Guildmaster has progressed rather nicely in the months since the last update, so it is worth taking some time to collate some screenshots showcasing such progress. Most of these were initially posted on Twitter, currently the best avenue to receive bleeding-edge updates on the project. Let’s dive in:
Guildmaster
About two years ago, I was taken by the idea of an adventurer management game in which, rather than participating directly in combat, you’d manage the top-level logistics of party composition, equipment, and the shuttling to-and-from adventuring destinations and rest-providing towns. Such a project began its life with a rather complex world generator, as Adventurers. After quite a bit of back-and-forth in technical foundations and overall development approach, I am happy to announce that the game, now titled Guildmaster is progressing steadily towards its first-playable alpha.
These past couple of months have been turbulent on account of pushing Super Monkey Ball Bounce out the door at Three Rings/SEGA. Motivation and mental resources to work on my own projects have taken a hit, and as I’ve begun to regain momentum I’ve also put quite a bit of thought into shifting priorities:
I’ve codenamed my current project “Adventurers“, which, although somewhat telling of its theme, should give little away of its mechanics. Needless to say, adventurers will be involved, and there will be adventuring. It’s being developed in Objective-C and Cocos2d 2.0 for iOS, with iPad support from the get-go.