
东方梦零魂 -TouHou Nil Soul-
2020/Re零同人社
东方梦零魂 -TouHou Nil Soul-
About this game
Story Scarlet Devil Mansion is asking for trouble again. For the sake of convenience, vampire lord Reimilia Scarlet release scarlet mist to blind the sun. No doubt such stupid behavior will definitely result in a tragedy. Look! Reimu and Marisa are coming to teach her a lesson. What is different is that Reimu and Marisa use dummies called “Nil Souls” to defeat opponents this time. Come on! Let’s choose your soldiers , pick up your weapons , dodge opponents’ bullets and beat them down. We firmly believe that this brand new scarlet mist anomaly will keep company with you during your playing of about 20 hours. 1.A unique system including turn base and barrage — turn-based barrage system. 1-1 What is the turn-based barrage system? To cut a long story short, it is a system syncretizing turn-based game and barrage. A system in which the barrages will move according to preset trajectory after players complete operation. A systemwhichletsplayersthink twice before every character’s every step so that their characters won’t be hurt by changing barrages. So this unique system requires players to have the ability of deducing situation they will face after several rounds and scan changes of battlefield in the dynamic perspective.Just think about how you try to guess your friend’s next step when playing chess, then you may understand the system better. ▲ This turn-based barrage system nearly like this in the game. 1-2 How can I enjoy the turn-based barrage system? The answer is the diversity of barrage itself. In this aspect, TouHou Project’s official games and other barrage games have given us a lot of reference. Barrages in the game can be classified as:regular barrages,random barrages,tracking barrages and blocking barrages.Meanwhile, bosses’skills can add more changes to barrages. Let’s see two examples. Rumia can hide barrages, which means palyers can’t see her barrages completely. As a result, players have to deduce trajectory of barrages according to their acquaintance with barrages and then dodge them. Hon Meirin is good at knockback, so chances are that even if players have dodged barrages, Hon Merin can still use her skills to beat them back to the area surrounded by barrages or even to a barrage. We hope that we can combine bosses’skills with rules of barrages to create more plentiful experience. ▲ Tetris barrages? Are you kidding me?(´_ゝ`) 1-3 How can we cope with barrages? We provide three ways:dodge,just stand stillandelimination.Here we don’t to talk about the first and second ways more. As for the third way, players’ characters will have the ability of eliminating barrages. For example, we design some skills which allow players to eliminate barrages in a certain area, and some spell cards which can attack bosses while eliminating barrages in a large area. We believe that properly using skills of eliminating barrages while attacking bosses, together with barrage itself, will create something interesting. We hope we can make the system more attractive as possible as we can. ▲ Oh~ my friend, are you annoyed with being surrounded by barrages? Here is Master Spark, eliminates abundant barrages in a line, releases powerful blast to the maximum and leaves no side effects at the same time. Are you sure you can refuse such a mighty spell card? ▲ Besides active attacking skills, some supporting skills also have the effect of eliminating barrages. How to use these skills properly will become the core of the system 2.Six kinds of skills, weave , combine and mutate. We will spend most of time on developing skills in the following days. After all, combos between skills decide whether the game is attractive. So far, we’ve designed and classified skills as following: ▲ Attack,Instant damage without any cost. Meanwhile you can also recover your mana. But it will be restricted by distance. ▲ Defensive skills,Reduce damage from bosses’ attack. ▲ Barrage skills,Bosses only at present. Bosses will use barrages to fulfill the battlefield, surround players’ characters and finally kill them. ▲ Spell card,High damage, high cost and various additional effects. ▲ Summons skills,Bosses only. Bosses will summon servants to raise their damage. ▲ Supporting skills,Skills of coping with different situation and raising combating effect. 2-1 System of opponents’ skills As for opponents’skills, we preset three motivating method:RA(random and active),CA(conditional and active),andCP(conditional and passive).ere is brief explanation: • Generally, opponents will randomly launch a skill randomly every round. • When some conditions are met, opponents will launch one or several active skills. • When some conditions are met, one or several passive skills will be motivated.种被动。 ▲ ur anonymous Rumia is killed by opponent’s combo of barrages, spell cards and environment restriction. 2-2 System of players’ skills or four skills. Attack has restriction on scope, skills will cost characters’ mana and defense has no restriction. Besides all above, there are other several rules: • Restriction on scope. • Some skills only have certain effective rounds. • Some skills have CD. • Some passive skills cannot be motivated inbattles but they will take effect continuously (For example, floating opponents won’t be influenced by environment.) • What’s more, in our next developing step, we are considering letting players themselves choose skills ▲ Marisa can’t release ‘Master Spark’ due to CD of five rounds. 2-3 Servant system ——Icing on the cake To keep players from being bored with the pattern of fighting against bosses, bosses will summon two to four servants to combat together. Every servant has its respective action bar, which means players should regard each servant as an opponent. Servants have their own action patterns as well as interactive(with their masters of course) action patterns. How and when to cope with these servants properly will also be an interesting core remaining to be pondered on. So far, we can show you following inform…






