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Markup View
Author: zennyrpg
Jun 22nd 2012
at
2:55:50 PM
Also part of the Atelier Series * ''AtelierIris2TheAzothOfDestiny'' This concept is implemented at a bar with pointers siding along the bar indicating the action order. * ''AtelierIris3'' Uses a queue of "action cards" rather than the bar from the previous game. This concept is featured in just about every Gust Corporation game, other examples include: * ''ArTonelico'' Classic horizontal cards in the top left of the battle screen featured in most Gust Corporation games. * ''ManaKhemia'' 16 horizontal cards at the top left of the battle screen. Also in games * ''WildARMs5'' Shows the characters and enemies attack order in the top right of the screen. An interesting note about Visual Initiative Queues are that some systems "compact" them showing only the enemies and the characters, while some insert blank cards to model the time passing between these actions take place. Many Gust games use blank cards to better model the battle time. In their system different types of attacks (weapons vs magic) may move the character further back in the queue adding strategy to what sort of attacks the player will choose to use in a given situation. Additionally, some attacks can knock back enemies, dazing them if they end up if they get knocked back far enough.
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