August 2022 Progress Update
Hey Guild Leaders! This month I worked a lot on the new areas.
Without further ado, here's some of what I've been working on during August.
[h2]Procedural Tile Heights[/h2]

The first step to making tile-height matter in gameplay: Having significant tile height difference! Here's another example:

But... that caused some issues with the mouse-aiming.

So I had to re-do the system for it (it uses proper colliders now!):

Should be much better now!

[h2]Procedural Stairs[/h2]
Continuing the trend of procedural additions, I added stairs that get generated in the new floor this week!

These should serve as natural chokepoints and should help make navigating the new floors more interesting.
[h2]Pushing with tiles of different Heights[/h2]
While messing around in the new areas, I noticed something uncanny...

I don't have to be an expert to tell you that this is NOT how pushing should look!
So I fixed it - walls are now proper obstacles for pushed units:

I also thought a bit about pushing enemies from higher platform to lower ones -

I figured it'd be pretty fun if they receive damage when dropping from a certain height - the rule here is similar to damage when pushing off a unit, the damage they receive is equal to a quarter of their max health.
But... what if they drop onto an obstacle? or another unit? I obviously can't have two units in the same tile...
So how about they just bounce?

[h2]Visuals & Fog[/h2]
In addition to all the procedural generation stuff, I also worked on the visuals of the new areas this month (you can see other versions of the visuals in the #wip channel in the Netherguild Discord).
Here's a mockup of how it'll look with enemies:

You may have noticed the fog (the red squares around the tiles!) a gray, impenetrable fog will have an effect on gameplay in the Mist City where the fog is denser, but for the Bandit Stronghold the red fog is purely visual.
[h2]Planning Out The Entire Game[/h2]
Every Sunday I reflect on my work that week and plan out the future of Netherguild -
This month I finished planning out the outline of the ENTIRE GAME.
This is an outline of more or less all the floors (actual levels or 'camp' floors) that I plan for Netherguild 1.0 to have on full release.

(Of course, subject to changes, removals and additions, but this is the general outline)
[h2]Release Date?[/h2]

Originally, I wanted to release Netherguild earlier - but with the amount of content I still want to add (like finishing the two new floors, adding a bossfight) before Early Access release, I ended up changing my plans to release it sometime during November this year.
[h2]- Until Next Time -[/h2]
And that's all for this update! Thank you for checking it out, hope it made for a fun read :D
Cheers and see you next time!!
-David
This is a summery of weekly updates over on the Netherguild Discord
Without further ado, here's some of what I've been working on during August.
[h2]Procedural Tile Heights[/h2]

The first step to making tile-height matter in gameplay: Having significant tile height difference! Here's another example:

But... that caused some issues with the mouse-aiming.

So I had to re-do the system for it (it uses proper colliders now!):

Should be much better now!

[h2]Procedural Stairs[/h2]
Continuing the trend of procedural additions, I added stairs that get generated in the new floor this week!

These should serve as natural chokepoints and should help make navigating the new floors more interesting.
[h2]Pushing with tiles of different Heights[/h2]
While messing around in the new areas, I noticed something uncanny...

I don't have to be an expert to tell you that this is NOT how pushing should look!
So I fixed it - walls are now proper obstacles for pushed units:

I also thought a bit about pushing enemies from higher platform to lower ones -

I figured it'd be pretty fun if they receive damage when dropping from a certain height - the rule here is similar to damage when pushing off a unit, the damage they receive is equal to a quarter of their max health.
But... what if they drop onto an obstacle? or another unit? I obviously can't have two units in the same tile...
So how about they just bounce?

[h2]Visuals & Fog[/h2]
In addition to all the procedural generation stuff, I also worked on the visuals of the new areas this month (you can see other versions of the visuals in the #wip channel in the Netherguild Discord).
Here's a mockup of how it'll look with enemies:

You may have noticed the fog (the red squares around the tiles!) a gray, impenetrable fog will have an effect on gameplay in the Mist City where the fog is denser, but for the Bandit Stronghold the red fog is purely visual.
[h2]Planning Out The Entire Game[/h2]
Every Sunday I reflect on my work that week and plan out the future of Netherguild -
This month I finished planning out the outline of the ENTIRE GAME.
This is an outline of more or less all the floors (actual levels or 'camp' floors) that I plan for Netherguild 1.0 to have on full release.

(Of course, subject to changes, removals and additions, but this is the general outline)
[h2]Release Date?[/h2]

Originally, I wanted to release Netherguild earlier - but with the amount of content I still want to add (like finishing the two new floors, adding a bossfight) before Early Access release, I ended up changing my plans to release it sometime during November this year.
[h2]- Until Next Time -[/h2]
And that's all for this update! Thank you for checking it out, hope it made for a fun read :D
Cheers and see you next time!!
-David
This is a summery of weekly updates over on the Netherguild Discord