Game
Shadows of the Earth: The Vrila'an Legend
4 months ago

Evolving - CEL-LMBS > ATM - LMBS


​Yes, it is as the post name says.

​Shadows of the Earth: The Vrila'an Legend was taken down momentarily due to its battle system evolution.

atm_logo.png

A bit, not too long ago, Shadows of the Earth used the Advanced Technical Multishift - Linear Motion Battle System. It did a lot of things. However, it lacked some big, great features, multiplayer was nowhere near perfect, it was too buggy. However, after a few days of hard work, I present to you the evolution of this, my favorite battle system...

cel_logo.png

Completed Evolved Legacy - Linear Motion Battle System

The CEL-LMBS takes the mantle of the old ATM-LMBS and raises its potential to the max, improving where the ATM version fell off short. However, it also takes on the legacy of the Original LMBS improving upon it even more, and adding features of the newest iterations of the official system while keeping an original spirit.

Completed: Aims to take the system to the maximum possible limit to provide the closest to the official experience, without outright copying it.
Evolved: Takes the mantle that the old ATM version left in the air.
Legacy: Follows the spirit of the original system, within its own path.​

Stage 1​

  • Improved mobilty! Jump is now smoother than ever! And so is movement.​

  • Improved AI! For now, there's three AI types (Smarter than ever).​

    • The Defender AI: This Ally will fight normally until an Ally reaches a low HP %, then it will stay around that ally to keep foes away until it recovers, or another ally reaches an even lower HP%. If no allies are on low HP, it will fight normally.​

    • The Caster AI: This Ally will always stay in the back lines, offering spell firepower and support. However, once its EP reserves deplete, it will enter melee mode to recover EP.​

    • The Ranged AI: Will circle the enemy and aid the player at a medium distance, and will position itself around the battlefield as it's required.​

    • The idea behind these AI's is to let the players customize them, setting parameters similarly to what the Tales of Series offers (Attacking Strongest Enemy, Weakest, Fight with EP consumption in mind, prioritize Defense, and similar things) but since i've never built a menu this will take long hahaha

  • Improved Controller Handling! and Mid-Battle AI switch.​

    • If there's no controllers connected, the game will re-add the AI to help you in battle​

  • Battle Member Commands.

    • Taken from Berseria, this will allow P1 to set commands for AI allies, there will be two basic commands: Go all out or Defend. The second will prioritize defending rather than moving so allies will stand still but defend from anything. The first will re-activate the preferred or default AI's again.​

No more stealing other player's character control when casting a spell. All spellcaster characters work amazingly well.

  • ​Lock On works for all characters! This means you can actually exchange targets now even if you're P2, P3 or P4. The thing is actually, well, all players start aiming at the first enemy in the troop, that's not factually bad hahaha.

  • Fixed all characters being able to perform infinite combos. This was caused by MV's own cost handling, however, that's no more. If the action can't be performed, it won't be performed. 

    • However, "Infinites" can still be performed under Overflux & Spirit Force.

  • Performing a Limit Elent (Mystic Arte) will remove your special mode upon ending it if your FLUX is too low. Limit Elents cost 30 FLUX each, if you perform a LV2 Limit Elent, which requires Overflux, and you have less than 30 FLUX, it will be performed but Overflux will be removed. Same with Spirit Force. 

    • However, if you have more FLUX than the required, it will simply consume the 30 FLUX, leaving the remaining FLUX.

Stage 2 (TBA)​

  • Improved Menu Handling:​

    • All players will be able to access their own menus, and use items and change their elents.​

    • A second Elent-set will be added to each player​

  • Auto-Battler Features​

    • Semi-Auto mode will be added. Some actions, such as FLUX Reload and Movement will be handled by the game, while actual attacking and Overflux abilities will still be handled by the player. (This mode will be released to the public to playstest. (Thanks OmnislashXX! This mode was thought and worked thanks to you!)​

    • The player will be able to switch modes mid-battle: With a button press, the character will show their current mode as a pop-up, and will cycle between Manual > Semi-Auto > Auto. All players will have access to these settings, so as to if you're waiting for someone to join and they connect their controller and it gets recognized, it will allow said player to change its control mode. (Control mode in the Menu will not show the Semi-Auto mode).

    • If the battler is in Auto-Mode, the AI will control it even if a controller is connected.

Here's a video to show the fully working Multiplayer, and another one to showcase the lesser improvements.


TL;DR

A new demo is going up soon with a fully working 99% stable local multiplayer.



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