January 2022 Progress Update
Summery of weekly updates over on the Netherguild Discord
Hey Steam folks! Here's some of what I've been working on in January.
[h2]Major Improvements[/h2]
Over the course of time, these community requested features and changes were added:
Equipment Comparison System
When you find new loot, how can you know if it's better than your current equipment?
Before, the only option was either memorizing your equipment or slowly going over to check it.
Instead, I decided to add a system for easily comparing relevant equipment-!

Here's how it looks like in the armory:
[previewyoutube][/previewyoutube]
And here's how looks like in-dungeon:
[previewyoutube][/previewyoutube]
Should be way more comfortable to use. Now, do I equip that new item or not? hmm...
Dungeon Inventory Redo
Earlier in January and during last December, many players playtested Netherguild on G.Round - a few of them complained about the inventory screen being too messy and unclear.
Especially when you open the shared inventory of all units...
You might have felt that way after the last video too, and between you and I, those players were making a pretty convincing argument!
So in the next version of the demo (and all future version of Netherguild), inventory will look more like this:
[previewyoutube][/previewyoutube]
While looking a lot clearer and more stylish, I also made sure to optimize it a bit, by only animating the last character or container that was hovered over.
(Counting frames in the top right - don't worry, that's not part of the inventory)
Hiring screen redo
Netherguild's character hiring screen used to look... overwhelming and cumbersome.

But not anymore!

And here's a video of it in action:
[previewyoutube][/previewyoutube]
Should be way smoother and better organized now.
It actually reminds me of character sheets in tabletop RPGs (like D&D, for example).
I might expand it in the future to show a character's starting equipment or skill tree too.
New Concepts for New Areas

This time, I'm experimenting with some verticality.
I want each area in Netherguild to have a unique feeling, and a unique set of challenges -
Not only with enemies, but also with terrain and props, events and oddities.
This definitely makes me want to use verticality as one of those new challenges in these two areas - a feature that could buff ranged classes a bunch, being able to hit otherwise inaccessible positions, use height to their advantage, or even just using distance and the big, open space itself.
[h2]Future Plans[/h2]
Next up, I want to try to improve the initiative system's UI -
Current initiative UI
-Afterwards, I plan on uploading the Netherguild demo onto Steam, and starting work on the new areas.
That's all for this update! Thank you for reading and see you next time (:
-David
Hey Steam folks! Here's some of what I've been working on in January.
[h2]Major Improvements[/h2]
Over the course of time, these community requested features and changes were added:
Equipment Comparison System
When you find new loot, how can you know if it's better than your current equipment?
Before, the only option was either memorizing your equipment or slowly going over to check it.
Instead, I decided to add a system for easily comparing relevant equipment-!

Here's how it looks like in the armory:
[previewyoutube][/previewyoutube]
And here's how looks like in-dungeon:
[previewyoutube][/previewyoutube]
Should be way more comfortable to use. Now, do I equip that new item or not? hmm...
Dungeon Inventory Redo
Earlier in January and during last December, many players playtested Netherguild on G.Round - a few of them complained about the inventory screen being too messy and unclear.
Especially when you open the shared inventory of all units...

You might have felt that way after the last video too, and between you and I, those players were making a pretty convincing argument!
So in the next version of the demo (and all future version of Netherguild), inventory will look more like this:
[previewyoutube][/previewyoutube]
While looking a lot clearer and more stylish, I also made sure to optimize it a bit, by only animating the last character or container that was hovered over.
(Counting frames in the top right - don't worry, that's not part of the inventory)
Hiring screen redo
Netherguild's character hiring screen used to look... overwhelming and cumbersome.

But not anymore!

And here's a video of it in action:
[previewyoutube][/previewyoutube]
Should be way smoother and better organized now.
It actually reminds me of character sheets in tabletop RPGs (like D&D, for example).
I might expand it in the future to show a character's starting equipment or skill tree too.
New Concepts for New Areas



This time, I'm experimenting with some verticality.
I want each area in Netherguild to have a unique feeling, and a unique set of challenges -
Not only with enemies, but also with terrain and props, events and oddities.
This definitely makes me want to use verticality as one of those new challenges in these two areas - a feature that could buff ranged classes a bunch, being able to hit otherwise inaccessible positions, use height to their advantage, or even just using distance and the big, open space itself.
[h2]Future Plans[/h2]
Next up, I want to try to improve the initiative system's UI -

-Afterwards, I plan on uploading the Netherguild demo onto Steam, and starting work on the new areas.
That's all for this update! Thank you for reading and see you next time (:
-David