Almighty Game Designer

Chapter 530: combat system

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Also, players want to be able to see the character's appearance, clothing, and movements at all times.

Abandoning a little bit of insignificant sense of substitution has gained so many advantages, so most of the 3A masterpieces on PC have adopted 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 have not been brought into play.

The biggest advantage of the vr platform is the sense of substitution, which must not be discarded.

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

The last remaining problem is that players cannot see the appearance and movements of their own 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 back from the perspective of God. In this way, players can view their appearance in battle at will.

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

In this way, the first-person perspective problems on the VR platform are basically solved.

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

Of course, it will suffer even more...

However, suffering is the core fun of this game.

In addition, it 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 that the Pangu system brought 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 of the sword, the blade of the sword, and use different actions such as slashing, picking, stabbing, etc., to slash on different parts of the monster's body, resulting in different effects. same.

The armor of monsters will deliberately make some gaps, such as general knight armor, which has very hard plate armor on the outside, but only relatively soft chain armor lining can be worn at the joint joints.

If the player can penetrate the gaps in the armor, it can cause more damage to the monster.

At the same time, when cutting to different parts of the armor, the impact force on the enemy will be calculated according to the force of the cutting, and it will also cause certain damage to the enemy.

Of course, backstab, execution and other settings are still retained in the game, but the trigger method is different from the previous game. People can try to backstab as long as they are diagonally behind the monster, but the specific success depends on Pangu. system calculations.

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

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

In the original version of "Dark Soul", as long as the player can hold up the super shield, the enemy will only lose energy if he cuts on the super shield. However, after the magic modification, if the enemy attacks the super shield with a hammer weapon, the player's strength If it is not enough, you will still suffer slight damage.

At the same time, the player can fight with the monster. When the player's knife collides with the monster's knife, 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 parties.

If two evenly matched enemies fight with each other, the knives of both sides will bounce back slightly after the collision, and at the same time consume a certain amount of energy of the player.

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

Under this setting, players actually have more reckless opportunities, and are closer to real battles.

Of course, there are actually problems with such a change, that is, the attribute gap may make the battle more suspenseless. If the two values of strength and energy of one party crush the other, then the knife fight becomes a one-sided massacre.

In this regard, in fact, it can be solved by adding some other small changes, such as setting the threshold of strength and energy, modifying the matching algorithm when players compete with players, or complementing the attributes of the weaker party, etc.

Of course, these are things for later, and need to be considered in detail when making the networking mode.

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

In the original "Dark Soul", if the player triggers a backstab on the monster, the monster will have a relatively long invincible frame when it falls to the ground. Before the monster gets up, the player cannot 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 method.

In a real knight duel, if one side backstabs the other, the outcome of the two parties has already been determined, and the side that is backstabbed can only die.

So Chen Mo's modification method is that once a player is backstabbed and then kicked to the ground, the other player can perform follow-up actions on them, such as jumping high and then hitting the ground to attack.

(In the original work, some special weapon combat skills can chase down enemies on the ground, but the number is relatively small.)

The side that was backstabbed had to roll over in time to avoid the blow, otherwise it would suffer high damage from the attack.

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 rolling action, he can overdraw his energy value.

The maximum energy value that can be overdrawn is very limited. After being overdrawn, the recovery speed of the original energy bar will be slowed down.

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

This setting is actually similar to the potential explosion at a critical moment. In order to survive, many exhausted people often burst out a very powerful force at a critical moment.

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

(The energy value in Dark Souls can actually be understood as physical strength, which will be consumed by operations such as rolling, attacking, and defense, but it cannot be called physical strength, because in Dark Souls, physical strength affects the character's weight-bearing ability, which is Two completely different properties.)

After this change, the combat system of the entire "Dark Soul" 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 A Song of Ice and Fire. The Red Viper, a leather armored unit, constantly attacks the Devil Mountain armor with flexible positioning and poisoned spears. The gap, "almost" won through the accumulation of toxins, which is also achievable under this combat system.