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

GuildProject

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Dec 14, 2018
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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) : https://www.patreon.com/posts/public-build-0-0-24420171


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) : Female Heroines, 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.

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

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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.

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- 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.

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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 :

https://twitter.com/GuildProjectDev

https://www.patreon.com/GuildProject
 
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GuildProject

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Dec 14, 2018
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Gender of PC please?

The story will unfold by following the Adventurers party (not directly a single main character), which are all set to be Females.
That being said, Males characters will have their part in CGs and Scenes (MxF, FxF), they won't be fully represented with armor like the Heroines/Enemies.


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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 : https://www.patreon.com/GuildProject

Direct link for build 0.0.06 : https://www.patreon.com/posts/public-build-0-0-24420171


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 !
 
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GuildProject

Member
Dec 14, 2018
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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.

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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 !
 

CleansingFire

Well-Known Member
Aug 27, 2015
163
42
Cute art style, but at this point it's hard to say anything else before the game system is fleshed out.

Is "Capitole" a proper name or a misspelling of "Capital"? :D
 

GuildProject

Member
Dec 14, 2018
10
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Is "Capitole" a proper name or a misspelling of "Capital"? :D

With what we are going for, it is supposed to be Capitole, as in the religious center of the city with temples (along the lines of huge Roman cities ) ^^.

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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 : https://www.patreon.com/GuildProject

Direct link for build 0.0.07 : https://www.patreon.com/posts/public-build-0-0-25422668


- 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 !
 

GuildProject

Member
Dec 14, 2018
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iu_17095_7168547.jpg

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.

(Patreon post with these same informations)

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...)

(Patreon poll that was held earlier)

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

Speaking of reinforcement !

iu_17094_7168547.jpg

It is time for our Heroine content poll !

(Patreon post with currently running 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 !

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

Patreon post with DL Link : Bunny Enemy - CG2 Animation Test Build - Win/MacOSX/Linux

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 ^^
 

GuildProject

Member
Dec 14, 2018
10
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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 : https://www.patreon.com/GuildProject
Direct link for build 0.0.08 : https://www.patreon.com/posts/public-build-0-0-26574132

Or on Itch : https://guildproject.itch.io/guild-project

Or try the WebGL browser versions on Newgrounds : https://www.newgrounds.com/portal/view/730785


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 !
 

GuildProject

Member
Dec 14, 2018
10
1
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i6WqWJ2.png

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 : https://www.patreon.com/GuildProject

Direct link with post to the standalone builds (Windows/Mac/Linux) from our Itch page : https://www.patreon.com/posts/public-build-0-0-27442607

Or try the WebGL browser version on Newgrounds : https://www.newgrounds.com/portal/view/732629


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 !
 

GuildProject

Member
Dec 14, 2018
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bmcPRrQ.jpg


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 : https://www.patreon.com/GuildProject

You can freely grab the standalone desktop versions (for Windows/Mac/Linux) from our Itch page : https://guildproject.itch.io/guild-project

Or try the WebGL browser version on Newgrounds : https://guildproject.newgrounds.com/



- 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 !
 

GuildProject

Member
Dec 14, 2018
10
1
37
vCoGZ2H.jpg

New build, with 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 : https://www.patreon.com/GuildProject
You can freely grab the standalone desktop versions (for Windows/Mac/Linux) from our Itch page : https://guildproject.itch.io/guild-project
Or try the WebGL browser version on Newgrounds : https://guildproject.newgrounds.com/

- 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 !
 

GuildProject

Member
Dec 14, 2018
10
1
37
RrHY0hI.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 : Public Version 0.15.0

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.

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

thedoubleyew

Well-Known Member
Oct 27, 2015
95
20
Is this compatible with old saves? I don't see any save files and using old files causes crash on startup.