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Battle System Upgrades – Part 7

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As part of the battle system upgrades for the Knight’s prologue, a new item – the Smoke Bomb – was introduced. Smoke Bombs are a new item in Last Dream II that guarantee escape from battle. 

The battle screenshot shows the Smoke Bomb animation. The addition of the Smoke Bomb required new animations, new mechanics to allow for activating the ‘escape’ mechanism, and a bonus to the escape chance.

We expect that careful balancing of the cost of Smoke Bombs – similar ...

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Battle System Upgrades – Part 6

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As part of the battle system upgrades for the Knight’s prologue, enemies were updated so that they can have a “Normal Magical Attack” as their default attack rather than always using a physical attack which would be much weaker if they are a high INT / low ATK enemy. This will allow for better balancing in terms of the strength between physical and magical enemies, especially when magical enemies are out of MP or are silenced.

In additional, the animation embellishments ...

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Battle System Upgrades – Part 5

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As part of our battle system upgrades for the Knight’s prologue, we developed the skills and corresponding battle animations for the Knight’s first three skills: Smite, Defender, and Frenzy. The battle screenshot shows the Knight using his defense skill, Defender, which protects against physical (but not magical) attacks.

These skills can also be learned by the Knight’s other two party members; Marcus and Crassus. Marcus and Crassus are part of a different class called “Soldier” which has access to only the ...

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Battle System Upgrades – Part 4

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Two more upgrades to the battle system made for the Knight’s prologue are: i) ability to target all party members and ii) active character highlighting in both the menu (right-hand side) and for the battlers.

The battle screenshot shows a Tiny Ultra Potion (which is similar to to a Tiny Potion except that it targets the entire party) being used in battle and how the heads-up display (HUD) for each of the party members is shown.

In addition, the development for the ...

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Battle System Upgrades – Part 3

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As part of the battle system upgrades for the Knight’s prologue, we developed new skills for the unique enemies in the Eastern Meropian Tunnel (the first dungeon of the Knight’s prologue). These include the “Blaze” skill – a fire-based elemental spell –  utilized by the Green Imp. A snapshot from the Blaze animation is shown in the battle screenshot above.

We also developed the capability to mirror animations since the Lore Master will be able to learn skills such as “Blaze” ...

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Battle System Upgrades – Part 2

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In this series of posts, we are showing the upgrades made to the battle system for the Knight’s prologue. This post highlights improvements to the targeting system. The battle screenshot shows the ability to handle “Attack All” targeting needed for skills such as the Knight’s Frenzy. This required a significant rewrite of the targeting system.

Although only “Attack All” is shown here, but support for all of the potential complex targeting included in all of the planned Last Dream II skills ...

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Battle System Upgrades – Part 1

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It’s been almost two weeks since our last post, but rest assured, that we have been hard at work. Most of our work has been upgrading the battle system for the Knight’s prologue since the original battle system was written for the Gray Mage’s prologue. The primary difference is that the Gray Mage’s prologue is a single character party whereas the Knight’s prologue includes two additional party members: Marcus and Crassus. In addition, the Gray Mage’s prologue only had skills ...

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The Knight’s Prologue – Part 4

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After completing the first dungeon of the Knight’s prologue, there is a short campfire cutscene that plays. This allows you to save your game and rest your party before embarking to explore the second and final dungeon of the Knight’s prologue. This cutscene has been completed as well as the mapping of the Knight’s second dungeon.

Our primary work at this stage is to update the battle system to allow for multiple party members. Our initial work was focused on the ...

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The Knight’s Prologue – Part 3

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After you’ve explored Syros Castle to your heart’s content, you’ll visit the Eastern Meropian Tunnel which connects the central and eastern portions of the continent of Meropis. A short cutscene plays when the Knight and his party enter. The cutscene has been completed except for a small element which is the missing art for the animal that pulls the wagon.

The Tunnel entrance and interior areas have both been completed. It’s here that you’ll encounter your first battles. We hope that ...

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The Knight’s Prologue – Part 2

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In this post, we’re sharing our further progress with the Knight’s prologue. The screenshot above shows the third and final segment of the initial cutscene that introduces the Knight’s prologue. Here you’ll be introduced to two party members who join Tiberius on his journey: Marcus and Crassus.

Two important points are i) the unique sprites for Marcus and Crassus which have also been completed for battles (which we hope to share soon) and ii) the completed backdrop of Syros Castle.

If you ...

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