Journal

Skill Warmups and Cooldowns

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Over the last couple of days, we’ve been working to implement skill warm-ups and cooldowns into Last Dream II. If you’re not familiar with skill warm-ups and cooldowns, they restrict when skills can be used under specific circumstances. 

Warm-ups disallow certain powerful skills from being used at the beginning of battle and require a certain number of rounds of combat before they are “warmed up” and can be used. Cooldowns, on the other hand, restrict how often a skill can be used and require a certain number of rounds of combat to pass before a specified skill can be used again.

While there are some players who prefer to blast away with their most powerful skill and annihilated their enemies, we implemented skill warm-ups and cooldowns to allow players to experience a wider range of player skills.

In the image above, you can see the color-coded restricted skills (Red indicates a skill restricted by warm-up and Blue indicates a skill restricted by cooldown). Note that the “Imbued Strike” will not actually have a warm-up in the final game; we simply modified the warm-up for testing purposes. The number of rounds until the skill is available is indicated by the value inside the parentheses (WU 2 = 2 rounds of warm-up and CD 3 = 3 rounds of cooldown).