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Guild Project [v0.31.0] [Guild Project]

Guild Project [v0.31.0] [Guild Project]

October 20, 2024F95


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.

Thread Updated: 2024-10-20
Release Date: 2024-05-11
Developer: Guild Project PatreonTwitteritch.io
Censored: No
Version: 0.31.0 Public
OS: Windows, Linux, Mac
Language: English
Genre:
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2dcg, RPG, Big tits, Fantasy, Oral sex, Vaginal sex, Lesbian, Sex toys, Handjob
Installation:
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1- Extract to desired location.
2- Click on “GuildProject.exe” to start playing.
Changelog:
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v0.31.0
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– Scenes & CGs related changes :
– Salamander Enemy CG1 is now available and animated in engine with dialogue/camera movement
– Bug fixes / Miscellaneous :
– Minor fixes
v0.30.1
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– Scenes & CGs related changes :
– Lynx Enemy CG1 is now available and animated in engine with dialogue/camera movement
– Lynx Enemy CG2 is now available and animated in engine with dialogue/camera movement
– Eagle Enemy CG1 is now available and animated in engine with dialogue/camera movement
– Eagle Enemy CG2 is now available and animated in engine with dialogue/camera movement
– Gameplay & UI related changes :
– Battles :
Dynamic movements implemented (WIP)
Some skills visual effect are being tweaked/replaced (WIP)
– Bug fixes / Miscellaneous :
– Fixed some issues with the dialogue animated sprites
– Minor fixes
v0.29.0
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– Scenes & CGs related changes :
– Vermillya CG1 has been reworked to include dialogue, as a result the dialogue leading up to the scene has been tweaked a bit
– Ibex Enemy CG2 is now available and animated in engine with dialogue
– Gameplay & UI related changes :
– Battles :
Some skills visual effect are being tweaked/replaced (WIP)
– Bug fixes / Miscellaneous :
– Minor fixes
v0.28.1
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– Oriphel CG1 has been reworked to include dialogue, as a result the dialogue leading up to the scene has been tweaked a bit
– Ibex Enemy CG1 is now available and animated in engine with dialogue
– Bug fixes / Miscellaneous :
– Implemented work around for Skill Selection System with older save files ; the Skills should be displayed normally after loading in the Plaza once. (0.28.1)
– Minor fixes
v0.27.0
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– Gameplay & UI related changes :
– Dungeons :
New Area available, the ‘Seaside’ unlocked after completing the ‘Mountain Area – Cave System’
‘Seaside Area’ – First Dungeon, the ‘Beach’ (story & free exploration)
‘Seaside Area’ – Shark enemy now roaming around
‘Seaside Area’ – Octopus enemy now roaming around
– Enemy related changes :
– Shark : New skills
“Taking A Bite” (Active)
— Inflict Physical damage (100% ‘Attack’)
— Apply ‘Bleed’ (20% damage dealt) for 3 turns
— Restore Shark’s ‘Health Points’ (25% damage dealt)
“Anchor Crush” (Active):
— Inflict Physical damage (75% ‘Attack’)
— Target both Enemies on the front row
“Ram Into Them” (Active):
— Inflict Physical damage (75% ‘Attack’)
— Shark moves to the front of the formation
— The target is pushed backward
“Captain’s Order” (Active):
— Increase party’s ‘Attack/Magic’ by 15% for 5 turns
– Octopus : New skills
“Inescapable Grasp” (Active):
— Inflict Physical damage (75% ‘Attack’)
— Decrease target’s ‘Defense’ by 20% for 4 turns
— The target is pulled forward
“Ink Mist” (Active):
— Inflict Magical damage (75% ‘Magic’)
— Decrease target’s ‘Speed’ by 10% for 4 turns
— Target both Enemies on the front row
“Tidal Wave” (Active):
— Inflict Magical damage (50% ‘Magic’)
— Target all Enemies
“Gift From The Sea” (Active):
— Increase party’s ‘Defense/Resist’ by 15% for 5 turns
– Bug fixes / Miscellaneous :
– Minor fixes
v0.22.0
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– Gameplay & UI related changes :
– Town Plaza :
‘Mountain Area – River Side’ dungeon now available
‘Mountain Area – Summit’ dungeon now available
‘Mountain Area – Cave System’ dungeon now available
– Item Store :
‘Mountain Area’ materials and crystal shards now available for trading
– Dungeons :
‘Forest Area’ – increased the amount of ‘Gold’ found upon defeating enemies
‘Mountain Area’ – Eagle enemy now roaming around
‘Mountain Area’ – Salamander enemy now roaming around
– Buffs value normalized :
Defense/Resistance set to +25% for mono-targeting (+15% for multi-targeting)
Attack/Magic set to +20% for mono-targeting (+10% for multi-targeting)
Speed set to +20% for mono-targeting (+10% for multi-targeting)
– Debuffs value normalized :
Defense/Resistance set to -20% for mono-targeting (-15% for multi-targeting)
Attack/Magic set to -15% for mono-targeting (-10% for multi-targeting)
Speed set to -15% for mono-targeting (-10% for multi-targeting)
– Scenes & CGs related changes :
– Story progression : Vermillya will now join the party after completing the ‘Forest Area – Entrance’ on the second exploration
– Story progression : Oriphel will now join the party after completing the ‘Forest Area – Water Stream’ on the second exploration
– Neomi CG1 is now available and animated in engine (4 variations), head to the ‘Blacksmith’s Forge’ after completing the ‘Forest Area – Hidden Den’
– Oriphel CG1 is now available and animated in engine (4 variations), head to the ‘Tavern’ after completing the ‘Forest Area – Hidden Den’
– Ally related changes :
– Gabriella : “Shield Charge”:
Can now also be used in 2nd position
– Faelyne : “Ethereal Arrow Rain” is renamed “Arrow Rain”:
Changed from [Magical damage (75% ‘Magic’)] to [Physical damage (50% ‘Attack’)]
– Oriphel : “Eyes On Me”
Changed from [Magical damage (75% ‘Magic’)] to [Magical damage (50% ‘Magic’)]
– Enemy related changes :
– Bunny : “Powerful Blow” :
Target is no longer pushed back
– Bug fixes / Miscellaneous :
– Some stats have been adjusted
v0.21.0
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– Ally Screen : UI tweaked
– Ally Screen : ‘Equipment Menu’ will now be the dedicated place to check and equip all crafted gear
– Ally Screen : ‘Attire Menu’ will now be the dedicated place to check and equip all acquired outfits (WIP for now)
– Enemy Screen : UI tweaked
– Ally Gallery Screen : UI tweaked
– Enemy Gallery Screen : UI tweaked
– Equipment Crafting Screen : UI tweaked (a lot)
– Town Plaza : ‘Mountain Area’ unlocked once the ‘Desert Area’ has been fully completed
– Dungeons : Ibex enemy now roams in the ‘Mountain Area’
– Dungeons : Lynx enemy now roams in the ‘Mountain Area’
– Dungeons : battle damage is now calculated within a range, instead of a flat number
– Dungeons : battle experience for each area will be reduced independently once the party reaches a specific level treshold
– Story progression : Oriphel will now join the party a bit sooner
– Bug fixes / Miscellaneous :
– Some stats have been adjusted
v0.20.0
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– Scenes & CGs related changes :
– Faelyne CG1 is now available and animated in engine (4 variations), head to the ‘Item Store’ after completing the ‘Forest Area – Hidden Den’
– Bunny CG1 upgraded (now has 4 variations)
– Bunny CG2 upgraded (now has 4 variations)
– Snake CG2 is now available and animated in engine (4 variations)
– New dialogues added and some tweaked
– Ally & Enemy characters related changes :
– Skills : all buffs duration normalized to 5 turns
– Skills : all debuffs duration normalized to 4 turns
– Skills : all damage over time duration normalized to 3 turns
– Gameplay & UI related changes :
– Main Menu : ‘Settings/Options’ button is now displayed with the other choices (was top left hand corner)
– Town Plaza : changed the way available locations/dungeons are displayed
– Town Plaza : added some icons to show where to go to progress the story, unlocked dialogues and CGs
– Item Store : ‘Camping Gear’ now available
– Tavern : location now available
– Tavern : ‘Meals and Beverages’ now available
– Dungeons : all Dungeons layout have been reworked, their size has been increased from 35 tiles to 135 tiles
– Dungeons : added ‘Camping Spots’ that will let the party rest and restore their Health Points/Mana Points by using consumables from the shops
– Dungeons : added camera scrolling when the mouse gets to the edges of the screen or by using WASD/ZQSD or the arrow keys
– Dungeons : added some icons for battle, event, gathering and camping
– Dungeons : added ‘Gold Coins’ drop upon defeating Enemies
– Story progression : player can now get back to town during the prologue, mostly
– Story progression : town locations will unlock as the ‘Forest Area’ is secured
– Story progression : Vermillya will now join the party a bit sooner
– Story progression : Oriphel will now join the party a bit sooner
v0.19.0
v0.17.0
N/A
v0.16.3
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New build, with a reworked Battle System, in which positioning and Mana management will be key !
All Characters have had their skills updated, as we are also introducing new ones.
As the list is quite big, it won’t be included here ; check the Change Log directly from the Main Menu (its double the amount).
– Scenes & CGs related changes :
– Cheetah Enemy CG1 Voice acting/SFX implemented
– Cheetah Enemy CG2 Voice acting/SFX implemented
– Gameplay & UI related changes :
– The ‘Battle System’ has been reworked :
– The Battlefield now consist of 8 separate positions, 4 on each side, restricting  what skills both Ally and Enemy characters are able to use.
– Each skill now display a ‘Positioning Tooltip’, showing both where they can be used and what targets they can be used on.
– The ‘Skill Information Tooltip’ has been tweaked a bit to display 3 lines of informations.
– Magic skills now require and consume ‘Mana Points’, usage is reflected on the ‘Mana Bar’ (‘Mana Point’ cost and replenishing to be balanced later on).
– ‘Ally Status Screen’ has been updated
– ‘Enemy Status Screen’ has been updated
– Ally related changes :
– All Ally characters have had their skills reworked and/or granted new ones to reflect the changes made to the ‘Battle System’.
– All Ally skills have had their visuals and sound effects updated (still placeholders)
– Enemy related changes :
– All Enemy characters have had their skills reworked and/or granted new ones to reflect the changes made to the ‘Battle System’.
– All Enemy skills have had their visuals and sound effects updated (still placeholders)
– Bug fixes / Miscellaneous :
– Fixed the “Battle Music” not stoping upon returning to the “Main Menu”  (0.16.2)
– Fixed the spawn rates for Enemies in ‘Random Battles’ (this time for good!)  (0.16.2)
– Fixed the “Mana Points” consumption  (0.16.2)
– Fixed Vermillya’s “Inner Strenght” duration  (0.16.2)
– Fixed Vermillya’s “Halberd Slash” tooltip in the “Character Screen”  (0.16.2)
– Fixed an issue where skills could be triggered multiple times (0.16.1)
– Fixed ‘Exit Tiles’ not working properly in the ‘Forest Area’
– Fixed the ‘Options Menu’ wrongly displayed in the ‘Item Shop’
– Minor fixes
As you might have guessed, this version is heavy on modifications towards a more complex and interesting Battle System, which is now more suitable to Mana and Items being used in combat.
After we get some feedback, we’ll see how to make Health and Mana replenish from one battle to another, depending on what we do with buying/using Items (some on the Dungeon Map, some in battle).
v0.15.0
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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:
– Fixed an issue with the music volume not being set properly
– Minor fixes
Miscellaneous:
-The information panel 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.
v0.14.2
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New build, with the new Dungeon layout for both the Forest and Desert Areas, the introduction of Oriphel the Seraphim Priestess and the Snake Enemy ! New features have been added, the party will now be able to Gather Materials while exploring in order to Reinforce their Equipment at the Blacksmith’s Forge !
– Fixed some progress saving/loading issues upon starting a New Game if a save file was already existing
– Fixed some issues with incorrect stat values provided by switching Equipment
– Fixed some CGs not displaying/unlocking properly for the Wolf and the Bear
– Fixed an issue with repeating dialogues in the ‘Forest Area – Hidden Den’ when free roaming
– Fixed an issue with Faelyne’s ‘Blessing Of The Wind’ lasting 1 turn instead of 2
v0.0.14.1
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New build, with the new Dungeon layout for both the Forest and Desert Areas, the introduction of Oriphel the Seraphim Priestess and the Snake Enemy !
New features have been added, the party will now be able to Gather Materials while exploring in order to Reinforce their Equipment at the Blacksmith’s Forge !
CG / Scenes related changes :
– Fox Enemy CG1 now has Voice/SFX
– Wolf Enemy CG1 has been reworked in engine
– Ally related changes :
– Oriphel the Seraphim Priestess joins the party :
– ‘Light Spear’ : Inflict damage based on ‘Magic’ (75% / Ranged)
– ‘Caress Of Light’ : Restore ‘Health Point’ based on ‘Magic’ (100% / Ally)
– ‘Embrace Of Light’ : Restore ‘Health Point’ based on ‘Magic’ (25% / All)
– ‘Angel’s Touch’ : Remove ‘Poison’ status effect (Ally)
– Some stats have been adjusted
– Enemy related changes :
– Snake Enemy roams in the Desert :
– ‘Dust Storm’ : Inflict damage based on ‘Magic’ (75% / Ranged)
– ‘Soothing Chant’ : Restore ‘Health Point’ based on ‘Magic’ (100% / Ally)
– Some stats have been adjusted
– UI / Gameplay related changes :
– New Dungeon : Desert Area ‘Quick Sands’ is now available
– New Dungeon : Desert Area ‘Faraway Oasis’ is now available
– Changes to the Dungeons :
– Dungeons layout have been reworked, Tiles are now displayed on a single grid
– Added ‘Gathering Tiles’, for collecting materials in order to upgrade your equipment
– Changes to the Blacksmith’s Forge :
– ‘Character Status Screen’ has been slightly reworked and will now display ‘Base Stats’ (from level) and ‘Bonus Stats’ (from equipment)
– Added ‘Equipment Reinforcing Screen’, for upgrading your equipment (weapons and armor) using the materials collected from Dungeons
– ‘Dungeon Selection Screen’ will now display both Enemy encounter and Material gathering rates (from 1 to 3 stars).
– Some UIs tweaked and normalized
– Bug fixes / Miscellaneous :
– Minor fixes
Along with a new Ally and strengthened equipment, the party is now able to make it all the way across the Desert !
Next up are the CGs for the remaining Desert Enemies, the 1st CGs for the party members, as well as the addition of new skills.
Also, we will be adding consumables to the Item Shop, as well as Scrolls. These might later be required to unlock/upgrade skills, while we figure out how to balance everything all together.
v0.0.13
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New build, with a couple of new CG animations, new Dungeon and Enemy in the Desert area, first look at the Item Shop as well as the addition of the “Resistance” stat, to prepare for the arrival of spell users !
– CG / Scenes related changes :
– Bunny Enemy CG1 has been reworked in engine
– Bunny Enemy CG2 has been reworked in engine
– Fox Enemy CG1 has been reworked in engine
– Fox Enemy CG2 has been reworked in engine
– Cheetah Enemy CG1 is now available and animated (4 variations)
– Cheetah Enemy CG2 is now available and animated (4 variations)
– Ally related changes :
– Faelyne new skill :
– “Blessing Of The Wind” : Increase ‘Speed’ by 20 % (Ally) / Effect will last 2 turns
– Some stats have been adjusted
– Enemy related changes :
– Scorpion Enemy roams in the Desert :
– “Dagger Strike” : Inflict damage based on ‘Attack’ (100% / Melee)
– “Poison Vial” : Inflict damage based on ‘Magic’ (75% / Ranged) / Effect will last 2 turns
– Some stats have been adjusted
– UI / Gameplay related changes :
– New Town location available : “Item Shop” (will offer items once staffed)
– New Dungeon : Desert Area “Rock Formation” is now available
– Both Allies and Enemies now have a ‘MP’ stat
– Both Allies and Enemies now have a ‘Resistance’ stat, lowering magic damage
– Most of UIs tweaked and normalized
– Bug fixes / Miscellaneous :
– Minor fixes and improvements
The next step is to put in effect the use of spell type abilities we are preparing here, with the addition of the “Resistance” and “MP” stats.
As spell users are just around the corner, managing your party’s mana and consumables acquired from the Item Shop will play their part during the Dungeon exploration (this will require lots of balancing).
The CG animations being now handled in-engine (Wolf and Bear rework are still WIP) should decrease the overall file size and improve performance ; expect tweaking of said CGs as we go.
Also, as the Town is getting more help, as well as more attention, the Guild is looking into using the new influx of visitors to further fund the development in this region.
Some say that the carpenters already received some blueprints and are eager to get to work !
Again, thank you all for your feedback and your support, it is greatly appreciated !
v0.0.12
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– CG / Scenes related changes :
– Ellanore CG1 is now available (3 variations); head to her Office after completing the Forest Dungeon
– Bear Enemy CG1 is now animated (3 variations)
– Bear Enemy CG2 is now animated (3 variations) + 1 static
– Bunny Enemy CG1 now has Voice/SFX
– Bunny Enemy CG2 now has Voice/SFX
– Ally related changes :
– N/A
– Enemy related changes :
– N/A
– UI / Gameplay related changes :
– New party members will now have their level based on the whole party’s level, upon joining
– CG Voice/SFX volume can now be adjusted from the “Audio” tab in the “Options Menu”
– Bug fixes / Miscellaneous :
– Music in Town will now keep playing from screen to screen instead of starting over (it will stop on the CG screens)
v0.0.10
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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 !
– 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 !
v0.0.08
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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.
– 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.
v0.0.07
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New build, with more improvements overall, clearer information on the battle / result screen and 2 new CGs !
– 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
v0.0.06
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– 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)
v0.0.05
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New build, with the Gallery screen and an other Enemy CG !
– Gallery screen was added, it will let you freely see all CGs based on progression and let you unlock the others available (more to come)
– Free roaming a map you already cleared, in order to collect shards (and later other items), will now be simplified, as you can get back to town from either the entrance or the exit.
– Bunny enemy shows its second CG, in three different variations !
v0.0.04
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New build, with continuation from the previous one and the first Enemy CG !
– Change log can now be viewed from the main menu, in order to keep track more easily of what is added
– Map tutorial has been added, it will be skipable later
– UI has been enhanced in multiple places, such as paths and indicators on the map, as well as colored lifebar based on remaining life percentage
– Bunny enemy shows its first CG, in two different versions (SFW and NSFW) !
CGs will later be regrouped alltogether in a gallery menu, to keep track of progression, give some hints on how to unlock specific/secret ones (when we reach that part) and be viewed as the player pleases. Right now, the first part of the first enemy CG, unlocked by default, is more on the SFW side, with the alternate versions to be NSFW and selectable directly on the CG displayed.
v0.0.03
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New build, with proper character introduction and the prologue overall
– 1st and 2nd part of the Forest Area map with some tutorial
– some dialogue with information, to set the tone of the scenario
– a relaxing discussion in a bath, maybe ?
v0.0.02
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New build to showcase the basics of the map exploring system :
– the dungeon screen, with example of rooms
– the random battle system
Here we have a display of what the dungeon exploring will be like.
Different rooms with different effects as the party makes its way towards the exit.
For convenience, Heroines health bar have been set to the max and will replenish at the beginning of a battle.
DOWNLOAD
Win
: GOFILEMEGAMIXDROPPIXELDRAINYOURFILESTORE
Linux: GOFILEMEGAMIXDROPPIXELDRAINYOURFILESTORE
Mac: GOFILEMEGAMIXDROPPIXELDRAINYOURFILESTORE


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    Guild Project [v0.31.0] [Guild Project]