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RPG Patreon Active [Unity] Guild Project 0.15.0 (25th July 2020)


GuildProject

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Welcome travellers, merchants and fellow adventurers !

We are a small team making adult themed games, featuring lots and lots of cute girls !

Currently working on our first project : Guild Project !


Direct link for latest build 0.0.06 ( 3rd Feb 19 ):


About "Guild Project":

Here are some information on what the project is currently going toward :

The game is being developped using Unity and takes place in a fantasy themed world.

The story will revolve around newcomers to The Adventurer's Guild, their interactions with each other and how they work their way towards becoming accomplished guild members/adventurers.

The game will features the following content : Medieval, Fantasy, Magic, RPG, 2D Dungeon crawling

As well as the following adult content (not exhaustive list) : Solo/Multiple character(s), Clothed or Nude variations, MxF, FxF, Monster Girls

Dialogues and interaction between characters are mostly done within a Visual Novel's style ; waist level character sprites, with text on the bottom part.



Gameplay features map/dungeon exploring, leading to RPG style turn battle and field events.




In addition, character screens with any stats/progression elements ( inspired by Dating Sim mechanincs ) will be linked to the town map overview, to allow visiting shops and/or travelling to the outiside map/dungeon.
As for the adult content, right now here is what is planned :

- For the Adventurers (the fighting party) and important NPC (such as other guild members), the main part of it will become available as you naturally progresses through the game, following the story.
The other part of it will be unlocked through individual character progression and/or side content, this way, you can pick your favorite character first.



- For the Enemies, content will be unlocked through dungeon clearing and items obtained through battles (this will need balancing as we go).

As an example, said content will include dialogue sprites more revealing, as well as fullscreen CG and scenes with multiples variations.



While we have most of the core mechanics figured out (on tons of paper on top of a desk), there is still a lot of room for improvement, content and tweaking :

- What kind of character would you like to see ?
- What amount of adult content would you prefer to find, overall or per character/sidestory ?


- How in depth should the RPG elements be ?
- How should the main storyline progress, compared to each character own story ?


All feedback and suggestion will be appreciated and more importantly taken in consideration !


You can get information on our Twitter as well as freely grab the latest public builds from our Patreon :



 
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Inspector_Whatsup

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I took the demo for a spin, and while it's a pretty early demo, I can see a lot of potential here.
Now, I hope this won't get too intrusive, but you asked for feedback, and I'll do my best to make reading my nonsense worth your while.

What kind of character would you like to see ?
Honestly, you should go for what you guys feel like works best. If characters get too community-driven, things tend to feel somewhat unfitting at times, or just don't mesh all that well together. That said, I'll be the hypocrite anyway, and suggest a character based on the idea of the Basilisk - essentially, someone Medusa-like, just without the snake hair, I guess. Could be an enemy, could be an ally.

What amount of adult content would you prefer to find, overall or per character/sidestory ?
I'd say 3-4 pictures of adult images per enemy (and/or maybe some group shots) would work well, depending on variety. Hell, some monsters could simply be "designated minions" of stronger enemies and recquire their crystal shards alongside others to unlock boss CGs. As for allies, maybe 1-2 per relationship, and a few extra ones for losing against certain enemies/bosses. Really depends on what kind of party dynamic you'd aim for (just a combat party, or potential pairings).

How in depth should the RPG elements be ?
I'm the kind of nut who loves to actually play a game, not just a porn gallery with some time-wasting inbetween (which, sadly, a lot of porn/hentai games end up being), so I'm all for a compelling game with a certain degree of depth. Mainly, starting out simple, and then gradually adding more variety to abilities, skills, and strategies. For instance, characters could unlock certain moves using crystal shards, perform team attacks with specific allies to encourage experimentation, or even use crystal shards to try and recruit monsters as "support units" which enhance stats or get exclusive skills (like follow-up attacks, status effect chances, or preemptive strikes against certain types).

How should the main storyline progress, compared to each character own story ?
To be frank, try to keep it straight. The main story should be the focus, and characters should get personal sidequests to deepen their backstories. The more you try to connect character arcs into the main part, the more difficult it becomes to keep a satisfying balance between dialogue and RPG. And since it would be ludicrous to demand Persona-levels of dialogue intensity, I feel confident recommending you to segment character arcs into 4, maybe 5 parts each and give everyone some screentime there. Otherwise, the main story may end up too cluttered.

Now for some general feedback:
I really liked what I played, even if it wasn't much yet (understandably). The little things your demo showed offer a lot to the imagination, and it already feels like you have an idea where this is supposed to go. I like the art style, the general idea of exploring through tiles (which is a solid foundation for many cool gimmicks and little puzzles), and I especially like the idea of the crystal shards, which makes unlockables more worthwhile (especially if you end up offering multiple uses to them later down the line).

I hope all this isn't too presumtuous, and I'm sorry if it is. Either way, best of luck to you guys. I'll watch where this goes - you certainly have my interest for now!
 
OP
GuildProject

GuildProject

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Thank you for the feedback overall, it really helps us with focusing on what needs to be adressed in priority as well as long term implementation !

Here is a quick reponse :

If characters get too community-driven, things tend to feel somewhat unfitting at times, or just don't mesh all that well together. That said, I'll be the hypocrite anyway, and suggest a character based on the idea of the Basilisk - essentially, someone Medusa-like, just without the snake hair, I guess.
Regarding Enemy characters, we are now having voting polls for each area as we get closer to finishing the previous one.
The characters that can be voted for are discussed before, to make sure they are feasible and fitting to what we want.

I'd say 3-4 pictures of adult images per enemy (and/or maybe some group shots) would work well, depending on variety.
Amount of CGs being around 3 to 4 seems to be what is the most expected, so we will stick with that for now.

For instance, characters could unlock certain moves using crystal shards, perform team attacks with specific allies to encourage experimentation, or even use crystal shards to try and recruit monsters as "support units" which enhance stats or get exclusive skills (like follow-up attacks, status effect chances, or preemptive strikes against certain types).
Also using Crystals in more than a way as been suggested a lot, so we will look into that.

Build_Annonce_0.0.06.png

New build, with lots of improvements to the battle system as well as the general flow of the game player wise, plus our first duo CG !

You can freely grab the regular builds from our Patreon :

Direct link for build 0.0.06 :


Thanks to the feedback we got, here is a list of the changes regarding the general flow of the game, for a better player experience :

- The prologue can now be skipped upon starting a new game (directly to free roam)
- Advancing dialogue can now be done by : Left-Click (anywhere) / Spacebar
- Skipping dialogue can now be done by : holding LeftControl / "Skip" button (top right of the text box)
- Dialogue elements (speaker name box and text box) can now be hidden/shown by : Right-Click (anywhere)
- Attack/Defense animations duration has been reduced (from 3s to 1.5s)

As for the battle system, a lot of changes have been made and more are to come :

- Battles now feature a front and a rear row (2 characters per row)
- Rear row can only be targeted with long range abilities or magic spells
- Once the front row is defeated, the rear row takes its place and can be targeted with close combat abilities as well
- Upon selecting an ability, battle screen now display an indicator above characters that can be targeted by said ability (a white downward arrow)
- Selecting an ability will display its effects (like before), as well as "Base Damage" (based on character stats and later equipment)
- Hovering over a target will display "Real Damage", that is calculated by the difference between attack and defense stats (will need some balancing)
- Enemies now grant Experience points when defeated, allowing characters stats to grow (will need some balancing) ; results are diplayed at the end of battle

Also, a couple of other changes :

- Added Character screen, where you can view party members and their stats (will later also display the equipment)
- Hub screen has been updated with a couple locations : the Blacksmith's Forge and the Forest Area - Water Stream (free roam) ; also returning to the main menu now takes a confirmation (no more accidental exit !)
- Fox enemy 1st CG is now available and feature our first duo !

Ellanore's Office now has its own background as a lot of things will later happen between these walls.

The Blacksmith's Forge is being set up and will allow equipment upgrade later on.
Adventurers will be able to perform some basic improvement on their own, but anything more than that will require the skills of a proper Blacksmith !
Unfortunately, we are still waiting on them, as the previously assigned one was displaying some shallow business...

Now that the battle system has been improved in such a way, we will be able to have Ally targeting abilities (such as heal/buff) as well as mutli-targeting abilities (such as row/AoE effects).

Again, thank you all for your feedback and your support, it is greatly appreciated !
 
OP
GuildProject

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Here is a peak at the most recent improvements made to the character screen as well as the battle system, coming with build 0.0.07.

New_Build_Chnages.png

The character screen's UI is more clear and friendly as a whole, as it nows also displays the skills along with indicators, such as "Melee Attack", "Ranged Attack", "Multi Trageting", "Healing" etc...

The battle system now properly handles the row targeting restriction on the AI side, as well as allow for multi targeting (such as Faelyne's second skill) and Ally/self targeting (such as Gabriella second and third skills).
Damage and heal amount are now displayed on the status panel of each affected target (buff icon will also later be displayed here for better planning).

Skills now display indicators next to their info text, just like the ones on the character screen.
Enemy skills with their info are now displayed when they attack, just like the party's skills.

A turn order is now displayed at the top of the screen ; it is currently working, but does not have a simple way to identify enemies of the same kind yet (working on it).

Gabriella has been granted a self defense buff as well as a single target heal ; this should make the encounters more interesting and allow for easier balancing as we go !

Next build will also include not one, but two new enemy CGs (Fox enemy CG2 and Wolf enemy CG1) !

And lastly, a couple of bugs have been fixed (enemy not repositioning properly in a particular case ; mouse cursor issue with WebGL builds).

Stay tuned for the next upcoming build !
 
OP
GuildProject

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New build, with more improvements overall, clearer information on the battle / result screen and 2 new CGs !


You can freely grab the regular builds from our Patreon :

Direct link for build 0.0.07 :

- A Save/Load system has been implemented : saving will be automatic each time your enter the Town screen, loading can be done from the "Continue Game" button on the main menu

- All characters have been granted new skills :

Gabriella can now use a self reinforce skill as well as a single target heal ; Faelyne can now shoot both targets on the same row, for a little less damage than the single target shot
Enemy skills have also been updated and they will now properly attack the party members with the same row restriction, depending on the situation


- Character screen and Battle screen now display visual indicators along with skills (both Ally and Enemy skills), to help identify what kind of reach/effect the skills have

- Battle screen now also displays a turn order at the top ; hovering over an Enemy turn order icon will help identify which Enemy, useful when facing multiple of the same type
Damage and Heal amount are now displayed on the status panel instead of in the battlefield

- Victory screen and Loot screen have been combined into one, also it will now display the party members stats (as well as stats gain on leveling up)

- Added some visual/sound effect along with a bit of music (as placeholder for now)

- A couple of issues adressed have been fixed

Next steps scheduled are finishing up on the Forest Area and introducing the 3rd party member !

Again, thank you all for your feedback and your support, it is greatly appreciated !
 

Inspector_Whatsup

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Nice! The new version is a really solid step forward compared to the preceeding build! Lots of QoL additions, I like it! Especially the combat interface! It's a bit blocky, but it gets information across and makes combat a lot more engaging!

What I'd like to suggest (not for the immedate future, just as ideas), is a fast-forward button for combat. It's not super-slow, but considering the idea of grinding for levels and crystals alike, being able to speed up battles would be a welcome addition further down the road.
Also, on the loot screen, it may be helpful to see how many units of an item you already possess, just to streamline the crystal hunt a bit more.
Lastly, would you consider clothing damage a viable mechanic? It could be tied to certain enemy "Armor Break" skills that also reduce defense until you repair the armor, while yielding more crystals on victory if done to an enemy (through a critical hit, for example). But I'm well aware that this would mean a second combat portrait for every enemy and ally.

Either way, thanks for your hard work so far! I'm rooting for you guys!
 
OP
GuildProject

GuildProject

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What I'd like to suggest (not for the immedate future, just as ideas), is a fast-forward button for combat.
In one of the upcoming builds, we are going to implement a "Turn animation ON/OFF" option for battle, this should speed things up while retaining all information needed on the battlefield screen.

Also, on the loot screen, it may be helpful to see how many units of an item you already possess, just to streamline the crystal hunt a bit more.
UI elements for tracking ressources (Crystals, Gold...) and using items will be displayed while exploring dungeons, probably at the top of the screen.

Lastly, would you consider clothing damage a viable mechanic?
At the moment, nothing is planned for this, but there might be something doable later along these lines.

21002
Once the events in the nearby Forest area will be dealt with, our Adventurers will have to investigate the Desert area that lies further in the lands.



Wood supplies being secured again, we still need to provide the town with stone and ore.

Hopefully, reinforcement sent by the Guild should be there pretty soon !

The Desert will be the second dungeon area to explore and will be home to a new set of Enemies, based on the poll, by popularity :

- Fennec Fox
- Cheetah/Jaguar
- Scorpion
- Snake (Cobra/Viper...)



This will be the next big task, once we are done with the overall Forest area content.

Speaking of reinforcement !

21003

It is time for our Heroine content poll !



This fierce lady wielding a customized Halberd is a Draconian, half-dragon / half-human.

They are called Dragon Knights, or sometime Scaled Knights, if not for their intimidating aura, most of other races acknowledge their half-dragon heritage at first glance.

They are filled with honour and pride about their lineage and status alike.

Their forearms are mostly scaled and parts of their legs also show patches of scales, varying from one individual to another. Their tail is fully scaled and powerfull too.

What should her name be ?

Based on a selection we made, cast your vote on your favorite one !

Animation time !

21004

Here is a small testing build, that showcase how animation could be handled in the CGs.

Patreon post with DL Link :

In there you will find the Bunny Enemy CG2, with its 3 variations animated ; a placeholder slider has been set up, to change the speed of the animation displayed.

As a first step, we are looking in adding animation, with the currently made CGs, then with the upcoming ones.

Feedback on said animation will be very helpful, in order for us to better understand what we are stepping into with implementing these and also plan ahead !

Thank you for your time and support ^^
 
OP
GuildProject

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New build, welcoming a new Ally for our Adventurers, Vermillya the Dragon Knight !
Also, the first look at animated CGs, as well as improvements all around.

You can freely grab the regular builds from our Patreon :
Direct link for build 0.0.08 :

Or on Itch :

Or try the WebGL browser versions on Newgrounds :

Change log for this build :

- CG / Scenes related changes :


- CGs are now able to display an animated version, with a speed adjusting slider
- Bunny Enemy CG1 is now animated (2 variations) - Bunny Enemy CG2 is now animated (3 variations)
- Secondary dialogues/event are being implemented for the different locations in town
- 2 secondary dialogues can be selected in Ellanore's Office
- Most dialogues have been slightly improved/extended

- Ally related changes :

- Vermillya the Draconian Knight joins the party :
- Halberd Slash : Inflict damage based on Attack
- Halberd Thrust : Inflict damage based on Attack / Decrease Defense by 10 % for 1 turn
- Dragon Roar : Inflict damage to all enemies based on Attack / Delay all enemies turn

- UI / Gameplay related changes :

- The Map tutorial has been improved
- The Town screen has been improved with "Nearby Locations" and "Out of Town areas"
- Nearby Locations screen will allow you to visit unlocked location in Town :
- Visit Ellanore's Office to use the Crystal Device (Unlocking CGs)
- Visit the Blacksmith's Forge to see the party's Character Screen (Stats and skill information)
- Out of Town areas screen will allow you to select the different areas, then the dungeon in it and will now display its general layout as well as Enemy types found in it
- Battle system now handle "Targeting All Allies / Targeting All Enemies"
- Battle system now display Buff/Debuff icons over characters status
- Sound menu has been added to adust the ingame volume, it is displayed in the top right hand corner on most of the screens
- Crystal Shards amount can now be tracked while exploring a dungeon, using the crystal button in the top right hand corner

- Bug fixes / Miscellaneous :

- Audio glitch has been fixed
- Some UI elements have been improved/modified

Part of the battle system has been reworked, this will allow for more diverse skills and strategy balancing.
Part of the dialogue system has been tweaked, this will allow "optional content", such as dialogue/event unlocking based on progression ; "optional content" will include side stories, interactions or anything that will help to better portray the characters and the world around them.

Next steps scheduled are the remaining CGs for the Forest Enemies and setting the stage for the Desert area !

Again, thank you all for your feedback and your support, it is greatly appreciated !
 

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How can i carry my old save from previous version ?
 
OP
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How can i carry my old save from previous version ?
We will make it so that save can be carried over as soon as possible, hopefully the new features speed up access to new content.


New build, with a couple of new CGs, as well as player friendly features and improvements all around !

Keep updated with the development and supports us on Patreon :

Direct link with post to the standalone builds (Windows/Mac/Linux) from our Itch page :
Or try the WebGL browser version on Newgrounds :

Change log for this build :

- CG / Scenes related changes :


- Wolf Enemy CG2 is now available (3 variations)
- Bear Enemy CG1 is now available (3 variations)
- Vermillya 1st secondary dialogues can be selected in Ellanore's Office

- Ally related changes :

- Some stats have been adjusted

- Enemy related changes :

- Some stats have been adjusted
- Enemies now grant more Exp when defeated

- UI / Gameplay related changes :

- 4th Dungeon in the Forest Area, "Hidden Den" is now available
- Choosing to skip the Prologue will now unlock Gabriella, Faelyne and Vermillya with their level set at 5
- The Character Screen (Blacksmith's Forge) now lets you display the Heroines with/without their equipment

- The Options Menu (top right) now features 3 tabs :
- "Audio" tab, to set the volume (just as before)
- "Dungeon" tab, to enable/disable player friendly features (more info bellow)
- "Exit" tab, to return to the Main Menu or Close the game

- The "Dungeon" tab features 3 options :
- "Auto Battle" will have the Heroines fight automatically, with their most basic attack
- "Fast Battle" will speed up the battle speed by 3
- "Emblem Pulse" will make the Guild Emblem indicating your position in a Dungeon pulse to be easier to spot

- The Crystal Shards Tracker (top right in Dungeon) has been improved

- Bug fixes / Miscellaneous :

- Fixed an issue where Fox Enemy would not properly switch spot
- Fixed an issue where Wolf Enemy would stop the battle flow
- Fixed a repositioning issue while Fast Battle is enabled
- Some UI elements have been improved/modified

Next steps scheduled are the last (for now) CG for the Bear Enemy and the first Enemy for the Desert area !
Also, we are looking on different methods to include material/ressources gathering that will go along the equipment crafting : so current Dungeon layers will most likely be remodeled accordingly.

Again, thank you all for your feedback and your support, it is greatly appreciated !
 

Inspector_Whatsup

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I skipped out on build 0.0.08, so I missed a few new things from that time, but I'm still getting surprised with how this project steadily improves!

First off, I really like the Bunny animation! It's basic, but it's still a nice little taste of things to come! The lack of penetration overall is a tad disappointing, but I can see those CG's being held back for the full release or later implementation.
The new tweaks to the combat system also make battles a bit less dragging, though I can't say I quite agree with how needlessly tank-y the Bear Girl currently is - less HP in exchange for more ferocious status attacks (like a stun chance, maybe?) could make this feel less tiring.
I'm also very excited about Vermillya! Her design is pretty badass, and while she's one-track-minded, she has a really intimidating presence! Looking forward to the shenanigans you have in mind with her!

Now, I keep saying how I don't wanna intrude or come off as pushy with my suggestions, but that's starting to sound hollow when I do it every time, anyway:

  • In order to prevent inventory clutter, you could use the forge to "upgrade" equipment using crystals (and possibly other materials) to improve the characters in a skill tree-esque way. For example, Gabriella could have Armor upgrades that branch off into a classic tank (high DEF and maybe even improved Healing/Defending) or alternatively into a Monk-like sponge tank (high HP and party protection effect to Defending), and at the forge, any "unlocked" upgrade can be chosen to be used so players won't have to stick to a specific build. Something along those lines. That could save you and players having to manage various equipment pieces as separate items and also combines it with a classic skill tree to make balancing a bit easier.
  • Maybe limit Auto-Battle to areas that have been cleared in the future? It's nothing big, but right now, simple grinding foregoes most strategic options, so to prevent the game from going full autopilot, maybe add a general [Auto-Battle] toggle button that is greyed out until yo've already cleared an area.
  • Depending on how many party members are planned overall, there could be an option in town to remove certain party members (unless progressing the story). That way, more party members could be introduced over time, and this also rolls back into my idea of recruiting monsters into your party.
  • How about "field skills" for all party members? Gabrielle could have a "Mapping" skill that allows you to see the entire area, but she cannot make out the potential hazards for each tile (instead of colored borders, all tiles could have a big [?] instead). Meanwhile, Faelnye could do exactly that: "Scout", which would then be the skill that makes the nature of each tile event visible. And Vermillya could possess "Battle Aura", allowing you to see the encounters on combat tiles before engaging (maybe as a hover function). This would make party building more exciting, as every character would provide different benefits (and might even gain new skills over time).
Okay, enough idea wanking. I really appreciate the effort you put into the game! Best of success to you folks!
 
OP
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I can see those CG's being held back for the full release or later implementation
Absolutely !

you could use the forge to "upgrade" equipment using crystals
Crystal usage and equipment crafting may not be linked directly, we are currently trying a few things with these.

[Auto-Battle] toggle button that is greyed out until yo've already cleared an area.
This is a good tweak, might add that later on.

there could be an option in town to remove certain party members
Party management in town is planned, linked to the Character Screen. Will most likely be deployed once we hit a 5th party member.

How about "field skills" for all party members?
Something along those lines, or a camp to rest have been suggested ; we'll see what can be done once we rework the dungeon maps and add treasure/item collection.

Thank you for the feedback/suggestions !


New build, with a couple of new CGs animation, the last (for now) Enemy CG for the Forest, some modification to existing skills, as well as visual reworks and improvements all around !

Keep updated with the progress of the game, if you like it and want to get involved in the development, consider supporting us on Patreon :
You can freely grab the standalone desktop versions (for Windows/Mac/Linux) from our Itch page :
Or try the WebGL browser version on Newgrounds :

- CG / Scenes related changes :

- Fox Enemy CG1 is now animated (4 variations)
- Fox Enemy CG2 is now animated (3 variations) + 1 static
- Bear Enemy CG2 is now available (3 variations)

- Ally related changes :

- Gabriella's skills modifications :
- "Raise Your Shield" : Increase 'Defense' by 25 % until next turn / Enemies will target you until next turn

- Vermillya's skills modifications :
- "Halberd Thrust" : Inflict damage based on 'Attack' (75% / Melee) / Decrease target's 'Defense' for 2 turns (-20%)

- Some stats have been adjusted

- Enemy related changes :

- Bunny Enemy's skills modifications :
- "Armor Break" : Inflict damage based on 'Attack' (100% / Melee) / Decrease target's 'Defense' for 2 turns (-10%)

- Wolf Enemy's skills modifications :
- "Blade Dance" has been replaced by "Call Of The Pack"
- "Call Of The Pack" : Increase 'Attack' for 2 turns (+10% / All)

- Some stats have been adjusted

- UI / Gameplay related changes :

- The first encounter with Vermillya will now happen a bit earlier
- The Dungeon progression has been made more clear, in order for them to unlock accordingly as you progress through

- The "Main Menu" has been improved
- The "Character Screen" has been improved to display more usefull skill informations
- The "Dungeon Selection Screen" now display a recommended party level for each dungeon
- The "Gallery Screen" now directly display the amount of Crystal Shards required to unlock a CG on each icon when hovered
- The "Enemy Compendium", based on the "Character Screen", can be accessed from "Ellanore's Office", it will display information about Enemies
- The "Status Portrait" displayed during battles has been improved ; "Mana Bar" is just a placeholder for now
- The "Battle Result Screen" now display party member's name on their panel

- Bug fixes / Miscellaneous :

- Token Movement on the Dungeon Map is now a little bit faster
- Some UI elements have been improved/modified

The first Enemy for the Desert, the Cheetah has been revealed, now we move on to the other ones !

The first Dungeon for the Desert will most likely include 2 Enemies.
Dungeon progression has been reworked completely, that way you won't end up underpowered in an area : Dungeons unlock as you complete their exploration and display a recommended party level to help (they might change as we make modifications to skills).

Buff/Debuff from skills now being handled a bit differently, they can last multiples turns, opening new possibilities, as we are trying it out in this version.

Also, we will make good use of the newly added Mana bar (placeholder for now) to balance things out, just in case some Magic user decides to join the party !

Again, thank you all for your feedback and your support, it is greatly appreciated !
 
OP
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New build, with a new CG animation, the first Desert Dungeon featuring two new Enemy types, a new Town location, the progression of side events/unlocking being more clear, as well as some visual reworks and improvements !

Keep updated with the progress of the game, if you like it and want to get involved in the development, consider supporting us on Patreon :
You can freely grab the standalone desktop versions (for Windows/Mac/Linux) from our Itch page :
Or try the WebGL browser version on Newgrounds :

- CG / Scenes related changes :

- Wolf Enemy CG1 is now animated (3 variations) + 1 static
- Wolf Enemy CG2 is now animated (3 variations) + 1 static

- New Town location available : <i>'Indoor Baths'</i> (features dialogues and later on CGs)

- UI / Gameplay related changes :

- New Dungeon : Desert Area "Sand Dunes" is now available

- Enemy informations and Enemy CGs will now only be displayed if said Enemy has been encountered

- Added a visual icon on Town locations to show where a new event/dialogue is available
- Added the possibility to hide/show the UI when animated CGs are displayed (right-click)
- Added a "Speed" text on the CGs speed slider

- Ally related changes :

- Level cap has been removed : stats will still be granted beyond "recommended level" for each Dungeon, but balancing will be required later on

- Some stats have been adjusted

- Enemy related changes :

- Cheetah Enemy roams in the Desert :
"Sword Slash" : Inflict damage based on 'Attack' (100% / Melee)
"Blade Dance" : Inflict damage based on 'Attack' (75% / Front Row) / Ignore 50% of 'Defense'

- Fennec Fox Enemy roams in the Desert :
"Arrow Shot" : Inflict damage based on 'Attack' (100% / Ranged)
"Piercing Arrow Shot" : Inflict damage based on 'Attack' (65% / All)

- Some stats have been adjusted

- Bug fixes / Miscellaneous :

- Some UI elements/visuals have been improved/modified

The Desert Area is planned to feel more difficult than the Forest Area in the long run.
Enemies will behave a bit differently, sometime working together or even using spells, when implemented.

Fortunately, they won't be the only ones able to do so, as a new Ally might show up pretty soon, to provide help exploring these barren lands !

The Indoor Baths are now available and our Heroines can take a well deserved break when not exploring.
This location will mostly be used for side event dialogues, as well as some CGs later on.

Progression wise, some rework has been done, to give a visual indication when a new event has been unlocked in Town, so you know straight away.

Also, unlocking Enemy related information/CGs is now done upon encountering said Enemy in battle ; that way, as many pointed it out, it makes more sense.

Same goes for the (improved) Crystal Shard Tracker displayed in the Dungeons.

Visuals have also been added next to the dialogue box as well as on the CG screen to indicate that you can hide the UI by using right-click (heavily requested for the CGs !).

Discord server is up and running, public access should be enabled in the near future.

Again, thank you all for your feedback and your support, it is greatly appreciated !
 

Inspector_Whatsup

Jungle Girl
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It might just be a coincidence, but the artist seems to really have a thing for freckles and moles. Not that I'm complaining, I like it!

The same can be said for the progress in the latest build as well. Despite having played a lot of the previous builds, your game doesn't get boring for me, despite being in a very early stage overall. Every new addition and tweak gets me curious, and this time, the game feel has certainly undergone a bit of a redirection for me.
First off, sicne I haven't played the build before the latest, I'm really liking all the new indicators, especially for the crystal shards! The UI has become a bit more stylish, combat feels smoother, and the town, while still very limited, is beginning to get a bit of character.

What actually has me a bit concerned are two slight issues.
For one, I feel like the dungeons themselves could really use some kind of bigger gameplay impact than "click X, fight Y, play event Z", like a "Search" function that can occasionally yield extra items or provoke a surprise encounter, or maybe even enemies that patrol certain parts similarly to the F.O.E. system from Etrian Odyssey (except maybe not make them balls-to-the-wall difficult).
The other thing that started becoming a tad concerning is the drop rates for Crystal shards. Right now, Bear Girl may not have animated CG's yet, but I assume that she'll get them at some point, and that this would bring along another tier to unlock for 15 shards. But we only have one Bear Girl fight in the game at this point, and it actually felt kinda tedious to gather the 30 shards. Of course, the easiest remedy would be to eventually rework the Deep Den and add encounters with multiple Bear Girls, but personally, I'd suggest that, once a certain area has been cleared entirely, a randomly generated survival dungeon becomes available, where HP doesn't refill after every fight, and extra rewards could await those who manage to fight through several layers. Now, that's just a quick idea, but the general thought is that I don't think people like to revisit areas just for the grind.

Overall though, a really impressive set of steps forward! Amazing work!
 

Strange

Demon Girl Pro
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It's been quite a while since I last checked this project... And I don't see much progress.

Whatever.
a firm knocking sound
-> a confident knock sounds from the door


Here is the missive I was given
Elleanore takes the missive
...you don't use 'missive'. Unless you're French, Russian or Canadian.
Knights have 'orders', carried on a 'writ of orders'.
-> Here are my orders, madam!
Elleanore takes the writ


Elleanor keeps reading the missive, taking a good look at Gabriella, sizing her up.
-> Elleanor keeps reading the letter, sizing up the fidgeting Gabriella in the meanwhile.


Before going through my duties, were do I...
*> where do I...


How do you fell about checking our surroundings?
-> how do you feel about checking on our surroundings?
(actuallly, 'our turf')


That will save use some time on explanation then
-> That will save us some time over explanations then
(best: that will save us an explanation then)


Think more of animal features
-> think, more animalistic features


Other person from the guild
-> seriously, don't -ever- use 'person', much less 'other person'.
She's a guildmate. 'Stray guildmate' if she went on her own, ''Missing guildmember' if she was out there on a quest, and failed to report (AKA probably a casualty).


everyone is counting on you
-> we're counting on you (I mean, you've only introduced 1 guild member. 1.5 with the elf waif)


getting through an uncharted area
-> getting through uncharted areas


Here is a small reminder on how to properly conduct an exploration as well as lowering the chances of death to a minimum
-> Here's a short briefing on how to properly conduct explorations, and how to prevent casualties


different types of tile
-> different types of tiles
I've lost patience at this point, like I remember I did a while back. There's more. Not necessarily incorrect English, but bad English nonetheless.

I can tell what countries you're likely from. Please hire a decent proofreader. Like me, or hundreds of others.

A thumbs up for your artist, nonetheless. Like Whatsup said, freckles and natural-looking females, are a welcome rarity nowadays. So many artists out there just go wild, overlooking what's beautiful in a female's body. Yours don't, and that's very nice to witness.
Game-wise, your mechanics are far too simple. You need to either work on these (Whatsup gave pointers, 2000-2005 games or Darkest Dungeon would provide even more.), or work more on the VN/quests part (hence, acceptable English).
 

Stiltzkinator

Evard's Tentacles of Forced Intrusion
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Putting aside some language concerns as mentioned by Strange, the writing for this game feels...sparse. What I mean by saying so is that the text in the game does the bare minimum to move things along, but it's doing very little for context or character. The gameplay mechanics for battles are solid, if simple, but I don't know if they will be strong enough to carry the game alone in the long run. There's a lot of room to explore things via text, be they in a silly, sexy, or even somewhat serious manner to flesh out the setting. The writing is also weirdly decentralized, which is somewhat disorienting. At times it seems that Gabriella is the anchor character, and at others, it seems that Ellanore is. That the crystal scenes are the only real H content and basically entirely removed form the rest of the game is a bit unfortunate as well, since it's ultimately a gallery viewer for Cs of events that never 'happened' in the usual sense. For a game that is at least half VN, and the other half being RPG, there's not a lot of focus on the character's roles in what happens, especially for events. Going in blind, my expectation would have been to see H events featuring the party members either as a result of events or stumbling into traps. Seeing otherwise unrelated enemy-only CGs, even if animated, is sort of unfortunate. I see now that party member content is planned, but that it's coming later is kind of a bummer, and I hope it's implemented with more relevance than the enemy CGs were.

Building engagement with the player should be the purpose of the text, but right now it feels like it's only there because it has to be. As inoffensively as I can say this, I hope that the GuildProject team has a writer, and not just someone filling the role of one. It's a common and frustrating misstep to assume that just anyone can write out the text needed for an engaging and enjoyable visual novel.

I don't want to present my thoughts as all doom and gloom though. I comment because I think the game has promise. The character designs are nice, and I do feel that there is a fair amount of potential in them, especially in Ellanore, in terms of potential development via the writing. The mechanics form a solid enough base to work from for gameplay, and have a lot of room for variation and improvements. I hope that the team is at least able to realize what they want for this.
 
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OP
GuildProject

GuildProject

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Thank you so much for your feedback !

I feel like the dungeons themselves could really use some kind of bigger gameplay impact
Yes, the Dungeons should be one of the next big rework, as we still need to implement some kind of item drop/collect and the like, once we figure out what to do.

I'd suggest that, once a certain area has been cleared entirely, a randomly generated survival dungeon becomes available, where HP doesn't refill after every fight, and extra rewards could await those who manage to fight through several layers.
HP/MP should, ideally, not regenerate like that while exploring. We are thinking about an Item shop with, let's say potions and maybe a "Set Camp" feature could be the way to heal your party out of battle, as there will be a camp like screen to manage your party, once we have more than 4 party members.

...you don't use 'missive'. Unless you're French
I plead guilty your honor !

Please hire a decent proofreader.
Absolutely, we still need a proper writer and a couple more people for sound design or visual effects. We are a bit short on support at the moment, but as soon as we can afford to get more people on board, writing will be a priority.

Like Whatsup said, freckles and natural-looking females, are a welcome rarity nowadays.
Glad to read that, most characters are planned to lean on the "natural-looking" side.

The writing is also weirdly decentralized, which is somewhat disorienting. At times it seems that Gabriella is the anchor character, and at others, it seems that Ellanore is. That the crystal scenes are the only real H content and basically entirely removed form the rest of the game is a bit unfortunate as well, since it's ultimately a gallery viewer for Cs of events that never 'happened' in the usual sense.
No doubt it feels that way right now. A new character is supposed to bring their knowledge to the table and shine more light on what is going on with the creatures/crystal shards, but considering the pace, we might give the player these informations sooner, only to be explained more thoughtfully when that character joins the party.

The first 2 CGs for Enemies are supposed to be some kind of altered memories, clashing together when the crystals resonate with each other. The last 2 CGs, that will come later on, should be real events happening, as we would like to have the Enemies join the party at some point, or be of use in town.

Going in blind, my expectation would have been to see H events featuring the party members either as a result of events or stumbling into traps.
Yes, party members events/CGs are coming, now that we are mostly done with illustration/characters for the Forest area, we should split our time between Ally CGs/Enemy CGs, depending on progress.

We still have a long way to go and there is plenty of room for improvement on all aspect of the game, we will get there eventually.


Again thank you for your time we really appreciate it !
 

Predator

Jungle Girl
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Haven't tried the game out yet, since I don't like to play games that are in early development, because I lose interest in them very fast (Since there naturally isn't much content) and these games kinda drop off my radar then. So before I'll try it, I'm gonna wait until this game is about half way done.

But nevertheless, I have 2 questions.

Is there some kind of rival/villain currently in the game / planned?

With the "announcement" of companion scenes, I can't help to but to ask, will the (potential) villain/rival try to corrupt your companions to turn them against you? (Successful or not doesn't matter)


With that out of the way

While we have most of the core mechanics figured out (on tons of paper on top of a desk), there is still a lot of room for improvement, content and tweaking :
Time for that.


- What kind of character would you like to see ?
Pretty obvious judging from the above, a rival/villain character (Again, if there isn't one already)

- What amount of adult content would you prefer to find, overall or per character/sidestory ?
Ideally, one scene/cg for every enemy for each guild member (For the ones you can party up with, that is). And one scene for each major character development for each guildy, with some "drunk at the bar" type of scenes sprinkled in there.

- How in depth should the RPG elements be ?
As deep as you are willing to go, I'd be down for a class system and each class has 2-3 specs. For example the knight characters could choose between a basic knight (Longsword / straight sword and shield) or a lancer (Long spear / short spear and shield) or a "outlaw" kind of knight (Great Battleaxe / 2 Battleaxes) with each spec having unique traits/perks they can accquire.

Simultaneously I'd have no problem with a simple "Inventory, Equipment, Skills" system you see in most RPGs.

- How should the main storyline progress, compared to each character own story ?
If you mean in terms of length, then I'd say that the story should be as long as all the characters sidestories combined.

So let's say you have 8 "main" characters and you'd have to play around an hour to rush through one of them. Then it would take you 8 hours to just play the character progression sidequests, so the main story should be ~8 hours long. Of course you can't just play all of the sidestories of each character right from the get-go, you'd have to progress the main story to unlock them one at a time, but in terms of gameplay "sidemission / mainstory ratio" that's where I'd settle.


Btw. sorry for any spelling / grammar errors, it's 11am here and I didn't sleep.
 
OP
GuildProject

GuildProject

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Build_Annonce_SFW_0_15_0.jpg

Greetings Adventurers, it's been quite a long time since the Guild last showed their progress !

Keep updated with the progress of the game, if you like it and want to get involved in the development or access patron build released earlier than the public build, consider supporting us !


We just released the latest build for everyone, check out the post with links on our Patreon :

It features a new Heroine CG, this time, it is Vermillya !

Speaking of CGs, the Fennec Fox now has her two CGs available!

Existing CGs keep getting reworked in engine and VA/SFX keep getting added, at a slower pace.


CG / Scenes related changes :

- Vermillya CG1 is now available and animated in engine (4 variations) ; head to the Indoor Baths after completing the Sand Dunes Dungeon

- Fox Enemy CG2 now has Voice/SFX

- Wolf Enemy CG2 has been reworked in engine

- Fennec Fox Enemy CG1 is now available and animated in engine (4 variations)

- Fennec Fox Enemy CG2 is now available and animated in engine (4 variations)

- Ally related changes :

- Some stats have been adjusted

- Enemy related changes :

- Some stats have been adjusted

- UI / Gameplay related changes :

- Starting a New Game now offers multiple choices, allowing to start from scratch or with some progress already made

- Options Menu has been reworked :

- Video settings added to select Resolution and Fullscreen mode (need feedback)
- Dungeon settings description added
- "Escape" key to open/close

- Size and position changed for some UI buttons
- An icon is now displayed in the bottom right hand corner while Auto-saving in town

- Bug fixes / Miscellaneous :

- Fixed an issue with the music volume not being set properly
- Minor fixes

The information pannel on the Main Menu now lists most of the new content, all changes are still displayed in the Change Log if needed.
Windows version has been build to be playable with both 32bit and 64bit systems.
Now that the game file size is getting bigger, we'll look into having the different CG variations regrouped into one animation file per said CG, instead of one per variation.

As we are adding new battle skills, we might just do the same for the battle effects.
This should help keeping the game's size as low as possible in the long run.

Is there some kind of rival/villain currently in the game / planned?
The main antagonist is planned to be behind the recent events unfolding in the game ; they should appear halfway through the game in its final version and be the final boss or something around these lines.

With the "announcement" of companion scenes, I can't help to but to ask, will the (potential) villain/rival try to corrupt your companions to turn them against you? (Successful or not doesn't matter)
No, while they will be "morally grey" characters, there is no "corruption" mechanics/turn of events planned.

Simultaneously I'd have no problem with a simple "Inventory, Equipment, Skills" system you see in most RPGs.
Check out the Equipment Screen, it is the first upgrade system we put in the game, with the Item Shop being the next !


Again, thank you all for your feedback and your support, it is greatly appreciated !
 
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