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Demo Scenes

GCS ยท Demo

Twelve playable battle scenes: four classes, each with a Normal, an Elite, and a Boss encounter, all driven by the preset databases.

Use this page to pick a scene that shows the mechanic you want to study, and to know what enemy lineup to expect inside.

Every demo scene is a self-contained battle: it loads a player unit, an encounter, enemies, battle rules, UI, and presentation objects, then runs a full fight in Play Mode. Scene files live under:

Assets/TinyGiants/GameCardSystem/Demo/Scenes/<Class>/<n>-<Name>.unity

The number prefix is the difficulty tier. Scene 1 is the class's Normal fight, scene 2 is the Elite fight, and scene 3 is the Boss fight. Each scene also fields the class's matching player-unit tier: the Normal scene plays the first-tier unit and the Boss scene the third, so the Warrior line climbs Squire, Knight, Warlord while the Hunter line climbs Scout, Ranger, Huntmaster. All 12 encounters share the same hand rules (a 5-card opening hand, 5 cards drawn per turn, a 10-card hand cap); what changes between scenes is the deck and the enemies, not the rules.

Hunter Normal encounter: Fenmoss Hollow

Fenmoss Hollow, the Hunter Normal scene and the demo's usual starting point.


Scene listโ€‹

Each scene loads the encounter of the same name. The lineups below come straight from PresetEncounterDatabase:

ClassSceneTierEnemy lineup
Warrior1-The Threshing FieldNormalStrawman
Warrior2-Field of Burning EffigiesEliteStrawman ร—2, Pyre Effigy
Warrior3-The Gibbet AltarBossGibbet Priest
Mage1-The Candlelit CellNormalHex Acolyte
Mage2-Coven of WaxEliteHex Acolyte ร—2, Candle Magus
Mage3-Pyre of the Ash-KingBossAshen Hierarch
Hunter1-Fenmoss HollowNormalPlague Stalker
Hunter2-The Spore BogElitePlague Stalker ร—2, Spore Brute
Hunter3-Mire of the ReaperBossMire Reaper
Priest1-The Dimming ChapelNormalLantern Sister
Priest2-The Barred NaveEliteLantern Sister ร—2, Order Knight
Priest3-Cathedral of StringsBossGilded Bishop

Enemy HP tells you the tier at a glance: Normal enemies spawn with 14 to 18 HP, Elites with 50 to 70, Bosses with 180 to 240 (the Ashen Hierarch sits at the top with 200 to 240), and mid-battle summons with 8 to 12.

info

The lineup is not always the whole fight. Each class also has a fourth, Summon-tier enemy (Warrior: Stitched Hound, Mage: Hex Hound, Hunter: Bog Polyp, Priest: Stringed Squire) that enters mid-battle through Spawn Unit action nodes in enemy behavior graphs. A one-enemy boss lineup can grow while you fight it.


How to run a sceneโ€‹

  1. Open a scene from Demo/Scenes/<Class>/.
  2. Enter Play Mode.
  3. Confirm the battle starts: player unit, enemies with intent icons, a hand of cards, the energy display, and the End Turn button.
  4. Play cards, end the turn, and watch the enemy intents resolve.
  5. Open Tools/TinyGiants/GCS/Game Card Monitor to watch piles, units, phases, and flow executions live while you play.

If the scene opens but no battle starts, check the scene bootstrap and manager references before you suspect the content definitions.


Which scene to open firstโ€‹

Normal scenes are one-on-one fights with small numbers, so they are the right place to learn the turn rhythm without distraction. The Dimming Chapel below is typical: one enemy, readable intents, room to experiment.

Priest Normal encounter: The Dimming Chapel

The Dimming Chapel, the Priest Normal scene.

Elite scenes put three enemies on the board. Open one when you want to study targeting, multi-enemy intents, or how area effects pick their units.

Warrior Elite encounter: Field of Burning Effigies with three enemies

Field of Burning Effigies, the Warrior Elite scene: two Strawmen and a Pyre Effigy.

Boss scenes trade enemy count for one high-HP unit with a heavier behavior graph. The Gibbet Priest, for example, spawns with 180 to 210 HP. These are the scenes to open when you want to read a layered enemy pattern (weighted random intents, HP thresholds, summons) in the FlowGraph window.

Mage Boss encounter: Pyre of the Ash-King against the Ashen Hierarch

Pyre of the Ash-King, the Mage Boss scene against the Ashen Hierarch.


When something looks wrongโ€‹

Separate mechanics from presentation before editing anything. If cards resolve, piles move, phases advance, and the battle can end, the scene's data and runtime setup are working; a rough effect or missing sound is an art-pass matter. Only when the mechanical loop itself stalls should you start checking the encounter definition and manager references.