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State of the Guild - Nov 29th

First off, apologies for not even checking the community page before! I kept thinking no one would check this out until the game releases. I was wrong, it turns out!

I'll start posting weekly updates of what's going on with development starting now.

Guild Quest is a game about managing quests. You build a quest line, decide which quest to build from an available list, and watch your Guildians work through them. All while you collect the rewards.

The prototype/Alpha build is currently live on web, and we've learned a lot from it and the thousands of players there. But as we move towards Steam and a Beta release, we're making sure to learn from our mistakes.

We're deep into rebuilding the game right now as a result. Getting more stable save systems, performance, and up-ending some of the systems that didn't work as well as we wanted. For example, we tied too much to the 'prestige' system and that left the game very unbalanced, but people really love collecting treasure chests (don't we all?). So we're decoupling treasure chests from prestiging so now you'll get loot drops from specific quests and bosses.

We were also limited to a single island that was hand-drawn and a bit of a beast in texture size. Instead, we've created a system where we can have multiple islands that don't require massive hand-drawn textures and can be tweaked very fast.

As the person who drew that map and knows the pains it would cause to tweak/update it, this is a huge boon. It means I can get more islands and zones for players to explore and build on for very little extra work.

And it's also meant we can now have animating water! That's a good thing.

Feel free to ask any questions and bring up any topics you'd want to see covered! I'll make sure ot answer what I can. Thanks for being here!