Recently in the development of Seventh Cross, we’ve been focusing a lot on making boss battles as diverse and interesting as possible. This week, I'd like to talk about a feature of the game that's come out of our work on boss battles: castle-specific combat mechanics.
Version 25 introduced updated castle wings and an exciting new Karma/Anathema system. There were still a few things that I felt were holding the game back, however. The Gear Grid was becoming a bit of a mess.
Unlike version 22, which was a minor patch to the Tower of Ascension created in v21, our next version of Seventh Cross was more of a full revamp. This version featured heavy changes to the encounter system, as well as new options for players to activate their Gear Grids and clear the encounters. Bosses now roam the castle, providing an ongoing threat to the players.