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    • Okay, Trial 2 at my Visions for an Improved Grimm Eclipse

      in Forums > Okay, Trial 2 at my Visions for an Improved Grimm Eclipse | Follow this topic


      Still a Work in Progress but feel free to critique

      I tried this earlier but gave up, this organization makes a lot more sense so hopefully I won’t give up.

      My main goal here is to add a “complete” story mode to Grimm Eclipse, with a minimal amount of characters, armies, and maps added. I will alter some story elements, either to reduce the amount of new content that needs to be developed, or to improve the pacing. Because of story reasons, the packs would have to be obtained successively.

      There would be a “pack” for each season, with (I attempted to minimize everything, it worked best with these numbers which were consistent across the board)

      Four new characters

      Three new Maps

      One new Army (Volume 1 is an exception, it will have two. No way to avoid this)

      Two new Bosses

      Volume 1:

      New Characters: Roman, Adam, Cardin, Penny

      New Maps: Beacon Academy, Industrial District, Commercial District

      New Armies: Torchwick's Goons, White Fang

      New Bosses: Nevermore, Ursa Major

      Volume 2:

      New Characters: Neo, Qrow, Sun, Raven

      New Maps: Junior's Club, Mountain Glen Caverns, Beacon Academy (Dance, reskin)

      New Army: Huntsmen

      New Bosses: Atlesian Paladin, King Taijitu

      Volume 3:

      New Characters: Cinder, Mercury, Velvet, Emerald

      New Maps: Amity Colosseum, Airships, Beacon Academy (Battle of Beacon, reskin)

      New Armies: Atlesian Soldiers

      New Bosses: Dragon, Fall Maiden

      Volume 4:

      New Characters: Oscar, Tyrian, Ilia, Ghira

      New Maps: Anima Mountains, Menagerie, Patch

      New Armies: Bandits

      New Bosses: Nevermore, Sea Feilong

      Volume 5:

      New Characters: Vernal, Lionheart, Fennec And Corsac, Hazel

      New Maps: Haven Academy, Belladonna Manor, Lake Matsu

      New Armies: Faunus Army

      New Bosses: Queen Lancer, Salem (Illusion)

      Story Mode:

      2 replies

    • Never mind, this is a stupid idea.

      in Forums > Never mind, this is a stupid idea. | Follow this topic


      As the title says. I would like to note that I have not actually played the game, and most of my knowledge of the game is from the trailers, and people's comments about it on the forums. Another disclaimer is that I see the game as mostly in the vein of the Dynasty Warriors series, namely the collaboration with Nintendo for Hyrule Warriors (Idk if it has any unique features compared to the main series).

      Actual Analysis points:

      1. When I see people speculating potential bosses, they seem to get one major thing wrong. Not every boss needs to be some absolutely giant threat.

      2. More of a lack of something here. Characters can have more than one weapon.

      3. You can include quite a story with a smaller cast. Even if you stick to the episodes (which is what I will be going over when I am doing story mode)

      4. When you are following the show's story, you don’t need to keep the story's pacing. There is no official timeline for events, so so long as everything happens by a certain point, you will be fine.

      5. Not every  generic enemy has to be a Grimm. Some ideas off the top of my head are Torchwick's Goons, White Fang members, and robots.

      6. Locations don’t need to be incredibly large in canon to make good maps.

      7. This is really just a vestige of my experiences from Hyrule Warriors, but there are 4 types of classifications, not 3. Grunts, Generals, Captains (mostly playable characters with a full moveset), and Bosses.

      8. Not every character's Special Attack needs to be their Semblance.

      9. As far as I have seen, how come no one has thought of Team Attack Finishers?

      My actual list for stuff in the game is four things. Characters/Weapons, Bosses, Locations, and Story battles (will be writing these as I rewatch the show)


      Ruby (Cresent Rose, Silver Eyes)

      Weiss (Myrtenaster)

      Blake (Gambol Shroud)

      Yang (Ember Celica)

      Adam (Wilt)


      Arma Gigas

      Spider Droid


      Forever Fall

      Junior's Club

      Story Battles:

      Trailers (I would make these a single tutorial level in 4 parts):


      Basic tutorial. Attack combos, dodging, and Special Attacks.

      Follow prompts as you take down Grimm


      Tutorial Part 2. Bosses and potentially a Weapon Triangle with Dust (Myrtenaster uses various types of dust)

      Take down Arma Gigas


      Tutorial Part 3. Mission Objectives and Team Attack Finishers.

      Forever Fall

      Mission Objectives:

      Take down Enemy Generals

      Approach location (wherever Spider Droid is)

      Take down Spider Droid (doesn’t actually go down unless you do a Team Attack Finisher)

      Story Edit: Expanded area to Forever Fall instead of just the train, train would force player into a line


      Tutorial Part 4. Semblances And Terrain Damage

      Junior's Club

      Mission Objectives:

      Approach location (wherever Junior is)

      Fend off Attacks

      Take down Enemy General (can’t get close without using Semblance, as you Deal Damage they destroy the pillars around the dance floor and debris falls)

      Story Edit: Left out the Malachite Twins, they are unnecessary for the tutorial, and they have no future story relevance so far

      P.S. Is there any way to make stuff in collapsible boxes? This will otherwise get ridiculously large.

      11 replies

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