Almighty Game Designer

Chapter Five Hundred and Twenty Five Battle System

Moreover, players also want to be able to see the appearance, clothes and actions of the characters all the time.

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

If you continue to use the third-person follow-up perspective on the VR platform, the biggest problem is that the advantages of the VR platform are not brought into play.

The biggest advantage of the VR platform is the sense of substitution, which must 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, so the problem of limited field of vision does not exist at all, don't worry, you can't find the enemy where.

The last remaining problem is that players can't see the appearance and actions of their characters. In fact, this is also easy to solve. Chen Mo plans to add two functions.

One is the video playback system. Players can record their battles in levels and boss battles and play them from the perspective of God. This allows players to freely see how they look when they are fighting.

The other is the God's perspective observation mode. Players can freely switch to the God's perspective to observe the appearance of the characters, which is convenient for those appearance parties to assemble and dance hip-hop.

In this way, the first-person perspective problem on the VR platform is basically solved.

In addition, Dark Souls in VR mode has another advantage, that is, the control of distance will be more accurate and the immersion will be stronger.

Of course, you will suffer more

Suffering, though, is the core fun of this game.

In addition, it enriches some specific combat details.

With the support of the 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 determination of various hitting positions is more accurate. Players use the tip and body of the sword, and use different actions such as slashing, slashing, and stabbing, and slashing at different parts of the monster's body, and the resulting effects are also different. same.

The monster's armor will deliberately make some gaps, such as ordinary knight armor, which has very hard plate armor on the outside, but can only wear relatively soft mail linings at the joints.

If the player is able to pierce the gap in the armor,

That can do more damage to monsters.

At the same time, if you cut different parts of the armor, the impact force on the enemy will be calculated according to the power of the cut, which will also cause a certain amount of damage to the enemy.

Of course, the game still retains settings such as backstab, execution, etc., but the triggering method is different from the previous game. People can try backstab as long as they are diagonally behind the monster, but the specific success depends on Pangu. system calculation.

The second is that the power determination for the entire game has become more precise.

Different weapons have different impact forces. When dealing with heavily armored enemies, a heavy blunt weapon such as a sledgehammer is much more useful than a sword.

In the original Dark Souls, as long as the player can lift the extra-large shield and the enemy hits the extra-large shield, it will only reduce energy, but after the magic change, if the enemy uses a hammer weapon to attack the extra-large shield, the player's strength attribute is not enough If so, there will still be minor damage.

At the same time, the player can fight with the monster. When the player's knife and the monster's knife collide, the difference in strength between the two sides will be calculated, and based on this, the result of the collision will be determined and fed back to both sides.

If it is two evenly matched enemies fighting a knife, then the two knives will bounce back a little after the collision, and at the same time consume a certain amount of energy from the player.

If one party's energy has been exhausted, it will have the same effect as the shield counter, and a more obvious rigidity will appear.

Under this setting, players actually have more chances to be reckless, and they are closer to the real battle.

Of course, there is actually a problem with such a change, that is, the difference in attributes may make the battle less suspenseful. If both the strength and energy of one side crush the other side, then fighting the sword becomes a one-sided slaughter.

In fact, some other small changes can be added to solve this problem, such as setting the thresholds of strength and energy, modifying the matching algorithm when players pk, or complementing the attributes of the weaker party, etc.

Of course, these are the other things that need to be considered in detail when making the network mode.

The third is that it can increase the richness of the battle.

In the original Dark Souls, if the player triggers a backstab on the monster, the monster will have a relatively long invincibility frame when it falls to the ground, and the player cannot make any output to the monster until the monster gets up.

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 knight duel, if one side backstabs the other, the outcome of the two sides has already been decided, and the backstabbed side has only one way to die.

Therefore, Chen Mo's change method is that once a party is backstabbed and then kicked to the ground, the other player can perform follow-up pursuit actions, such as jumping high and then attacking the ground.

(Some special weapons and combat skills in the original work can chase down enemies, but the number is relatively small.)

The side that was backstabbed must roll in time to avoid the blow, otherwise it will suffer high pursuit damage.

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

In a critical situation, when the player's energy gauge has been exhausted, if he still needs to make a scrolling action, he can overdraw his energy value.

The limit energy value that can be overdrawn is very limited. After the overdraft, the recovery speed of the original energy value will slow down.

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

This setting is actually similar to the potential explosion at the juncture of crisis. Many exhausted people often burst out a very powerful force at the juncture of crisis in order to survive.

After adding this setting, after the energy value is cut down by one set, it will not be completely slaughtered by others, at least there is a chance to save life.

(The energy value in the dark soul can actually be understood as the physical energy value, and operations such as rolling, attack, defense, etc. will consume it, but it cannot be called physical energy, because in the dark soul, the physical energy value affects the character's weight-bearing ability, which is Two completely different properties.)

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

Some special fighting methods are also allowed, such as the battle between the Red Viper and the Magic Mountain in A Song of Ice and Fire. The Red Viper, a leather-armored unit, relied on agile movement and a poison-smeared spear to continuously attack the armor of the Magic Mountain. The gap, "almost" won through toxin accumulation, is also achievable under this combat system.

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