Knights In The Nightmare
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Knights In The Nightmare
is a strategy-shooter role-playing game hybrid from Sting Entertainment, and the fourth episode in the ''Dept. Heaven'' series of video games. It was released by Atlus USA in North America. Sting released a special edition version of ''Knights in the Nightmare'', called the ; it includes a copy of '' Yggdra Union: We'll Never Fight Alone'' for the Game Boy Advance. Gameplay Generally, the game is divided into three separate screens: the Setup, which consists of the player preparing for the battle, the "Tactics Screen", which shows a preview of the scenario, and the actual Battle. Except otherwise noted, the game is fully controlled by the Nintendo DS' touchscreen throughout all of these areas. At its core, the general gameplay mostly resembles a turn-based strategy role-playing game, but it also extensively uses elements from several other genres, such as real-time strategy and bullet hell. Setup In this screen, the player is allowed to prepare for the upcoming battle. This sc ...
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Sting Entertainment
is a Japanese game development studio. Some of their titles include ''Treasure Hunter G'', '' Evolution: The World of Sacred Device'', and the ''Dept. Heaven'' series of games. Its active properties currently include '' Baroque'', ''Dokapon'', and the ''Dept. Heaven'' series. On March 10, 2009, Atlus and Sting announced a partnership where Sting games would be published by Atlus in Japan. Atlus also expressed an interest in having Sting develop Atlus games. In March 2012, Sting and fellow game developer Idea Factory formed a partnership, wherein members from both companies would collaborate to create games that would showcase both their talents. Titles developed by both companies were released under the label of Super Sting. Their first title, '' Generation of Chaos: Pandora’s Reflection'', was released three months later, in July 2012. Games developed and published by Sting Sting has developed many games, both original creations and contract work, across many platforms. ...
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Turn-based
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Wand
A wand is a thin, light-weight rod that is held with one hand, and is traditionally made of wood, but may also be made of other materials, such as metal or plastic. Long versions of wands are often styled in forms of staves or sceptres, which could have large ornamentation on the top. In modern times, wands are usually associated with stage magic or supernatural magic, but there have been other uses, all stemming from the original meaning as a synonym of rod and virge. A stick that is used for reaching, pointing, drawing in the dirt, and directing other people, is one of the earliest and simplest of tools. History It is possible that wands were used by pre-historic peoples. It is mentioned that 'rods' (as well as rings) were found with Red Lady of Paviland in Britain. It is mentioned by the author in ''Gower - A Guide to Ancient and Historic Monuments on the Gower Peninsula'' that these might have been wands and are depicted as such in a reconstruction drawing of the burial o ...
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Sword
A sword is an edged, bladed weapon intended for manual cutting or thrusting. Its blade, longer than a knife or dagger, is attached to a hilt and can be straight or curved. A thrusting sword tends to have a straighter blade with a pointed tip. A slashing sword is more likely to be curved and to have a sharpened cutting edge on one or both sides of the blade. Many swords are designed for both thrusting and slashing. The precise definition of a sword varies by historical epoch and geographic region. Historically, the sword developed in the Bronze Age, evolving from the dagger; the earliest specimens date to about 1600 BC. The later Iron Age sword remained fairly short and without a crossguard. The spatha, as it developed in the Late Roman army, became the predecessor of the European sword of the Middle Ages, at first adopted as the Migration Period sword, and only in the High Middle Ages, developed into the classical arming sword with crossguard. The word '' sword'' continue ...
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Magic Point
Magic or mana is an attribute assigned to characters within a role-playing or video game that indicates their power to use special magical abilities or "spells". Magic is usually measured in magic points or mana points, shortened as MP. Different abilities will use up different amounts of MP."The History of Mana: How an Austronesian Concept Became a Video Game Mechanic"
June 17, 2014, Alex Golub, Assistant Professor of Anthropology, University of Hawai‘i at Mānoa.
When the MP of a character reaches zero, the character will not be able to use special abilities until some of their MP is recovered. Much like

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Compass Direction
A compass is a device that shows the cardinal directions used for navigation and geographic orientation. It commonly consists of a magnetized needle or other element, such as a compass card or compass rose, which can pivot to align itself with magnetic north. Other methods may be used, including gyroscopes, magnetometers, and GPS receivers. Compasses often show angles in degrees: north corresponds to 0°, and the angles increase clockwise, so east is 90°, south is 180°, and west is 270°. These numbers allow the compass to show azimuths or bearings which are commonly stated in degrees. If local variation between magnetic north and true north is known, then direction of magnetic north also gives direction of true north. Among the Four Great Inventions, the magnetic compass was first invented as a device for divination as early as the Chinese Han Dynasty (since c. 206 BC),Li Shu-hua, p. 176 and later adopted for navigation by the Song Dynasty Chinese during the 11th century. ...
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Isometric Graphics In Video Games
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the , , and axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", " 2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts. Once common, isometric projection became less so with the advent of more powerful 3D graphics systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especiall ...
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Isometric Projection
Isometric projection is a method for visually representing three-dimensional objects in two dimensions in technical and engineering drawings. It is an axonometric projection in which the three coordinate axes appear equally foreshortened and the angle between any two of them is 120 degrees. Overview The term "isometric" comes from the Greek for "equal measure", reflecting that the scale along each axis of the projection is the same (unlike some other forms of graphical projection). An isometric view of an object can be obtained by choosing the viewing direction such that the angles between the projections of the ''x'', ''y'', and ''z'' axes are all the same, or 120°. For example, with a cube, this is done by first looking straight towards one face. Next, the cube is rotated ±45° about the vertical axis, followed by a rotation of approximately 35.264° (precisely arcsin or arctan , which is related to the Magic angle) about the horizontal axis. Note that with the cub ...
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Ikaruga
is a shoot 'em up developed by Treasure. It is the spiritual sequel to ''Radiant Silvergun'' (1998) and was originally released in Japanese arcades in December 2001. The story follows a rebel pilot named Shinra as he battles an enemy nation using a specially designed fighter called the Ikaruga which can flip between two polarities, black and white. This polarity mechanism is the game's key feature and the foundation for its stage and enemy design. All enemies and bullets in the game are either black or white. Bullets which are the same color as the player are absorbed while the others will kill the player. The game features both single-player and cooperative modes. Development on ''Ikaruga'' began during director Hiroshi Iuchi's off-hours while Treasure was busy developing ''Sin and Punishment'' (2000). Titled "Project RS2", the game began as a sequel to ''Radiant Silvergun'', and borrows many elements from it as well as the polarity mechanism from Treasure's ''Silhouette Mira ...
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Tactical Role-playing Games
Tactical role-playing games (abbreviated TRPGs), also known as strategy role-playing games and in Japan as (both abbreviated SRPGs), are a video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ... genre that combines core elements of role-playing video games with those of tactical (Turn-based tactics, turn-based or Real-time tactics, real-time) strategy video games. The formats of tactical RPGs are much like traditional tabletop role-playing games and strategy games in appearance, pacing, and rule structure. Likewise, early tabletop role-playing games are descended from skirmish wargames such as ''Chainmail (game), Chainmail'', which were primarily concerned with combat. Game design This subgenre of role-playing video games principally refers to games which incorporate ele ...
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Hit Points
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually ...
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Role-playing Games
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the ...
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