Tag Archives: development

GC2:CS – Weather

Weather will change every time you return to the world map, each field having its own weather, to give you another layer of decision depth when picking your next field, as each weather type has one positive and one negative … Continue reading

GC2:CS – World map

I have told everything about the map last time (sorry again for the delay!), now I can show you some early screenshots.

Delay of 2 weeks

If you read this, you must be looking forward to GC2, so I’m really sorry to tell that today’s screenshots are not ready yet. A few pictures will tell far more than my few words here, but I give it … Continue reading

GC2:CS features – XP system, battle outcome panel

In GCL, you couldn’t easily tell whether you are going to set a new XP record during a battle, because of the various XP multipliers being calculated only at the end of it. It’s not the case anymore, the XP … Continue reading

GC2:CS features – Battle modes

Formerly, as I wrote to many of you in emails, the battle mode selector was planned to be a hybrid of GCL’s pick-what-you-want (but basically one main mode with lots of tweakables) and GC0’s lots of (not so) different game … Continue reading

GC2:CS features – Breakables, drops

If you have ever played hack ‘n’ slash dungeon crawler games (Torchlight, Path of Exile, Diablo), you are surely familiar with the concept of crates, jugs, barrels all over the place that are only waiting for you to crush them … Continue reading

GC2:CS features – Revisiting previous topics II

First about the monster nests that were left out last time. The visual appearance of nests will be built of modules – columns, arches, roof – that could be combined and recolored freely to add more visual variety to the … Continue reading

GC2:CS features – Tombs

Sorry for the short post for today – the new monster nests are not ready to be shown yet (I hope to show them in the next post, it will be a cover up, so nests will fit in too), … Continue reading

GC2:CS features – Shards, beacons

Both mana shards and beacons got some new tricks to help make the game more varied. First of all, as you already know, both shards and beacons can appear in the middle of the battle, you can get shards via … Continue reading

GC2:CS features – Shrines

Shrines have gone through many changes since GCL. The current (work-in-progress, might change) system takes the variety of GC0 shrines, adds variable areas of effect (see below in a moment), and variable charging times (some shrines will charge up quickly, … Continue reading