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Battle System Upgrades – Part 10

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As part of the battle system upgrades for the Knight’s prologue, we have implemented “unconscious” animations Tiberius (the Knight), Marcus, and Crassus. We sometimes refer to this animation as the “death” animation for simplicity, since the items to restore from this state are called Resurrection Elixirs.

In the battle screenshot, both Marcus and Crassus have been reduced to 0 HP and are “dead” and have switch to the “death” animation. We have also implemented and tested “Resurrection Elixirs” that will restore ...

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Battle System Upgrades – Part 9

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As part of the battle system upgrades for the Knight’s prologue, the injured animations for Tiberius (the Knight), Marcus, and Crassus have all been created. This animation overrides the default “idle” animation whenever a party member is reduced below 25% of their Max HP. In the battle screenshot, both Marcus and Crassus are severely injured and are showing the injured animation.

We hope that the injured animation will be another helpful indicator to players to heal their injured party members.

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Battle System Upgrades – Part 8

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As part of the battle system upgrade for the Knight’s prologue, the poison state animation (and appropriate mechanics for the slow loss of HP each turn) were implemented. The battle screenshot shows Crassus inflicted with poison due to the Black Slug’s Toxic Slime attack.

Like other status effects in Last Dream II, poison comes in multiple tiers that increase in severity as you delve deeper into the game. Poison now properly reduces HP in battle whenever a character gets their action ...

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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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