I've been working a bunch on the two upcoming areas recently (The Sewers and The Damp Caves).
Here's some of what I've been working on!
Upcoming Enemy: Blood Fly
(Some animations)
Blood flies will swarm you with numbers - and quickly shift between damage over time attacks and defensive maneuvers which block one of your attacks. A true pest!
Environmental Props
I've also been working on some environmental elements which should spice up gameplay -
Like poison barrels for the Sewers area.
Or these rare healing patches in the upcoming Damp Caves area - each healing a small mount of health points once stepped on, letting you progress a little further before having to construct a new bonfire.
However, enemies could also step on them! so be careful.
There's also the opposite - "spikey patches" which deal piercing damage >:D
Misc.
Alongside these, there's some miscellaneous additions -
Like oddities for the upcoming Sewers area
Of these aesthetic sewage pipes -
Oh, and work has begun on the music tracks for both areas (': excited to share it with you in a future update here or over on the discord.
What's next?
Visual Overworld -Three to four weeks The Overworld interface is a bit lacking and gray - so I was thinking about redoing it by displaying some places like the guild and market with custom 3D visuals.
Will work on this while progressing on the new areas and classes in preparation for the upcoming major update.
The End...?
And that's everything for this update!
Thank you for checking it out, see you next time! :D
-David
Bonfire Improvements + New classes almost complete!
Hey Guild Leaders!
I got a shorter update for you this time around - mainly an improvement to bonfires and update on the upcoming Hero class.
Bonfire Improvements
When I started out this update, I wanted to improve the bonfire mechanic - there were multiple issues with it, like how the interface text was too small and how it was somewhat annoying to have to constantly open up your character inventory to switch food items between characters.
I tried out various changes like different camera angles and a new interface, but they ended up not working out so I had to discard them for now :/
So instead of redesigning everything from scratch, I just improved the current interface significantly -
I am glad about the more visible and less fiddly interface now though, hopefully it makes the lives of players easier.
Hero Class Almost Done
The new hero class is almost done! the current background "Inspiring Hero" (background name is not final) will be a buff-based tank / damage dealer - it has some unique abilities, like doubling all the status effects on a character - and dealing damage based on the combined status effects of all party members.
What's Next?
New Area Progress -Three weeks I want to spend some time finishing up the new areas and playtesting the upcoming classes! I hope to have the almost ready so I can release the upcoming major update sooner.
(I also wanted to improve the visuals of the overworld, but I want to delay that update at the moment so I can focus better on finishing the upcoming big update with the new areas and classes before doing overworld polishing).
Fin
And that's all for now! Thank you for checking out this update, hope to have more exciting upcoming stuff to show off next time.
-David
Early Access Update 10/5/2024 - 0.225 - Bonfire improvements
Change log 10/5/2024 | Version 0.225
Improvements:
Improved bonfire interface to be more readable and easily used (shared food items, bigger text, icons).
Fixes:
Fixed bonfire siting animation transition
Fixed bug where controller players would build additional inactive bonfires after the first bonfire in a floor
Fixed controller softlock issue when finished eating with no more remaining food items
Fixed possible crash related to controller disabling
Progress Update - Fleshing out the upcoming areas and more!
Hey Guild Leaders!
I've been making lots of progress on the new areas and classes.
Here's some details!
The Sewers
I've been fleshing out the upcoming Sewers area - one of the things I added was chunks of rubble on the ground, which make the sewers look more ruined and abandoned than before - as well as heightening the tiles it appears on.
This means that unlike water tiles, crossing rubble tiles doesn't cause slow.
I've also been working on different room layouts to keep things fresh, like this hatched floor.
And this one which has an area in the middle surrounded by water besides a few bridges.
The Damp Caves
The second upcoming area is the "Damp Caves" - full of odd mushroom enemies...
Here's a model for one enemy I want to add - while other mushroom-men debuff you, this guy pushes you away from them defensively, reducing your movement.
I've also started working on loot for this upcoming area!
(Mushroom shields)
New Class Progress
I've been wrapping up the Healer class abilities!
Mandrake Root: Buffing allies as well as enhancing and triggering bleed on enemies.
Cleansing Ritual: Cures the first (leftmost) negative status effect, heals +1 HP and buffs ally speed.
The abilities for the new classes are about 70% done, here's an overview:
Alchemist: Abilities done (but might add more)
Duelist: Abilities done (but might add more)
Healer: Missing one ability
Hero: No abilities yet
What's next?
Improved bonfire UI -Two to Three weeks I want to make the bonfire interface clearer so players experience less fiddling and confusion when healing their characters.
Visual Overworld -Three weeks The Overworld interface is a bit lacking and gray - so I was thinking about redoing it by displaying some things like the guild with custom 3D visuals.
Will work on these while progressing on the new areas and classes in preparation for the upcoming major update.
Fin
And that's all for now!
Thank you for checking out this update, see you next time (:
-David
Early Access Update 26/3/2024 - 0.224(A) - Disable Controller Support
Change log 8/4/2024 | Version 0.224(A)
Additions:
Option to disable controller support in main menu
New Skills + Netherguild celebrates 1 year in Early Access!
Hey Guild Leaders!
I have a new update with two new abilities to share with you, as well as some progress on the new areas!
Also... can you believe Netherguild released into Steam early access exactly one year ago?
Netherguild grew a lot since early access release and I'm excited to see it growing even further.
In any case, without further ado...
Two New Abilities
Swampfire Arrow: -A level 3. ability for the wanderer ranger which deals fire and poison status - It's very powerful, but also risky! because it means you can't get close to that enemy or you will get burnt too...
Shield Wall: -A level 3. ability for the mercenary knight (as well as for some possible future classes / backgrounds): It has 2 uses and gives "Block" to all adjacent allies. Very defensive, but also extremely helpful for survival.
Progress on new Classes
I've also been making steady progress towards the upcoming major update -
This is the Hero class! it's the final fourth class that I'm planning to add in the Upcoming Major Update, it'll be unlocked through the commoner faction. There's several backgrounds planned for this class but this one will be the Inspiring Hero, and it will focus on powerful ally buffs. I hope to finish all the classes by the end of April the latest (meaning all equipment, skills, speech lines)
I've also been working on more abilities for the other upcoming classes like the Alchemist - this is an ability called "Sulfur Firefly", it burns enemies and buffs allies!
Finally, here's an idle animation for the Mushroom Hulk..! it's anxiously waiting for adventurers to crush...
Fin
And that's all for this update!
Thank you for reading it, see you next time!
-David
Early Access Update 26/3/2024 - 0.224 - Two new abilities!
Change log 26/3/2024 | Version 0.224
Added two new skills for existing backgrounds. Big news update post tomorrow!
Shield Wall - Lvl 3. Ability for Mercenary Knight (Block to all in square adjacent range).
Improved Fleeing and Progress Update!
Hey Guild Leaders!
Here's what I've been working on recently:
Improved Fleeing
Characters now speak when they successfully flee! And worry alongside you when they fail to flee...
The fleeing transition has been improved a bit too.
New Animations
I've been working on animations for the upcoming sewer enemies:
New Enemies
Here's some new enemies I've modeled!
An angry rabble of commoners will pursue you underground if you anger the Commoner faction too much!
Various noble units which will pursue you underground if you get on the wrong side of the Nobility.
Mushroom Hulks - Big enemies in the upcoming mushroom area.
What's Next?
Working on new areas -One week Spending some time focusing on the new areas!
Adding a couple skills and other small additions -One week I plan to add a skill or two and maybe more oddity options or loot.
Improved bonfire UI -Two weeks I want to make the bonfire interface clearer so players experience less fiddling and confusing when healing their characters.
Visual Overworld -Three weeks The Overworld interface is a bit lacking and gray - so I was thinking about redoing it by displaying some things like the guild with custom 3D visuals.
The End...?
For now, this is all I've got to show you :D
Thank you for checking out this update, see you next time!
-David
Early Access Update 13/2/2024 - 0.222(B) - Barbed Fixes
Change log 13/2/2024 | Version 0.222(B)
Bugfixes:
Fixed crash related to character hiring bug
Fixes:
Reduced amount of coins required for coin-sack sound to 12 (instead of repeating sound for individual coins)
Fixed inspecting characters and clicking back button in overworld makes weird double sound
New mechanic, content and progress!
Hey Guild Leaders!
Here's what I've been working on recently:
New Mechanic
"Waiting" is a new mechanic added to the game!
It makes the current character wait right until your next character's turn (or if they're already there, to wait right after your next character's turn), instead of ending your turn outright.
This is especially handy for buffs, or for giving block to allies before the right enemy turn.
Here's an example of how it works:
I thought it'd be an important addition, especially with the upcoming healing and buffing classes (':
New Bandit Stronghold Content
I've added a new rare enemy to the Bandit Stronghold! There'd be one "Loot Bandit" per floor, they're a slow yet tanky enemy with a big loot chest that you can salvage after you defeat them.
Progress on the New Areas
I asked the players over on the Discord to vote on their favorite color option for the upcoming Sewers area...
They ended up picking this dark orange option!
While it's less visible compared to the other options, it will make the Sewers feel a lot more unique, and I think it would work well with the creepy Sewer enemies. I still want to try it out with gameplay before I commit to it though haha
The upcoming Damp Caves area below the Sewers will be colored blue! (it was green before). Not to worry though, the green underground jungle area will be right below it.
What's Next?
Improving Fleeing and Small Improvements -Two weeks I want to make the fleeing mechanic feel more polished alongside smaller improvement and as much progress on the new areas as I can muster! More improvements and new stuff afterwards.
The End?
And that's all for this update!!
Thank you for checking it out, see you next time! (: