Almighty Game Designer Chapter 525: Combat system
Moreover, players also want to be able to see the appearance, clothes and movements of the characters all the time.
Abandoning a little bit of insignificant sense of substitution and gaining so many advantages, most of the 3a masterpieces on the PC all adopt this perspective.
If you continue to use the third-person follower perspective on the VR platform, the biggest problem is that the advantages of the VR platform have not been played out.
The biggest advantage of the vr platform is the sense of substitution, which must not be abandoned.
At the same time, because the player’s actual field of view on the vr platform is also 124 degrees, and the player can feel the touch from different parts of the body when being attacked, the problem of limited field of view does not exist at all, and there is no need to worry about it. Where is the enemy.
The last remaining problem is that players cannot see the appearance and movements of their characters. In fact, this is also very easy to solve. Chen Mo plans to add two functions.
One is a video playback system. Players can record their own battles in levels and boss battles and play them from the perspective of God. In this way, players can freely check how they look when they fight.
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 who look like parties to outfit and dance street dance.
In this way, the first-person perspective problem on the vr platform is basically solved.
In addition, the dark soul in vr mode has another advantage, that is, the distance control will be more accurate and the sense of immersion will be stronger.
Of course, I will suffer even more
However, suffering is the core fun of this game.
The other is to enrich 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 to make more accurate judgments of various hit positions. Players use the tip and blade of the sword to use different actions such as slashing, provoking, and thrusting to cut different parts of the monster's body. They are also different.
The monster's armor will deliberately make some gaps. For example, the general knight armor has very hard plate armor on the outside, but only relatively soft lock armor linings can be worn at the joints.
If the player can pierce through the gap in the armor, it can cause more damage to the monster.
At the same time, when slashing to different parts of the armor, the impact force on the enemy will be calculated according to the power of the slashing, which will also cause certain damage to the enemy.
Of course, the game still retains the settings of backstabs, executions, etc., but the trigger method is different from the previous game. People can try backstabs as long as they are diagonally behind the monsters, but the specific success or failure is still required. Depends on the calculation of the Pangu system.
The second is that the power determination for the entire game has become more accurate.
Different weapons have different impact power. 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 mega shield and the enemy cuts the mega shield, it will only reduce energy. However, after the magic change, if the enemy uses a hammer weapon to attack the mega shield, the player’s power If the attributes are not enough, you will still receive slight 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 power between the two parties will be calculated, and based on this, the result of the collision will be determined and fed back to both parties.
If two evenly matched enemies fight knives, the knives of both sides will bounce back a little after the collision, which consumes a certain amount of energy for the player.
If one party's energy has been exhausted, it will have the same effect as the shield and counter, and there will be a more obvious rigidity.
Under this setting, players actually have more chances to be reckless and get closer to the real battle.
Of course, this kind of change is actually problematic. The difference in attributes may make the battle less suspenseful. If the two values of strength and energy of one party crush the other party, then the fight will become unilateral. Massacre.
This can be solved by adding some other small changes, such as setting the threshold of strength and energy, modifying the matching algorithm when the player and the player pk, or completing the attributes of the weaker party, etc.
Of course, these are for the rest, and only need to be considered in detail when making the networking model.
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, there will be a relatively long invincibility frame when the monster falls to the ground. Before the monster gets up, the player cannot make any output to the monster.
Of course, this design has many other considerations, the main consideration is the balance of the game, and Chen Mo intends to adopt another approach.
In a real knight's duel, if one side causes a backstab to the other, then the outcome of the two sides has already been divided, and the backstabbed side has only a dead end.
So Chen Mo's method of modification is that once a party is backstabbed and then kicked to the ground, another player can apply subsequent pursuit actions to it, such as leaping high and then hitting the ground.
(Some special weapons and combat skills in the original work can chase down enemies, but the number is relatively small.)
The back-stabbed party must roll over in time to avoid the blow, otherwise it will suffer a high amount of chase damage.
In addition, Chen Mo also introduced a new setting, limit energy value.
In a critical situation, when the player's energy slot has been exhausted, if you still need to make a scrolling action, you can overdraw your energy.
The limit energy value that can be overdrawn is very limited. After the overdraft, the original energy value bar will slow down.
After the limit energy is full, the recovery speed of the normal energy bar will return to normal.
This setting is actually similar to the potential outbreak at a crisis. Many exhausted people often explode a very powerful force at the crisis to survive.
After adding this setting, the energy value will not be completely slaughtered after being cut down by a set. At least there is a chance to save your life~IndoMTL.com~The energy value in the black soul can actually be understood as physical strength Value, roll, attack, defense and other operations will consume, but it cannot be called stamina, because in Dark Soul, stamina affects the character's weight-bearing ability, which are two completely different attributes. )
After this change, the entire Dark Souls combat system will become more complex and changeable, and closer to real combat.
Some special combat methods are also allowed, such as the battle between the Red Viper and the Devil Mountain in the Song of Ice and Fire. A leather armor unit of the Red Viper relies on a flexible walking position and a poisonous spear to constantly attack the devil. The gap in the mountain armor "almost" won through the accumulation of toxins, and this is also achievable under this combat system.
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