Randomized adventurers
‘tis but a flesh wound

Thomas has been enjoying working on creating the code for our modular characters. Currently this is with a mix of Synty and our new custom assets, with a side effect being that our characters only have their hair, torso & pants currently randomized, without arms and legs, since we’re still waiting o...
2024-03-29 05:08:01 +0000 UTC
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Foundations laid
Guildhall layout

One building foundation and front porch later, the main layout for our guild is getting ready. We have some merge issues left to put it into our main guildhall scene, and then we can move on to creating the actual setpieces for our guild, so we don’t have a single large empty space anymore (cuz it looks kind of sad c...
2024-03-28 06:31:38 +0000 UTC
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Guild expansion
So far our guild has been looking a bit small and out of place. Time to upgrade our guild's layout. We've got multiple different rooms planned,
The below GIF isn't fully there yet, as we still have to update our terrain, and add the code that correctly shows/hides certain parts of the guild when unlocked (right now everything is unlocked, and grass pokes through the floor, since this is part of the terrain and not a prefab). We also want to add some verticality b...
2024-03-27 17:30:01 +0000 UTC
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Tooling, Environment done
Everything’s a hammer
With our quest system getting closer to a first version, we’re now also taking to heart our tooling-first approach. We’re using Odin inspector a lot in Guild Architect, making custom tools to quickly make pretty much everything that a quest needs: locations, rewards, informants, information,…
Our environment is done, finally
2024-03-27 06:25:39 +0000 UTC
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Art updates
More exterior and guild progress


With both our programmers out yesterday, progress has been made mostly on the visual aspect, where we are getting close to getting our environment finalized, as well as the full guild layout instead of just h...
2024-03-26 04:50:22 +0000 UTC
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My full goodreads: https://www.goodreads.com/user/show/95758140-marnix-wyns
Timestamps:
00:00 Gamedev is business
01:22 Your Next 5 Moves - Patrick Bet David
04:13 The art and business of online writing - Nicholas Cole
06:06 Extreme Ownership - Jocko Willinck
08:22 The psychology of selling - Brian Tracy
10:23 Millionaire Fastlane - MJ DeMarco
12:44 Deep Work - Ca...
2024-03-25 17:30:02 +0000 UTC
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Stay focused!
New camera, controls & cursors

Last report I already talked about the plans for new camera controls, to be more Sims like. This has now been fully implemented, with a smooth curve when zooming in/out, multiple ways to pan the camera around, and some other nice to haves. Another thing we did is add a quick win with multiple cursors &...
2024-03-25 05:12:00 +0000 UTC
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Better camera, expanding our guild
Say cheese

We recently encountered some “struggles” with our camera and its corresponding controls. We’re remedying this by overhauling everything the camera does, and how the player interacts with the game. A big difference here (and shown in the above gif) is how we’ve moved from FOV-based zooming (which is d...
2024-03-22 05:11:00 +0000 UTC
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It’s like a video, but I can’t cut
Another presentation

Yesterday Thomas and I ventured back to his company, to once again talk about gamedev, inspire people to become gamedevs themselves, and improve our own speaking/presentation skills.
What’s Next?
Playtime’s over for Thomas, character randomization and ou...
2024-03-21 06:40:03 +0000 UTC
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The past week was a bit slower on code-based mechanics, as Thomas took a week off to go snowboarding in the alps.

Further visuals progress
In the meantime, our artists kept working on the art. Last week our surrounding scenery was still very greyboxed, some further work has been done there texturing the individual houses that are part of the backdrop. Initially we wanted to leave ...
2024-03-20 17:30:01 +0000 UTC
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Chug Chug
Mechanics are hard
Another limited update today, as William continues to fight the core of our game, quest assignment. Since we’re so early in development, the core mechanics of our game take quite a while to make, as we need to lay the entire foundation at once. This means we don’t have as many updates on a day-to-day basis, but I expect this to change relatively soon (2-4 weeks) when we can start working on that foundation, addin...
2024-03-20 06:01:01 +0000 UTC
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Some stats about the latest sale
We’re broke

Every sale, I do a little post in here about how our sales numbers greatly spiked again compared to our regular cadence. This time, there isn’t much of that visible. In the last 4 days since the Spring Sale started, we’ve sold a total of 7 copies. With our previous sales, this was what we sold on day o...
2024-03-19 06:44:00 +0000 UTC
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2 weeks ago we roasted our viewers' hot takes on YouTube, now it's our turn to give some bad/hot takes from our own.
This video was originally planned to go on YouTube, however we made some mistakes in the tone of delivery. Because of this, we will be making it a Patreon inclusive instead, as it doesn't fit on the main channel anymore.
We still love you all!
2024-03-18 17:30:01 +0000 UTC
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We're approaching another monthly Q&A.
What are some things you've been dying to ask Marnix (or the rest of the team) about? These can be about anything and everything; gamedev, YouTube, how to make S-tier brownies,...
Leave them as a comment here, or through our Discord #patreon-insider channel.
2024-03-18 06:14:22 +0000 UTC
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Finished our environment
Our anime-esque style

I’ve been yapping about this quite a bit lately, but we’re reaching the point now where after a week of grey boxing, shader configs, and git fights, we’re getting to a good stage for the surroundings of our guild. There’s currently an open Merge Request, although we’re still going to need to chec...
2024-03-18 06:11:33 +0000 UTC
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Quest UI
Graphic design is my passion

I know, I know, it doesn’t look that great yet, but it’s functionally a good start already. Yesterday William implemented the UI for creating a new quest.This will be one of the windows players will interact with the most, so it’s important we get this working early so we can iterate a lot on it (and looking ...
2024-03-15 05:43:00 +0000 UTC
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Marching forward
The grind is eternal
Since everyone is working on relatively big tasks, and our team is down one, there isn’t much cool to update everyone one today. We’re getting closer to final results regarding mechanics and visuals, but aren’t fully there yet.
What’s Next?
We’ll keep working on finalizing our respective tasks, William is starting to make some first progress with visualizing quests in...
2024-03-14 06:38:29 +0000 UTC
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Shader & Environment overhauls
One of the big worries we had, as also talked about in our Guild Architect Pre-mortem, was a lack of progress on the visual front. Especially since we wanted to get carried by the visuals more this time, going for that anime-aesthethic, it was really important to us to get this implemented as fast as possible.
2024-03-13 17:30:01 +0000 UTC
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Lots of visual updates
Environmental art, round 2

After some setbacks with git, gitignore, and Unity’s way of dealing with asset files, we’re starting to make a lot of progress on the visuals surrounding our guild, and the general vibe we wanted the game to go for. We’re also getting more progress with the blockout of the surrounding city. We sti...
2024-03-13 06:33:46 +0000 UTC
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Chugging along
No flashy progress
It’s gonna be a short one today, we’ve all been working/struggling with our current tasks, so we’ll just be continuing with those.
What’s next?
We’re going to keep working on our respective tasks; creating doors/windows, the environment, and our party/adventurer code.
The gamedev grind separates the dreamers from the doers.
Marnix Wyns
Producer & ...
2024-03-12 06:27:33 +0000 UTC
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Thomas and Marnix sit down to talk about the challenges ahead with Guild Architect, and how we'll (try to) overcome them.
2024-03-11 17:30:01 +0000 UTC
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Environment, we’re in hot water
New environment progress

Until recently, our world was a simple, puke-green colored slab of grass, with some Synty assets thrown into the mix. Over the past few days, Sarah-Luna has been working with our shader, in getting our surrounding environment more up to snuff, and getting the visuals towards a style that we beli...
2024-03-11 07:07:41 +0000 UTC
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Interior decorating
Custom walls & floors

Whilst Sarah-Luna is working on expanding the world around our guild, Alexandra has been doing some home-reno, breaking out the old floors and walls, and replacing it with a more stylized approach there.
What’s next?
Thomas has some exciting things in store still for o...
2024-03-08 07:27:20 +0000 UTC
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Greyboxing
Expanding our world

Yesterday, Sarah-Luna continued on making our world feel more like a real world and not a prototype scene, getting some more custom greyboxed assets in already to show the vision of the guild. New now as well is our foliage such as trees and bushes, which are part of our shader as well.
What’s next?
2024-03-07 07:30:22 +0000 UTC
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We have been doing some reflecting the past few days. As a result of that, we're changing some of the key priorities and tasks for Guild Architect.
Making the game look like a game
One of the key pillars of Guild Architect was also our more anime-inspired visuals. Despite this vision, we hadn't really been working on that over the past few weeks, focusing instead on concepting characters without seeing if our vision of the game was even possible.
To remedy t...
2024-03-06 17:30:01 +0000 UTC
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Working towards our unique look
Visual Improvements

With both artists working on the Guild’s visual look now, we’re making some solid progress there. Yesterday we got a first version of our new walls, which also look different now that our Quibli shader is being further configured. This last one also got an updated skybox, to really fit that summery...
2024-03-06 07:23:21 +0000 UTC
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Our first character, more life
Custom characters

Yesterday Sarah-Luna got around to finishing our main character’s 3D model, and shoving him in game. This will already be a good first step towards getting that final vision of our characters’ art style in the game.
Some dynamicism
2024-03-05 07:03:27 +0000 UTC
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2024-03-04 17:30:06 +0000 UTC
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