Dev Log #6
[p]Hello shopkeepers! [/p][p][/p][p]We are still at work on the Guild Hall, the first of the Specializations that will be available to diversify how your shop functions! We've also been testing the latest release and have solved a few bugs that were found related to the Mirror on the Wall object. Thank you to everyone who sent in reports![/p][p][/p][p]For those who have expanded their shop multiple times and placed many objects, you may have noticed the game slow down a little. Well, we're happy to report that we've totally solved that lag with recent optimizations! These will also be available in the next update.[/p][p][/p][hr][/hr][p][/p][p]
[/p][p]We have also fleshed out the Guild Management menu a bit more since the previous Dev Log.[/p][p][/p][p]Each adventurer will now have their stats displayed explicitly. Instead of numerical values, stats will have tiers varying from F to A. Depending on your party's stats, tags, and equipment tags, the system will determine if the group is capable of passing the various skill checks associated with the quest in progress.[/p][p][/p][p]Some quests will be more difficult than others, with varied skill checks such as locked doors, obstacles, mini bosses, and more! If you send out a party that cannot clear an obstacle, then unfortunately that quest would end prematurely and you would see a reduction in the rewards. Downsides could even include adventurers becoming injured or retiring altogether! So, there is an element of permanently losing adventurers, but there will also be ways to mitigate that as you unlock more of the Guild Hall features.[/p][p][/p][p]On the other hand, if you excel at party selection and send the right specialists for the job, you may even see increased rewards beyond what the quest normally pays![/p][p][/p][p]All in all, the Guild Hall intends to add a new element to Loot Shop Simulator where, every morning in-game you have something to look forward to other than simply opening the shop. Parties will arrive and you'll be able to see full breakdowns of their adventures, the results of which are dynamically generated based on their setups.[/p][p][/p][p]Due to the depth of content for this update, we may end up dividing it into multiple releases, but we are still aiming to release the first by the end of August as we mentioned previously. Stay tuned![/p][p][/p][hr][/hr][p][/p][p]Finally, before closing, I'd like to mention that we will be posting our Dev Logs every 2 weeks instead of weekly.[/p][p][/p][p]Prior to the release of Loot Shop Simulator, I was able to work normally (as mentioned before, this game is mostly being made by myself with the help of a small handful of friends who test and toss around ideas with me). Unfortunately, within the last 45 days, my entire family was hospitalized for varying reasons, some quite serious, and my parents now require daily special care. So, I haven't been able to work as quickly as I used to.[/p][p][/p][p]However, I am still making steady progress and I have a lot planned for Loot Shop Simulator including more than half a dozen different Specializations each with their own minigames and challenges! For now, I am focused on getting the Guild Hall specialization done, so I hope all of you Loot Shop enthusiasts can bear with me even if it takes me a bit longer to deliver the full experience.[/p][p][/p][p]And remember, we're available on Discord daily, in case you have any questions or would just like to drop a few kind words.[/p][p][/p][p]See you next week! ːsteamhappyː[/p]