Almighty Game Designer

Chapter 525: Combat system (two more)

Moreover, players also want to be able to see the character's appearance, clothes and movements all the time.

Abandoning a little insignificant sense of substitution, and gained so many advantages, so most of the 3a masterpieces on the PC, all adopt this perspective.

If the third-person follow-up perspective continues to be used on the vr platform, the biggest problem is that the advantages of the vr platform have not been realized.

The biggest advantage of the vr platform is the sense of substitution, and certainly can not be abandoned.

At the same time, because the actual field of view of the player on the vr platform is also 124 degrees, and the player can feel the touch from different parts of the body when attacked, the problem of limited vision does not exist at all, and there is no need to worry. where.

The last problem left is that the player can't see the appearance and movement of his character. In fact, this is also a good solution. Chen Mo is going to add two functions.

One is the video playback system, where players can record their battles in the level and boss battles and play them back from God's perspective. This way players can freely see what they are like when they fight.

The other is the God view mode, the player can freely switch to God's perspective, observe the shape of the character, and facilitate the appearance of the party to dress and dance.

This way the first-person perspective problem on the vr platform is basically solved.

In addition, the dark soul in vr mode has an advantage, that is, the control of the distance will be more precise, and the immersion will be stronger.

Of course, it will suffer even more...

However, suffering is the core fun of this game.

In addition, it is rich in specific combat details.

With the support of Pangu system, it is possible to build a more complex combat system.

The changes brought by the Pangu system to the Black Soul Combat System are mainly in three aspects.

The first is that the judgment of various hitting positions is more precise. The player uses the sword tip and the blade body, and uses different actions such as slashing, picking, and spurting to cut in different parts of the monster body, and the effects are also different. the same.

The monster's armor will deliberately make some gaps, such as the general knight armor, with a very hard plate on the outside, but only a relatively soft lock lining at the joints.

If the player can pierce the gap of the armor, it can cause more damage to the monster.

At the same time, chopping the different parts of the armor will calculate the impact on the enemy according to the power of the slash, which will also cause certain damage to the enemy.

Of course, the game still retains the settings of backstabs, executions, etc., but the triggering method is not the same as the previous one. People can try backstabs as long as they are behind the monster, but the specific success depends on Pangu. System calculations.

The second is that the power judgment for the entire game becomes more precise.

Different weapons have different impacts. When dealing with heavy enemy, the heavy hammer of the sledgehammer is much more useful than the sword.

In the original "Dark Soul", as long as the player can lift the extra large shield and the enemy cuts into the extra large shield, it will only reduce the energy, but after the magic change, if the enemy attacks the extra large shield with the hammer weapon, the player's power attribute If it is not enough, it will still be slightly hurt.

At the same time, the player can spell the knife with the monster. When the player's knife and the monster's knife collide together, the difference between the strengths of the two sides is calculated, and based on this, the result after the impact is determined and fed back to both parties.

If it is a two-powered enemy to fight the knife, then the two sides of the knife will play back slightly after the collision, while spending a certain amount of energy.

If one side's energy is exhausted, it will produce the same effect as the shield, and a more obvious hard straightness will appear.

In this setting, the player actually has more chances to be more close to the real battle.

Of course, there are problems with such changes. It is that the attribute gap may make the battle more suspenseful. If one of the two forces and energy is crushed on the other side, then the knife becomes a unilateral massacre.

In this regard, in fact, some additional minor changes can be added, such as setting the threshold of strength and energy, modifying the matching algorithm when the player and the player pk, or complementing the attributes of the weak side.

Of course, these are the words that need to be considered in detail when making the networking model.

The third is to increase the richness of the battle.

In the original "Dark Soul", if the player triggers a backstab on the monster, then the monster will have a relatively long invincible frame when it falls to the ground. Before the monster gets up, the player can't make any output to the monster.

Of course, there are many other considerations for this design. The main consideration is the balance of the game, and Chen Mo intends to adopt another approach.

In a real knightly duel, if one side has a backstab on the other side, then the winners and losers of both sides have already been separated, and the one who is stabbed has only one dead end.

Therefore, Chen Mo's method of change is that once a party is stabbed and then tripped to the ground, another player can apply a follow-up action to it, such as slamming after a high jump.

(Some special weapons in the original game can chase the enemy who fell to the ground, but the number is relatively small.)

The one who is stabbed must roll in time to avoid this blow, otherwise it will suffer high pursuit damage.

In addition, Chen Mo also introduced a new setting, the limit of energy value.

In a critical situation, when the player's energy slot has been exhausted, if you still need to make a scrolling, you can overdraw your energy value.

The limit energy value of the overdraft is very limited. After the overdraft, the original energy value recovery speed will be slowed down.

After the limit energy value is full, the recovery speed of the normal energy value bar will return to normal.

This setting is actually similar to the potential of the crisis. Many exhausted people often have a very powerful force in the crisis.

After adding this setting, the energy value will not be completely slaughtered after being cut down by a set of lights, at least there is a chance to save lives.

(The value of energy in the black soul can be understood as physical strength, tumbling, attacking, defending, etc., but it can't be called physical strength, because in the dark soul, the physical value affects the weight bearing ability of the character. This is Two completely different properties.)

After this change, the entire "Dark Soul" combat system will become more complex and changeable, and closer to the real battle.

Some special combat methods are also allowed, such as the songs of ice and fire, the battle of the red snake and the magic mountain. The red snake is a leather armor unit that relies on flexible walking and smudged rifles to constantly attack the magic mountain armor. The gap, which has been "almost" won by toxin accumulation, is also achievable under this kind of combat system.

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like