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The world of Lunia is full of fighting

The world of Lunia is full of fighting, fantasy and magic that is waiting to be explored by an adventurous player. Interesting gameplay and world design is going to make Lunia something to definitely play when it goes retail.

MPOGD:Â You have chosen a mixed game system. While you have used levels, you have also decided on a very sandbox type skill system allowing anyone to learn any skill. What was the thinking behind this? What types of skills are there? Are some better suited to one class or another?

As I mentioned, we hoped Lunia should be 'easy game'. So, we accepted very easy skill system for users to learn skills without studying any other constraints like skill trees.

But, we planned to deep game style with combo system. For example, with using the same "Cross Cut", player can make easy combo like "Cross Cut- Sp - Sp - Sp" that everyone can do it at once. But also player can make very difficult combo like "Cross Cut- Sp - Sp - (Dash) A,S -Kicking- Destruction Fist" only when he practices much. But this combo is derived from same starting.

Now, do we had to make other constraints for users to combine combo skills? No, we didn't want to. For players to focus on creating their own combos with practice and practice, we made easy system in learning skills. Why don't you just connect to Lunia and try to make your own combos?

MPOGD: The character classes seem very limited currently. Will there be a move in the future to expand the character classes? What other types might you choose? Why are there so few currently?

We will add characters continuously with characteristic action styles. Thief, doll summoner, (Lunia Gold)and monk characters are planned, and other characters will be added watching user reactions.

The most important things we focused at while making Lunia is to make players feel 'totally different' when they play other characters they are used to. We thought it is impossible when we just follow the game play that is pressing skill button while characters are slashing swords automatically. So we tried to make totally different action style among characters. Players should make efforts to get used to one character because every action timings is different, so it differentiate combo commands and combat styles to different characters. This makes us to create one character difficult, so we could make only small number of characters, but we achieved our goal - 'different game style between characters'

Besides this, we hoped Lunia becomes very easy game to all players even if they are newbies to massive multiplayer online games. Because our game style, game play, and structure is different, we just decided make other settings (like characters) to be very familiar to original fantasy. However, when you play Lunia, players can understand what I mean 'different action game style' between characters.
 

[Source:gamebuynow] [Author:gamebuynow] [Date:11-06-17] [Hot:]
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