Welcome to the BioMassCore website. Here you can find anything about the expanding and in-development titular project of BMC x ULTIMATE/CROSSOVERs.
Elpis, the protagonist of BioMassCore and Lin, the protagonist of ULTIMATE.
Ritsueto, the deuteragonist rival of Elpis
– Universal Factions –
There are currently 4 base factions within CROSSOVERs, ULTIMATE and BioMassCore having two of them. The current ones being the Talon Regime, Devil Hunters, Black Resistance and Abyssal Empire. Each coming from a splintered background influenced from their spatial-travelling gods and is linked to various dimensions conflicting based on their beliefs from a splintered cycle in the leylines believed to have a link toward a destined conduit. The Talon Regime specializes in Ultfinites, the Devil Hunters specializes in extraordinary slayers, the Black Resistance specializes in secret Armigers and the Abyssal Empire specializes in a clan of exacosm-infused Obyrith believed to be part of a swarm from a forbidden base matter.
– Gameplay Style –
CROSSOVERs will have a combination of strategic hack and slash, acrobatic parkouring and puzzling action-platforming. There are main playable characters such as Elpis, Lin, Ritsueto and Brown. Each having their distinct gameplay styles such as Elpis using multiple ways to advance his versatile and high-moving combat, Lin mediating between his two-sided combat, Ritsueto having a more focused and dynamic playstyle, etc. Refer to certain pages for depthful descriptions of individual gameplay mechanics. Each character has a battle mechanic of powerful techniques using up their energy gauge by small amounts with perfectly-timed key combinations of spell cards after entering an incantation mode. These spell cards are put within a deck folder drawn at random with certain circumstances in stocks of 6 and are categorized with certain numbers of them being selectable for combinations that must be chosen carefully, executed in an transmutational equating matter for Elpis where spell cards apply to each other based on their transmutation alterations to forge the special technique in mind that he comprehends the corresponding materials of to match the frequency of his streaming soul. As opposed to ones like Ritsueto who uses his moves to draw out a kanji symbol through painting with his blade.
These special techniques can be special attacks such as magnifying the weapons, using energy to deconstruct physical structures with stronger material or reconstructing the flow of energy to reform materials into a new shape, passives and combat-adjustive spells. Spell cards are linked to a temporary powerful form for various characters, known as an Ultimatrigger. This form amplifies stats in exchange of the energy gauge. Some hidden powerful techniques can be passive, not requiring any of the gauge meter thus are simper to execute in incantation and few are discardable for enhancing movement. Those being found as pick-ups from specific enemies. Should the player fail or succeed in executing their spell during the incantation, the spell would have a cooldown factor. The player can also fail by an enemy hitting them in the incantation. Naturally, characters will start with 3 special techniques and can gain more to replace by leveling up through progression in stages often being mixable in attack combos gaining more gauge from beating enemies.
Throughout the campaign, there will be tasked missions on a hub world varying for each scenario against factions and can be briefly descripted to the player by their allies. These missions will be based on non-linear story progression that expand worlds for exploration on a large interconnected world map after intro stages with a base set of missions that interconnect into varying mission orders that will then affect the order of progressions. Missions are with a world stage lay-out having multiple missions in a story arc that leads to it’s ending challenge and are contained within chapters. Operators will optionally help guide through-out missions and give hints. Expansion of the world allows to revisit stages with a map via a quick transport to one of the points of the stage with a crystalline key of corresponding gate color, collected with certain circumstances that may involve completion of the area or through interaction and can be used to access some hidden passages that lead to more expansion of the world as another stage. Quick transports allows to take on side-mission quests from the expanding world hub to increase status and help with progression, multiple being able to be done at once. The numerous factions have their own militaristic operations to bring what they vision for the future as a reality. It is the player’s decision on what set of missions they want to go for first, with chances of a stage-altering path being the one they chose. However bosses that aren’t fought actively will claim territory of areas and potentially affect the hub world if they succeed in their operation, upgrading their difficulty when they’re part of the final set of missions before endgame.
Progression on missions can depend on collected items to fill out a gate leading to the end, or be based on certain puzzling minigames segments such as motorcycle chases (Ikaruga-like Jet-shooters as well, being the primary one for characters like Ritsueto), rail-grinds, enemy rushes, stealth, resource extractions, cybernetic hijacks, etc. Few stages sometimes having giant golem-like mechanical suits of armor with high combat and endurance that can be used temporarily and either use fists, missiles or laser beams. Missions have 5-6 segments, the last segment being the boss encounter that must be defeated to revisit the stage and continue on. But if the player feels they cannot yet then they can cancel the mission and try another. Bosses take traits from the obstacles leading up to them and are phased with the last one altering the rest of the fight with an enhanced moveset, reacting near similarly to the player and has a special technique of their own for their last phase as a desperation attack that sometimes involves a QTE to counter them in a beat-down segment when at the last of their health. Such of a reaction to the player is a system initiated as a combo breaker from the player or boss who has lost their first health bar, pressing forward and the energy gauge making the two characters fly apart from each other giving a line of dialogue. The player and boss wager portions of their energy gauge meter in a QTE when performing a series of gestures, forcefully attempting to put constant pressure into the opponent until they are overwhelmed and whoever has gained more of the meter than the opponent will win with more health and energy after the two are knocked back from the clash, with the loser receiving damage but not reducing health to zero. Items must be used carefully in their fights.
There will be new elementally-attributed weapons collected from battling against strong level-ranged bosses, titled Ex Arms that can modify from their branching skill tree and unleash different forms, having their own reactionary spell cards that replace sacrificed ones and can be used as utilities in stages by interacting with the mechanics in differing ways. Bosses will react differently to Ex Arms that vary, similarly to how players will react to different elements. Bosses have a rock-paper-scissors mechanic with the spell cards of them and the player with a tagged color for categorized spell cards such as normal attacks being parried causing a staggering stun for a short amount of time, normal attacks breaking heavy attacks from lighter speed and heavy attacks breaking parry from higher damage. Spell cards are naturally personalized for their base set of the played character, with various stat-attributed cards allowing temporary enhancement of various stats or changing the property of special techniques and are picked up from color-corresponding enemies. Spell cards have a certain amount of energy gauge taken when using them, adding up when combined with other ones. They can divide themselves into spell cards with a lower amount of energy gauge taken.
Ex Arms and hidden items have short trials upon gaining them, and can be accessed within a small menu when pausing. Weapons used in leveling up naturally upgrade in stats, perfecting it’s shape. The player is allowed to upgrade an individual stat upon leveling up. After completing rows of missions, the player would initiate an intermission mid-stage that would alter the way missions play afterward with an exclusive assassin boss of rarity hunting Elpis and Ritsueto through-out missions and the remaining stage missions’ bosses will alter the hub world’s interconnected map with disastrous effects and have a raised difficulty implying that they have completed their operation and will occur through-out the remaining portions of the playthrough until they are defeated. Their appearance may also be altered, while having different dialogue based on these conditions and which character is being played as. This is due to bosses actively becoming more stronger with more moves, health and altered hazards in their stage after the player goes to their first stage as they may also have an alteration to their desperation attack. Overcoming them will increase the rewards and value of the respective Ex Arm. The assassin boss however will progress with the player, hindering stages for them (And even entangling within sub-stages) in a race across the stage as a side-mission when they are active in it or would need to be hid from in times where they yare superior to the player, possibly stealing an Ex Arm from the player and having to fight them to claim it. Failing to defeat them or prevent their sabotage could lead to disadvantageous effects such as them stealing resources or getting stronger when approached in a wrong manner. Later stages will have effects based on how they are approached by the player. When achieving high scores and high ranks that depend on how well your performance is such as damage taken/deaths, enemies destroyed, items used, and the amount of creative combos done. How high the rank is determines the amount of rewards granted. Dying in stages is consequential akin to a rogue-lite. Playable characters encounter wandering Shades of themself if they died, allowing them to regain lost items by killing it for absorption. But dying continuously slowly loses value of the items that were lost, as well as losing Copi points. Countering an enemy or boss’ wind-up can cause decent damage with an extra reward from more Copi points being given such as bonuses of strategic combat used. Certain numbers of Copi level the rank, giving a medallion substance rewarding more currency for upgrades.
Upgrades for skill systems are purchased with Copi usable to multiple crafting shopkeepers for permanent upgrades such as more combat moves, health-refilling kits, etc. For example, they could also craft a passive based off resources picked up from enemies thus giving a blueprint for it. Some shopkeepers being rescued during missions to build up the base hub while some are found through simply exploration nearby such as weapon masters that teach new attacks for weapons such as melee. Other ones rescued could be recruited allies that optionally assist in team lay-outs of 4 during stage missions in different classes either assisting with buffs, enemy debuffs, defense, puzzles or progressing through the stage easier. Few characters being possibly selectable by circumstances such as completion or with other means. In the hub the protagonists build relationships with allies through conversation, hidden gifts and certain in-mission tasks with them, gaining a mutual understanding between the player and the character. If the player wishes to level up quicker, they could manually spend Copi points as EXP for their stats on various prices.
For different upgrades and enhancements, characters increase their usage of spell cards by leveling up or finding hidden items in stages such doing secret missions, affecting their special abilities with an upgrade. These upgrades require medium-to-large amounts of Copi and enhancing a stat and Ex Arm, allowing the player to swap out certain upgrades for other ones or outright uninstall them. Various forms like these can be found in secret passageways through doing tasks of varying circumstances activating teleporters linking to the capsule’s mainframe, the pre-task being to get a number of enemies killed near the capsule so their soul is sent within the mainframe as fuel. These tasks differ depending on scenario having different stats based on special abilities for form sets that alter the characters when equipped. Enhancing movement, attributed damage and has passive support kits that are active while attacking and also alter Ultimatriggers with the upgrades while giving potentially new spell cards or bonuses. However there are various drawbacks as equal to the amount of synergies upgrades can have in combination with other upgrades. These upgrade synergies form a shaped letter for characters through limited colors of the upgrades in a color combination. Such as an X for Elpis, an L for Lin, etc.
CROSSOVERs will have an electronic-rock song theming in it’s OST that changes dynamically when high-scoring at a consistent pace with strategic combos, but will lower if the player is idle, is interrupted in their combo or has lost consistent uniqueness in their combo. When high-scoring consistently to the end of the song, it will be unlocked for the base of operations so players can hear it outside of missions. Higher difficulties restrict usage of certain abilities, increase and upgrade enemies in stages, and alter boss patterns while giving them another health level. The OST can also alter on difficulties.
There are 7 separate Chapters labeled “Generations” that are planned for CROSSOVERS’ story, with the 1st being a prequel to the story labeled Generation 0 and is shared within it’s crossover sub-project in ULTIMATE linking the two stories together for each Generation. Various more BioMassCore x ULTIMATE characters are planned to come with their own scenarios. Characters are portrayed in a hybridization of 3D and 2D like that of later entries from Guilty Gear Xrd, occasionally using animated sprites for short dialogue.
CROSSOVERs is in current need of modelers, story-writing assistants, concept artists (For backgrounds and races) and music composers. Questions and suggestions can be used in the comment section to form discussions revolving around the project or contact the hosts.