanted to release Netherguild earlier - but with the amount of content I still want to add (like finishing the two new floors, adding a bossfight) before Early Access release, I ended up changing my plans to release it sometime during November this year.
And that's all for this update! Thank you for checking it out, hope it made for a fun read :D Cheers and see you next time!! -David This is a summery of weekly updates over on the Netherguild Discord
[ 2022-09-02 15:00:31 CET ] [ Original post ]
Hey Guild Leaders! This month I worked a lot on the new areas. Without further ado, here's some of what I've been working on during August.
Procedural Tile Heights
The first step to making tile-height matter in gameplay: Having significant tile height difference! Here's another example:
But... that caused some issues with the mouse-aiming.
So I had to re-do the system for it (it uses proper colliders now!):
Should be much better now!
Procedural Stairs
Continuing the trend of procedural additions, I added stairs that get generated in the new floor this week!
These should serve as natural chokepoints and should help make navigating the new floors more interesting.
Pushing with tiles of different Heights
While messing around in the new areas, I noticed something uncanny...
I don't have to be an expert to tell you that this is NOT how pushing should look! So I fixed it - walls are now proper obstacles for pushed units:
I also thought a bit about pushing enemies from higher platform to lower ones -
I figured it'd be pretty fun if they receive damage when dropping from a certain height - the rule here is similar to damage when pushing off a unit, the damage they receive is equal to a quarter of their max health. But... what if they drop onto an obstacle? or another unit? I obviously can't have two units in the same tile... So how about they just bounce?
Visuals & Fog
In addition to all the procedural generation stuff, I also worked on the visuals of the new areas this month (you can see other versions of the visuals in the #wip channel in the Netherguild Discord). Here's a mockup of how it'll look with enemies:
You may have noticed the fog (the red squares around the tiles!) a gray, impenetrable fog will have an effect on gameplay in the Mist City where the fog is denser, but for the Bandit Stronghold the red fog is purely visual.
Planning Out The Entire Game
Every Sunday I reflect on my work that week and plan out the future of Netherguild - This month I finished planning out the outline of the ENTIRE GAME. This is an outline of more or less all the floors (actual levels or 'camp' floors) that I plan for Netherguild 1.0 to have on full release.
(Of course, subject to changes, removals and additions, but this is the general outline)
Release Date?
Originally, I wanted to release Netherguild earlier - but with the amount of content I still want to add (like finishing the two new floors, adding a bossfight) before Early Access release, I ended up changing my plans to release it sometime during November this year.
- Until Next Time -
And that's all for this update! Thank you for checking it out, hope it made for a fun read :D Cheers and see you next time!! -David This is a summery of weekly updates over on the Netherguild Discord
[ 2022-09-02 15:00:31 CET ] [ Original post ]
Netherguild
David Vinokurov
Developer
David Vinokurov
Publisher
Planned November 2022. Wishlist to be notified!
Release
Game News Posts:
159
🎹🖱️Keyboard + Mouse
Very Positive
(66 reviews)
Public Linux Depots:
- [256.22 M]
Netherguild is a turn-based tactical roguelite dungeon-crawler, where you command expeditions below the earth in a desperate attempt to cure a strange plague.
Explore, camp, and fight as far as you can before heading back to resupply.
What will you discover underground?
Key Features:
Bonfires:
Construct campfires underground, rest and eat next to them. The food items you consume affect your guild members and the rest of your expedition, with passive effects, permanent changes and more!
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Combat:
Learn how to defeat different enemies (and when to flee) in combat. Hitting enemies requires no RNG - so you can depend on your abilities, but watch out for tricky enemies that are immune to your strategy, unfortunate circumstances and surprises!
In Netherguild, combat is another form of resource management- how can you prevent your characters from getting hurt, or receiving harmful debuffs? When is it the right time to use a powerful ability, when should you save it for later?
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Oddities:
Different oddities you find underground will present you with various choices that may affect your expedition and the game world at large.
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The World Above:
While you explore below, different events may happen above-ground, presenting opportunity and choice when you return from expeditions.
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Replay Value:
Random equipment, random character backgrounds with different skills each playthrough and procedurally generated levels every time you descend underground mean that playthroughs feel different every time.
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Additional Features:
- Roguelite with Persistence and Story: Keep your characters at the end of each expedition (if they survive), equip them with powerful items and level them up over time. Netherguild's story progresses the more you explore and find out about the secrets of its world.
- Dungeon Crawling Resource Management: Powerful abilities have a limited amount of uses. Your characters have limited inventory space. What is more important? The priceless loot you bring up back to the surface, or the firewood logs that let you descend even deeper?
- Original Game World: Netherguild may be fantasy, but don't expect it to play by genre conventions at all; No Orcs, no Elves, and no wizards casting fireballs. Expect to find strange biospheres and denizens far underground.
- Cute Voxel Aesthetics: Contrasted by a story with serious themes, as you face against plague and conspiracy!
- Solo Developed: I'm always happy to get feedback, suggestions and inspiration from players. You can reach me through various channels such as my twitter, the Netherguild discord and Netherguild Steam forum. If you love Netherguild, dislike something about it, or you have a fantastic idea you think should be added to the game, please let me know! :D
https://store.steampowered.com/app/1464220/Netherguild/
Early Access: Risks, Plans and Expectations:
- Risks: It's possible that during development, I would run out of money and wouldn't be able to continue full time development.
If that were to happen, I'll take up part time or full time work and develop Netherguild in my spare time. This game will be finished as long as I'm physically able to work on it.
I'm doing everything in my power to combat this risk - for example, marketing and getting to a certain number of wishlists before release should prevent it from ever occurring - but I think it's still important to be honest about risks like this before release.
If you want Netherguild to be successful, help me out! Let your friends, favorite streamer or gaming news site know about this game (: - Plans: Updates will happen in regular intervals; With a new update every week to three weeks. I would like to have weekly / bi-weekly updates for the most part, but of course that depends on development, with bigger changes taking longer to update, but containing more content and additions.
- Expectations: Expect progress to be slow and steady- being a solo dev means I can't finish the game in a year, and big updates will take time. Also, expect me to always be active on the Netherguild discord during Early Access, listening to your feedback.
MINIMAL SETUP
- Processor: 64-bitMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GT 740 1GB
- Storage: 220 MB available space
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