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TIGSource ForumsCommunityDevLogsGuild of Dungeoneering [now out on iOS and Android too!]
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Author Topic: Guild of Dungeoneering [now out on iOS and Android too!]  (Read 88727 times)
Shockedder
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« Reply #360 on: February 21, 2015, 03:22:52 PM »

Hi,
Any chance on adding the Guild Of Dungeoneering latest demo to the HumbleBundle entry of the game until the final version is ready ?
That is, if you still want feedback on it ?
Right now it's quite empty.
Kind regards.
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gambrinous
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« Reply #361 on: February 24, 2015, 02:28:46 AM »

I saw positive report from articles and youtubers. I was like, I should download the demo and preorder if I like it. The demo was gone along with the preorder button. Sad
Demo will be back closer to launch!

Hi,
Any chance on adding the Guild Of Dungeoneering latest demo to the HumbleBundle entry of the game until the final version is ready ?
That is, if you still want feedback on it ?
Right now it's quite empty.
Kind regards.
Hm, that's an idea. I'll see. What I am thinking of doing is an actual closed beta with the full version of the game the month before we launch, and inviting everyone who preordered to take part (if they are into that kind of thing!). We won't be doing any early access to the general public though, just a straight up launch.
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gambrinous
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« Reply #362 on: February 24, 2015, 02:30:31 AM »

GDC & PAX East

We've been busy adding a whole load of content all through February to get ready to showcase the game at GDC in SF next week and PAX East in Boston the weekend after that. Here's what's changed so far, and we're still working on stuff over the next week and a half!

  • New combat system. Combat has been completely overhauled. You now always shuffle your combat deck at the start of each combat, drawing a random 3 starting cards + 1 new card after each round. As before your combat deck is improved by getting equipment. Monsters now play first, and you must react to their attacks with what you have available that turn.
  • Combat cards. To fit the above all monster combat cards have been changed, with sets of cards created according to style & flavour. Eg a monster might have Spooky 2 and Nature 3, giving them 5 specific cards. Similarly hero combat cards have been changed to suit the new system.
  • Health changes. Instead of a big health pool for the entire dungeon run you now have a smaller 'max' health that refills entirely after each combat. You can no longer cheese through a high level monster by relying on your health pool. Visual 'heart' icons used for health in battles.
  • Level-ups. You start at level 1 and can level up by beating monsters, gaining +1 to max health at each level.
  • New monsters & equipment. Added some new monsters like the Bear-Owl and plenty of new equippables. Lots of balancing of same for the new combat system.
  • Loot x3. When you beat a monster you now get an immediate choice of three loot drops. If you choose something that's equippable your hero will put it on straight away (used become a card in your hand that had to be placed). If you choose a treasure (always the third choice) it becomes a card as usual and is placeable as a lure.
  • Guild mode first look. When you start playing you are in the guild screen with options to hire heroes, expand your guild or go adventuring. You can add heroes and drag new rooms onto the board, though this only has a visual effect; there are no unlocks tied to them yet. Once you start a dungeon the game is as before.
  • Hero AI. If the hero moves into a room they have been to before and the room is empty, they will take a second move once per turn. Heroes also now compare their level with monster levels and aren't quite as afraid of similar-levelled monsters.
  • Explore mode discard. Your whole hand is discarded at the end of each turn. No more hoarding!

I'll share a gameplay video of the new stuff as soon as I can. The game is getting genuinely fun to play now!!
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gambrinous
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« Reply #363 on: March 10, 2015, 04:19:57 AM »

Phew. Back from 9 days of travel to SF for GDC, then straight onto Boston for the last two days of PAX East, then flew home to Dublin overnight. Slept most of yesterday to recover!

So first things first, we have now put up the Steam store page for Guild of Dungeoneering:
http://store.steampowered.com/app/317820/

You can now go there and WISHLIST the game! Yay!

Secondly, PAX was really cool. Got to meet so many people and get them excited about the game:

« Last Edit: March 10, 2015, 04:56:54 AM by gambrinous » Logged

gambrinous
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« Reply #364 on: March 11, 2015, 03:37:47 AM »

Congrats on all the success!  Sounds like things are really snowballing quickly.  Any insights on how you signed with a publisher, what they offer and any sort of non-NDA covered figures you're comfortable with sharing?

More on the publisher thing:
http://mikebithell.tumblr.com/post/113332908437/on-publishers
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gambrinous
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« Reply #365 on: March 11, 2015, 03:39:15 AM »

Anyone here going to be at Rezzed this week?

If so you can play the very latest build (from yesterday!) of Guild of Dungeoneering at the Versus Evil booth.

You can also say 'hi' to both Owen and Oli who are helping me make the game. I'm not going over for this one myself as I'm just back from 9 days of GDC/PAX
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gambrinous
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« Reply #366 on: March 26, 2015, 07:44:32 AM »

Working hard on the guild mode unlock/progression system here. I'll share some screens showing that in action when we have it a bit more together.

For now here's a little animated gif showing the 'fog of war' clouds wafting about in unexplored areas of the dungeon:

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gambrinous
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« Reply #367 on: April 07, 2015, 02:43:29 AM »

By the way if anyone wants to check out how the new combat system works (this is what we were showcasing at PAX/Rezzed recently) there's a 30 minute playthrough video with commentary by me here:



That also shows a little bit of the guild side of the game. We'll share a lot more info on this once it's ready. It's what we're working on right now :D
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gambrinous
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« Reply #368 on: May 27, 2015, 07:42:25 AM »

Sorry for the long hiatus. Rest assured we have been very busy working on the game. I'll try and get back to my usual more regular levels of sharing here again!

So what's new in the world of Guild of Dungeoneering?

Building up your Guild

The whole metagame / strategic side of things is about your guild. You get to upgrade it by using the spoils of successful (and unsuccessful) dungeoneering by your hapless heroes. How you specialise your guild is up to you though. There are three main branches of upgrades: Might, Magic, and Loot. Might and Magic both give you new character classes and special blessings with a general theme of physical vs magical styles. Loot on the other hand tends to unlock more equipment your dungeoneers can find in dungeons, so it's quite different.


click for bigger

A lot of upgrades give you new rooms for your guild! These can be placed anywhere you like so how your guild looks is up to you. We tried to make the guild look quite distinctive compared to the usual dungeons. What do you think?


click for bigger

There's also some special rooms you need to earn: the Graveyard and the Trophy Room. It's very likely that by the time you finish the game your graveyard will have quite the collection of former dungeoneers.



And taking down bosses gives you a fun little keepsake in your trophy room!



Since your dungeoneers never permanently level up, how do you progress? Well it's all via levelling up your guild instead. Unlocking more powerful classes is how you get better dungeoneers (or in some cases, just differently specialised ones). I'm going to show off some of the character classes in more detail in the next update.

Also on the RELEASE DATE, stay tuned we should have an announcement on that very soon!
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Mattie
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« Reply #369 on: May 27, 2015, 09:23:46 AM »

Since your dungeoneers never permanently level up, how do you progress? Well it's all via levelling up your guild instead. Unlocking more powerful classes is how you get better dungeoneers (or in some cases, just differently specialised ones). I'm going to show off some of the character classes in more detail in the next update.

Also on the RELEASE DATE, stay tuned we should have an announcement on that very soon!

I love the idea that you level up your guild instead of the dungeoneers. Can't wait for this to come out!  Waaagh!
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gambrinous
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« Reply #370 on: May 31, 2015, 03:19:03 AM »

I love the idea that you level up your guild instead of the dungeoneers. Can't wait for this to come out!  Waaagh!

I can't wait either! Tongue
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gambrinous
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« Reply #371 on: May 31, 2015, 03:21:33 AM »

Just need to say that officially there won't be Linux support for the game. When I first started this devlog I thought it would 'just work' via Adobe AIR, but sadly I was wrong. The dev of Defender's Quest (also built with AIR) has a good roundup explaining what you need to do to get his game working on Linux: http://www.defendersquest.com/1/?page=linux - so similarly it could be possible for Guild of Dungeoneering too. But I can't know for sure :/
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gambrinous
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« Reply #372 on: June 02, 2015, 07:07:58 AM »

Anyone going to be at E3 this year? We're going to have an almost-complete build of the game playable there at the Versus Evil booth :D
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gambrinous
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« Reply #373 on: June 03, 2015, 05:54:43 AM »

Lots of news to announce today. First of all we have a release date of July 14th and a price of $14.99 / €14.99 / £10.99, and if you are eager you can preorder the game right now on Steam, GOG and Humble:
http://store.steampowered.com/app/317820/
http://www.gog.com/game/guild_of_dungeoneering
https://www.humblebundle.com/store/p/guildofdungeoneering_storefront



As a special thank you to anyone who preorders we are going to give you our first Adventure Pack for free when it comes out (a few months after launch). It's called Pirates Cove and will add a bunch of new quests, loot and dungeoneer classes.
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gambrinous
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« Reply #374 on: June 03, 2015, 06:52:28 AM »

And our brand new

! I really like this one. Make sure you listen to the music

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gambrinous
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« Reply #375 on: June 08, 2015, 08:42:44 AM »

We've been making a big push for previews and the like in the run up to launch and we've already got some super mentions. Fun times! Steam's tweet saying preorders are on:



And here we are with a full page preview in the July issue of PC Gamer magazine, which is really cool!



And then some great online mentions:
Game Informer: http://www.gameinformer.com/games/guild_of_dungeoneering/b/pc/archive/2015/06/05/build-your-own-dungeon-in-this-reverse-roguelike.aspx
PC Gamer (different to the printed writeup): http://www.pcgamer.com/guild-of-dungeoneering-out-next-month/
PCGamesN: http://www.pcgamesn.com/guild-of-dungeoneering/doodle-dungeons-in-guild-of-dungeoneering-next-month
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Paul
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« Reply #376 on: June 09, 2015, 06:53:55 AM »

Congrats, looking forward to the release day, I was watching some people play it at State of Play in Dublin a few weeks back and it looks pretty awesome. I was gonna try it out but I don't like people watching me fail miserably on a big screen!
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gambrinous
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« Reply #377 on: June 11, 2015, 06:54:44 AM »

Ha, that's an interesting point Paul! Once it's out you'll be able to play in the privacy of your own room  Well, hello there!
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Igor Sandman
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« Reply #378 on: June 11, 2015, 08:46:26 AM »

Congrats on all the good press :D
I dig the hand-drawn art style and tongue in cheek mood.
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gambrinous
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« Reply #379 on: June 12, 2015, 01:25:38 AM »

Hi folks!

Following up from my earlier long post which covered how you upgrade your Guild, today I'd like to talk a little bit about how classes work in Guild of Dungeoneering.

Character Classes

Hero archetypes aka classes are as old as the hills. It's a concept that lets you say that this hero is good at healing and that one is better at smashing faces and basically everyone gets it straight away. So naturally we're using classes in Guild of Dungeoneering! We do have a couple of twists. Firstly a lot of our classes don't sound like the regular fantasy RPG classes as we're willing to let a little humour invade this sometimes overly serious genre. Secondly since heroes always get reset (you can level-up in a single dungeon run, but once you are back in the guild it's back to their starting stats) we are using the unlocking of new classes as a replacement for how you might level-up a single hero in other games. Essentially your guild is the hero you are role-playing as in Guild of Dungeoneering, and thus that's what you level up and customise.

But lets talk a bit about the actual hero classes you'll be filling your guild with. Lets start with the Chump which is the not-very-good dungeoneer you start out with.

The Chump



Every character class comes with six cards comprising their starting battle deck. These are the moves you'll be using in combat, and you are able to add to them by finding equipment on dungeon runs. But those starting six are very important. Unfortunately the Chump's battle deck is pretty lackluster.



So that's three weak attacks (that's the icon for 1 physical damage), one ok attack and then two weak blocks. And to add to that Chumps have no special abilities. Better find them some sweet loot as soon as possible if you want to beat any bosses. On the plus side they are so awful that they make everyone else look pretty good!

The Cat Burglar



The Cat Burglar is one of four classes you can unlock quite early on in the game, what we call the Tier 1 classes (the chump is the only Tier 0 class). Each of the four has it's own special playstyle, strengths and weaknesses so you are very likely to find some of them are better for particular adventures. What does the Cat Burglar's combat deck look like?



So the Cat Burglar is specialised around dealing out physical damage only, including an unblockable attack (pounce), a quick attack (scratch) and two self-buffs (catnip) which let you bide your time before striking even harder – ie when a monster's guard is down and they don't have a block ready. Their downside is that they have absolutely no blocking in their starting deck. Maybe something you could shore up with some equipment? Or you could push their specialty even more with some more quick attacks. The choice is yours! And they do have one starting trait called [Covetous] which gives them one additional choice of loot card after each battle – so you will be more likely to be able to specialise them in a given dungeon run.

The (Aging) Barbarian



The Barbarian is one of our Tier 2 classes that becomes available a little further into the game. It sounds like a regular fantasy class but we've decided to make the ones that join YOUR guild really, really old. Well, beggars can't be choosers you know! So what's their battle deck look like?



Ok, that's a LOT of damage output with 4 cards dealing two physical damage and one even doing three, though a lot of them come with a penalty where the barbarian also hurts themself. Withstand is a unique card which stops them dying for the next two rounds – very powerful! They also start with a special trait called [Deathwish] which gives them +2 health in any battle against a monster of higher level. Finally their AI is special in that they are drawn to attack monsters that are of higher level than themself (most dungeoneers try and avoid these monsters). These things all add up to a class that can take down monsters other classes wouldn't have a hope against early on in dungeon runs. But do Barbarians have the late-dungeon staying power those other classes have? Well I guess you'll have to see!

Adventures & Quests

That's just a quick peek at three classes. There's 14 different ones in the game for you to enjoy! Next long-post I'll talk about the Adventure & Quest system and the world map.

Thanks!
Colm
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