I’m sorry to announce that GemCraft chapter 2:: Chasing Shadows will be released in January 2014.
I’ve talked to Armor Games about this last week, I gave it a few more days to see if there’s still a way though to get there this year, but, sadly, there isn’t.
Why: Continue reading
We’re working hard to meet the December release, so I had to realize that there’s no time to spend on preparing blogposts. The post topics I planned for today (options, endurance, talisman tweaks) are not really content rich or screenshot-friendly, and this awkward topic selection also shows that we have pretty much run out of things to cover without ruining your gaming experience. I have great hopes that we can ship the game just before the holiday season kicks in, but to make that happen, everything has to be thrown at pushing the game onwards. So, sorry in advance if replying your emails/comments will take even longer than usually (probably until release).
I’ll write you as soon as the release date is marked and everything is set!
In today’s late and short post, I’ll briefly cover the so-called battle traits. This feature is quite similar to GCL’s battle settings, it allows you to add various extra difficulty traits to get more XP in return (in case you succeed with the battle). GCL’s seemingly vast palette of settings was in fact a few groups (monster amount and strength, waves amount, monster types – and some extra settings with on/off states) in disguise. Here in GC2, there will be 9 traits picked with variety in mind, each having 7 levels of increasing effect.
One day (almost two days) late again, but finally here is the next post. Instead of emphasizing my sorrow for the delay (again), let me shout a huge Thank You for all of your supportive comments after the release of the trailer 2 weeks ago! It was so great reading about your excitement for the game! I really hope this game will bring you hours and hours of pure fun!
Finally! It took 137 GB of raw video cut together and almost 6 hours to upload to Youtube, but here it is, the game in motion!
I hope you’ll like it!
until the next post, sorry for the delay!
I hope you had a great summer, it was a busy but rewarding few months here working on GC2, I hoped to bring you more than a blogpost, but maybe next time, which will be 2 weeks from now, as I start posting again every second Monday. Continue reading
First, about the achievements’ look (at the moment):
After lots of rethinking and trial-and-error, achievement icons are planned to have this kind of style. These icons are drawn by the game on the fly, using an inner “script language”, almost the same I made for generating the terrain for levels. Staying close to the style of previous chapters’ amulets (which are now achievements), where I used some stone plates with shiny inlays, seemed a reasonable idea.
It’s still not the last post before summer, today I can show more only about sparks:
Sparks are events mixed into the flow of monster waves, giving you not only some extra time between two waves (due to the spark stones increasing the gap between the two wave stones they are inserted between), but great opportunities to turn the tide of battle to your favor as well.
I’m sorry (again) for not bringing you more this time, but most of today’s topics will have to wait until next time, hopefully a “grand finale” post covering all the announced topics. If that won’t work, I’ll keep posting until I go through the remaining topics before closing the blog flow for summer.
So, today, I can tell you more about shrines, and how they changed since the last time they appeared on the blog.