The Fantasy Entertainment Empire

Chapter 168 Combat System

The management elements of the sect, the development of characters, the dynamic world...

These things will all become the characteristics of "Taiwu Painting Scroll 2".

In addition to these features and gameplay, the combat system is also a place that needs to be focused on.

For this combat system, don't think that once a test is released, it is almost done. In fact, the test demonstrated to Fan Zhe was just a practice thing they made, by the way, to show 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 Qiezi, there is still no complete conclusion on what the combat system should look like.

The purpose, of course, is to show a fighting style with a "martial arts" style. Eggplant and the others are more resistant to copying some very common fighting styles today.

Those combat modes did not reflect the style of "Taiwu Painting Scroll 2" so well.

According to Eggplant's idea, in the battle, some points are easy to solve, and some points are not easy to solve.

It doesn't matter if there is no level, skills, attributes, equipment...the numerical enhancement provided by these things is easy to solve. In the first generation, they made a numerical system. Although, it was used in a flat 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 there is such a foundation, and the subsequent work will not appear too difficult.

However, how to present it is a big problem.

First of all, hardcore action types are not advisable. 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 eaves and walls, keep an over-the-shoulder perspective, I am afraid that the player will vomit after playing 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 probably like the one in "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 viewing angle, and this viewing angle will not have particularly large fluctuations in the game, so as not to bring unnecessary burden to the player's vision during fast-paced battles and movements .

At the same time, just like the first generation of "Taiwu Painting Scroll", 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 skill 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, that is the so-called 'yungong'.

All the skills need to be 'exercised' to truly display their passive attributes and be able to be used in battle.

In the setting, internal strength is very important.

Internal energy has its own attributes, which are divided into five types: Zixia, King Kong, Guiyuan, Chunyang, and Xuanyin.

The internal strength majored in determines how many minor internal strength skills one can have. Some major internal skills are very strong, but the compatibility is not very good, so they cannot use other minor internal skills at the same time, or cannot use conflicting internal skills; some internal skills are relatively more compatible.

And internal strength determines internal strength. Yunqi's major in internal strength also determines how many other exercises can be supported at the same time, and different internal strengths are different.

Players can freely distribute their internal strength to moves, body protection, stunts, and body skills, and each item has a different skill grid, which can be combined into different skills. Martial arts stuffed into the grid of martial arts is equivalent to being "lucky".

This is a configuration that players can do in the property interface.

In the battle, players can perform martial arts by gathering energy and improving their posture during fighting.

Here, after discussing for a long time with Gao Yixiang, Eggplant and Gao Yixiang decided to adopt a combination of shortcut keys and slow motion.

Since there are many skills equipped at the same time, and this game will not focus on hard-core fighting like the "Soul" series, nor will it follow the fighting mode of the "God of War" series, there is no need to rub up and down BA and tricks.

They are more inclined to set some shortcut keys to quickly perform skills like in "Horizon" or "The Witcher 3". The strategy of the battle, and the next martial arts.

In the fighting gameplay, they hope to make the fighting scenes more cool.

The fights of Ping A must be martial arts and good-looking enough. At the same time, the performance of the moves must be cool enough.

And because it needs to have enough martial arts flavor, it is not easy to slash on people with swords during the battle. There will be a lot of parrying and dodging elements here, such as twisting your waist to avoid a knife, and turning your head to dodge a sword.

Here, a certain amount of intelligent judgment is added. The three defense attributes of dodge, parry, and body protection correspond to the attack attributes of swiftness, subtlety, and strength respectively. When the defense is far higher than the offense and defense, then the sword will frequently trigger parry and dodge when the sword is cut, or it will be bounced away by the inner strength body when hitting the body.

The same is true for launching martial arts moves. For example, if the player makes a move of "Finger Finger", an animation will appear. But the animation of this move is uncertain, if the attribute is much higher than the opponent, then you can see the 'Fingering Finger' hitting the opponent helplessly; if the attack attribute is much lower than the opponent, then you will see ' During the continuous attack of "Finger Finger", there will be a picture of being blocked or dodged by others.

After finalizing the plan in their minds, Qiezi and Gao Yixiang were very happy. They thought that such a fight would be cool and have a martial arts flavor. They didn't want to make the battle into the simple and direct refreshing feeling of mowing grass. There must be enough oriental aesthetics here. The duel between two masters, every move and every move, has its own elegant beauty.

Moreover, this mode is rare among the current game masterpieces.

However, after determining the battle mode, they discovered that the workload before them was enormous.

First of all, it is necessary to design different weapons to be held in the hand, and the movements of ordinary attacks are different; and a larger part of the workload comes from each kind of move. The effect is also quite different. And if these moves are dodged and blocked, what will they be like?

This requires an extremely large amount of art design resources.

Then, here comes the key question - thinking is one thing, doing is the same thing, can it be done?

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