New Beginnings

Hello everyone. My name is Avalon, and I’m creating a game called The Adventurer’s Guild (TAG for short). TAG is result of several years of work, and a previous iteration of the game that some might be more familiar with: The Brass Knights. When I started working on The Brass Knights, it was the first game I’d ever created, and I was in over my head with how to manage the project. A lot of the time, I was just cobbling together bits and pieces of gameplay elements with no real idea or focus of where I was going. Eventually it got to the point where The Brass Knights became too hard to update, because the underlying game engine was inflexible and poorly designed, and it made more sense to start afresh. I’m glad to say I’ve learnt a lot from my experiences, and am proud to present The Adventurer’s Guild as the spiritual successor of The Brass Knights.

The Adventurer’s Guild gameplay revolves around 2 key aspects.

  1. Combat. Players can battle enemies in turn-based combat. I played around with different character concepts, and eventually decided to make characters as customisable as possible. Characters can use any ability, as long as they fulfill the requirements (you can’t use a sword skill without a sword!). You can also equip all kinds of gear to enhance your ability.
  2. Crafting. Almost all equippable gear in TAG is player-crafted. Players can mix and match materials with different templates to create unique gear. Crafted gear is also tagged with the name of the creator, so it’s always possible to see who it was who created that one super-powerful staff. As well as crafting weapons and armor, players will also be able to dabble in alchemy and cooking, both of which will provide powerful buffs to players.

But what’s the point? What are we trying to achieve as players?

The overarching questing system of The Adventurer’s Guild is that players can “Check in” with the guild, and be given a list of quests (both combat and crafting). After selecting one, the player goes off to try to complete the quest, and upon success, receives rewards, guild points, and gold. Something I really want to encourage is a cycle where adventurers go out and collect resources on their quests, and then trade those resources to crafters. Crafters, in turn, use the materials to create new gear, and trade that gear back to the adventurers. We’ll have to see how that plays out.

Currently the game is in Alpha Testing and we are nearing the launch of the Questing System. I hope you’ll stick around and watch The Adventurer’s Guild grow!

~ Avalon

Photo by Jasper Boer on Unsplash