GAL Ramírez's LION

GAL Ramírez's LION Game Progress New Features and Scope of new Update

Version
Game Progress New Features and Scope of new Update
Version Date
March 25, 2023
Links

Patch Notes

Game Progress New Features and Scope of new Update

Hello everyone, first of all, the game is receiving huge changes to its systems and even I had to reprogram some of them to make them function better, thus the update that I wanted to post this month is moved, this time I won’t give a specific date, as I don’t want to disappoint you, my objective is to see if I can have it ready for the end of May but is not a guaranty.

I apologies for those who wanted the game updated sooner, but remember the game is in active development and sometimes, these types of headaches happen when to improve or extend something that needs to be reworked and is what is happening to me right now. This is the reason for the delay, I want to make sure the upgrade is substantial and not small.

I thank you all that have purchased the early access, not only the money you have contributed but also that has given me strength knowing there are people that trusts me and has faith in me and my videogame, and thank you all and I won’t disappoint you.
Now for the things I have been doing this month…

-First of all, THE HUD
it has been completely changed to a simpler easy to understand with better information HUD. The HUD now shows a straight line with all children organized from left to right in their formation order and squadron position, and condition, being 1 to 5 from left to right, you can also change now the position of the children inside their squadron’s formation using the new menu in the inventory section, just need to press on any of the children and go to the position option, then you will get inside the Positions Options.



-Positions Configurator
The positions of the children will now be key, each child can now be independently be upgraded meaning that sometimes you will have stronger children than others in the same squadrons, when you attack by default, you will use the first children in the first positions in the squadrons, this allows you to change that order and switch children positions.
This is also key for the special abilities that I’m making, each special ability as show here is mapped to a button and the position of the child in the squadron determinates witch button is required to execute its special ability.


-Special Abilities
These are unique powers that each child can equip when in heavens, there are different from skill crystals, while skill crystals are Items or items to equip for all children or an specific squadron, the special abilities are given a single child and these are based on the class of the child so only Cut red children can equip Cut Class abilities, these are things like the previous charge attack that is moved to an especial ability, and the crystal attack as well, but new ones like a healing area sone for magic children, these cost a Signiant amount of charge and will have a cooldown before being able to use again.

-Change to the skill crystals
Several of the skill crystals have become obsolete, ither because some abilities are useless, moved to abilities or directly implemented into the game by default like the parry system and doge of the children against incoming attacks.
The list of changes to these skill crystals will be listed in the patch notes when the next game patch is out.


-GUI and Interface finally fixed
You might have noticed a problem with LION´s Interface, especially when using the gamepad, that it loses Focus, meaning none of the buttons can be pressed and then you will need to use the mouse to selected them, this is finally fixed for good. The transition from keyboard to mouse is better now.

-New combat mechanics
The combat system of LION also received severe modifications, aside from the Ability systems, the new combat integrates the parry technique on all attacks by default, this means the parry will execute a different type of parry and deflection depending on the attack or Damage type, now each child causes a different type of damage type going from Cutting, Impacting, Piercing, and Magical… Yes, is based on their classes. But also Wave Damage has been added alongside elemental bonuses.
These damage types cause a different parry when you use an attack that intercepts with another’s enemy attack, cut damage causes a standard parry stopping the damage of both attacks, if impact damage intercepts the enemy, it will be deflected, stopping the attack and breaking its stance leaving vulnerable, pierce wills top the movement of the enemy attacker at your direction and will reduce the damage of its attack, and magic will slow it down significant and rotate it into a random direction.
You can also deflect projectiles and the effects will vary depending on the child used to intercept the bullet.


-New grab object system
The system to grab objects as also been modified and works way better now, executing the abilities like the frost shoot or lacer is way easier this time, you just need to call the action command by holding the command button LB while selecting the object and then press the right trigger button.
Add it with this is the Physical system that I talked about before is now implemented, certain objects might need to be charged to be even lifted and some triggers and switches require charge to be switched on like it happens in Mechanimoren sometimes, now you will see a floating indicator on top of those switches saying they have no charge and need an object that can charge them up to activate them again.


-Materials and Upgrade system + Balancing of enemies using Ability systems
Now to upgrade the children you need to obtain a new type of collectable, materials, and you might know them as the crystals enemies let loosed when you defeat them, now are replaced with 5 different types of materials spawned depending on the amount of damage and type of damage they receive, these materials are Wood, Metal, Crystal, Circuits and Stone, these are sued to upgrade one or several of the 5 attributes or stats of each child.
Raw Power – Responsible for base damage
Intelligence – responsible for Abilities Duration, and better performance of the children
Agility – Speed of actions
Constitution – Responsible for the base Life value
Endurance – Responsible for the Base Charge Value and recharge speed
Agility and Intelligence are a bit special is that at certain levels will unlock or add up to specific skills or attributes when reached, I did not want to many stats considering that you have to level up to 20 children so I have to condense all to only 5 stats.


-Massive Bug fixing and performance bosting
Also the performance of the game has been improved decreasing some of the requirements of the game for PC, ill keep working hard to increase the performance of the game even more.

AS you can see so many changes were made and are being made, so much so that the project basically broke and I had to restructure using the new systems, also I’m seeking to extend a bit the early access world with 3 new Challenges, or before accessing the Great tower and fighting the Atlantios, and other 2s after entering Mechanimoren.
also, I’m preparing to make smaller cinematics where HIM is shown before massing things up, so has a better build up before its boss fight.
And talking about enemies, the new systems now require all enemies to be tweaked, and their attacks adjusted. I want to make a Clear difference from the previous version to the initial posted one when the game was out so you can see who much you have given me strength to keep this game going.

Also, a known not all of you will be reading this but a clear sing of when the new update is live is that all graphic material in the store and the cover art will eb replaced with new ones.