The Fantasy Entertainment Empire

Chapter 167: Combat system

噺⑧一中文网ωωω.χ⒏1zщ.còм哽噺繓赽捌㈠Fictions

The management elements of the school, the cultivation of the characters, the dynamic arena...

These things will become the characteristics of Taiwu Picture Scroll 2.

In addition to these features and gameplay, the combat system is also a place to focus on production.

This combat system, don't think it's almost done after it has been tested. In fact, the test to demonstrate for Fan Zhe was just a hand-practice thing they made, which by the way showed the powerful performance of the Dimension Engine.

But that thing is basically useless.

In fact, even within the planning team formed by Gao Yixiang and Eggplant, there is still no complete conclusion about what the combat system will be.

The aim, of course, is to show a fighting style with martial arts style. Eggplants are more resistant to copying some very common fighting modes at the moment.

Those combat modes do not reflect the style of Taiwu Picture Scroll 2 so well.

According to the idea of ​​eggplant, during the battle, some points are easy to solve, and some points are not easy to solve.

There is no level, it doesn't matter, the numerical enhancements provided by the techniques, attributes, equipment... these things are very easy to solve. In the first generation, they made a set of numerical system, although it was used in a plane combat method, it cannot be directly transplanted to the second-generation combat system, and the numerical value is not very good. superior.

But at least with such a foundation, the following work will not appear too difficult.

However, what kind of presentation is a big question.

First of all, the **** action type is not desirable. The over-the-shoulder perspective like God of War 4 is not desirable, and it is difficult to show the effect of light work. When flying over the wall, keep the over-the-shoulder perspective, for fear that the player will vomit if he can't play for two minutes.

In contrast, the game perspective of Assassin’s Creed may be relatively more suitable.

At the same time, Gao Yixiang also proposed a God perspective, which is roughly like Diablo 3, but this was quickly ruled out.

After several discussions, they also learned from many games.

In the end, they decided to adopt a relatively free perspective, and this perspective will not have particularly large fluctuations in the game, so as to avoid unnecessary burdens on the player’s vision during fast-paced battles and movements. .

At the same time, just like the first generation of Taiwu painting scrolls, players can only choose to match a variety of different internal skills, martial arts, stunts, body protection methods, and body methods to achieve unique development effects.

Any exercise has its special attribute bonus, and it is divided into two types, one is active use and the other is passive bonus.

Here, one module must be mentioned, which is the so-called movement.

All exercises need to be exercised before they can truly exert their passive attributes and can be used in battle.

In the setting, internal power is very important.

Internal strength has its own attributes, which are divided into five types: Zixia, Jingang, Guiyuan, Pure Yang, and Xuanyin.

The inner strength of the major determines the number of minor inner strengths. Some major internal skills are very strong, but the compatibility is not very good, so other minor internal skills cannot be transported at the same time, or conflicting internal skills cannot be transported; some internal skills are relatively more compatible.

The internal strength determines the internal strength. The major internal strength that Yunqi also determines how many other methods can be supported at the same time, and different internal strengths are different.

Players can freely allocate their internal forces to moves, body protection, stunts, and body techniques, and each has a different exercise grid, which can be combined with different exercises. The martial arts stuffed into the exercise grid is equivalent to being exercised.

This is a configuration that the player can make in the attribute interface.

In battle, players can perform martial arts by gathering energy and improving their posture in fights.

Here, after a long discussion between Eggplant and Gao Yixiang, they decided to adopt a combination of shortcut keys and slow motion.

Since there are many exercises at the same time, and this game will not focus on **** fighting like the Soul series, nor will it follow the battle mode of the God of War series, and there is no need to rub up and down ba rub tricks.

They are more inclined to set up some shortcuts like Horizon or the Witcher 3 to quickly display skills. At the same time, when complex skills need to be displayed, slow motion is triggered, giving players the option of fighting strategies in the battle of electric light flint Perform the next martial arts.

In the battle gameplay, they hope to make the battle scene more cool.

Ping a's fight must be martial arts and good-looking enough. At the same time, the display of moves must be cool enough.

And because you need to have enough martial arts flavor, you can't easily cut a sword on a person during a battle. There will be a lot of parry and dodge elements, such as twisting the waist to avoid a knife, and dodge a sword to the side~ www.NovelMTL.com~Here, a certain intelligent judgment has been added. The three defensive attributes of dodge, parry, and body protection correspond to the swift, subtle, and powerful attack attributes respectively. When the defending side is far higher than the offense and defense, then the sword will frequently trigger parry and dodge, or hit the body and be bounced off by the inner strength guard.

The same goes for launching martial arts moves. For example, if the player makes a move to twist the finger, an animation will appear. But the animation of this move is indeterminate. If the attribute is much higher than the opponent, then you can see the Nianhuazhi hit the opponent without fighting back; if the attack attribute is much lower than the opponent, you will see the Nianhuazhi In the continuous attacks of, there will be screens of being blocked and flashed away by others.

After finalizing the plan in mind, both Eggplant and Gao Yixiang were very happy. They think that this kind of fight will be cool, with a martial arts flavor. They didn't want to make the battle a simple and straightforward sense of mowing the grass. There must be enough oriental aesthetics here. The duel between two masters, between each move, has its own elegant beauty.

Moreover, this model is rarely seen in current game masterpieces.

However, after determining the battle mode, they found that the workload before them was very huge.

First of all, you must design different weapons to hold in your hand, and the actions of ordinary attacks are different; and a larger part of the workload comes from each move. After it is displayed, the appearance of the action, sound and light, The effect is also completely different. And if these moves are dodged and blocked, what should they be like?

This requires an extremely large amount of art design resources.

So, when the key question comes, it is one thing to think and one thing to do. Can it be done?

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