5/16 was our last blog post, and wow, A lot has happened in 12 days. We managed to update our posting format, finished several smaller items within production. Things like Elemental symbols, for the 9 elements present in our project. A new format for creature concept arts. Our team is back from health issues, and we are back to functioning. We have gone over many systems by this point, one of the systems we haven't gone over is the Trace system!
Lets roll back a bit. Trace system? What does that even mean? Well, let's elaborate.
The Trace system involves a sort of Pseudo-charge/mana mechanic within the combat systems of Chimeros: Aurum Apostolum. The Trace Meter sits below the Health bar, as a blue colored meter. This meter fills in several ways, Dealing or taking damage, Healing an ally, or even buffing/debuffing an enemy or ally. There are also special items used to give a flat boost to the Trace meter. Let me get a bit more nitty-gritty.
Sounds simple right? Do anything within the combat loop and the Trace meter will fill up by some % related to your action chosen. Crazy huh? Play the game and something happens. Right, let's take this up a notch. So, doing anything in the combat loop, then the trace meter goes up. What happens when it’s full?
You get access to the Elemental Combo system. While counted as part of the Trace system, the Elemental Combo system is a system we added to further the combat and add a layer of strategy within the project's landscape. What this system does is simple on paper, but complex under the hood.
Once the Trace meter is filled, the next elemental Attack from the player will leave an Elemental Trace on the battlefield. This Trace by itself does nothing, however when used in conjunction with a second Elemental Trace event, then you begin to have one of the many Combos present. Activating one of these combos does a laundry list of things, from providing healing, fearing or stunning targets, adding regen to your team.
With 9 elements, there are about 46 elemental combos, not counting the upgrades given by beating bosses in the game. The combos are universal save for a small handful of them which must be activated in order. Combo’s are in 2 parts. The initial Trace, and then the followup. You can't trigger a light/darkness Trace effect, if you have a Fire trace on the field already. You have to use what is present, if it’s set up wrong, then You have to work with it.
Next time, I will Dive into these combos and go over the various effects they possess
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