GC2:CS – Monsters update

Happy new year Everyone!
No, I still can’t give you an exact release date. 🙂

GC2:CS has got many (tiny, but many) improvements in the last 4 weeks, and as the pieces of the game start to get together, finally I start to see the light at the end of the tunnel (still far away, but finally it’s there), which gives me the enthusiasm I haven’t felt in a long time.
If you haven’t seen it yet, make sure to watch Indie Game: the Movie, which shows a pretty accurate picture of how making an indie game goes.

So, about monsters:

The 3 main types of monsters are still: swarmlings, reavers (formerly “normal” monsters), and giants. Giants move slower than before, but of course have a fair amount of heath and armor to compensate. Swarmlings are still fast and mean, especially when they have shields (as special attributes or given by a beacon).

Monster abilities are shown as ground-lighting “auras” (used in many action RPG games these days).
Some of the redundant monster abilities (“heals others when killed” vs “heals others x times”) were dumped from the game, so now there are 12 special attributes, each having 3 levels.
A monster can have up to 3 abilities (can be seen carved into the wave stone), and most abilities can appear together with other ones. Giants can have any of them, reavers some of them, and swarmlings can pick from the smallest subset.

  • Total ability combinations for swarmlings: 451
  • Reavers: 616
  • Giants: 4951 (they might be able to spawn other monsters when killed, spit beacons on death, disable nearby gems, so beware)

Killed monsters turn to ashes in a more fashionable way than before. Also, there were lots of trial-and-error adjustments on the shading of the monster body parts, I hope they don’t look so flat now. Monster body part types and colors can be set for each level, so there can be levels with all monsters having huge claws or a purple skin.

Coming up next:

21st of January:
Achievements

4th of February:
Spells update

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