Game Making: The Latest Chapter Begins With Healing the Player
Chapter 680 Wolf
Two days later, Hu Tu came to the headquarters of Nebula Games.
After confirming it from the front desk, Hu Tu went directly to the conference room.
It can be said that Hu Tu is still looking forward to the next plan.
When we arrived at the conference room, there were many people besides him.
After scanning around, they are basically the core staff of Nebula Games Headquarters Studio.
This surprised Hu Tu, but he was also a little excited.
While he was thinking about it, the door of the conference room was pushed open.
Looking at Hu Tu in the conference room, Chen Xu smiled and nodded to him as he passed by, then went to the main seat and turned on the projector.
Called up through the computer, an original concept painting is placed on the canvas.
Under the moon, a lush reed like white snow drifts in the wind. A ninja and a samurai confront each other holding swords among the reeds. The moonlight and the figure of the other party are printed on the long sword, which makes the entire concept original painting full of a chilling atmosphere.
At the same time, directly above the original painting, there are two artistic characters: Sekiro.
"Mr. Chen, is the new work a ninja theme? Is it a infiltration type?" Yang Xin asked curiously.
After all, if the character is a ninja, then it will naturally make people think of a stealth theme.
"No, unlike ordinary ninja-themed games, ninja can only be regarded as one identity." Chen Xu smiled and shook his head.
"If I have to say it, this game should be a sword and halberd style game, including the combat system, which is also in this direction." Chen Xu added, while also introducing Hu Tu to everyone.
"As for the genre, you can refer to "Dark Soul" and "Bloodborne"." Chen Xu showed a bright smile.
After listening to Chen Xu's words, everyone was stunned for a moment, and then they were all shocked.
Dark Souls and Bloodborne?
So, here it is! ?
"Don't be too surprised. It's just the map design and plot design ideas, because in the game Sekiro, both the action system and the map scene will be very different."
"At the same time, in order to give players a smoother, sword-and-halberd fighting style experience, this game will not have physical limitations of energy bars." Chen Xu said some key points.
After listening to Chen Xu's words, everyone was briefly surprised, but at the same time they felt a little inexplicable regret.
Without the limitation of energy bar, it seems like this is a very normal action game!
Looking at everyone, Chen Xu didn't say anything and just silently opened the design draft of the combat system.
…………
Compared with "Dark Souls" and "Bloodborne", "Sekiro", which is also a soul-based game, can be regarded as a master.
In Dark Souls, for ordinary players, the game actually encourages defense, because for ordinary players, shields have the highest benefits, and many players even rely on shields to pass levels.
In "Bloodborne", shields were abandoned and replaced with gun reflexes. This accelerated the pace of the game in Bloodborne and also increased the risk for players.
But this has completely changed in "Sekiro". In Sekiro, players can also block, divided into normal blocks and perfect blocks.
It doesn't sound like anything special, but the most important point is that Sekiro has a unique attribute, which is the parry value or torso bar.
Unlike the energy bar in Dark Souls and Bloodborne, running and attacking are free in Sekiro.
The only unnecessary point is the parry bar. In the case of normal blocking, the parry bar will be greatly increased. When the parry bar is full, the defense will be broken and put into a stiff state. In the case of perfect parry, the parry bar will be increased slightly. Parry and the defense will not be broken even if it is full.
And more importantly, the BOSS also has a parry bar. When the BOSS's parry bar is full, execution will be triggered directly.
No matter how much health the BOSS has left, his current form will be instantly killed.
Therefore, in Dark Souls and Bloodborne, players must learn to manage their own energy, and when facing the BOSS, they are more likely to fight and retreat.
In "Sekiro", players don't need to care about this and have a freer experience. As long as their skills are good enough, they can take advantage of the situation and fight the BOSS like a mad dog.
At the same time, there is also a very refreshing setting in the game, which is knife fighting.
When two players and the BOSS draw swords at the same time, it is like a cold weapon battle. The swords will collide with each other and make a "ding, clang, clang" sound like iron.
In terms of the core combat point, although it is still a back-to-back turn-based system, the setting of the parry bar really allows players to feel the kind of battle with swords and swords.
At the same time, there is also a very unique background setting in the game, which is Longyin Village.
This allows players to have a chance to resurrect during battle, thereby reducing the difficulty of the game and increasing fault tolerance.
And every time the BOSS is executed, the player can gain a part of the vitality, and if this vitality is stored.
So in a BOSS battle, even if you are killed by the BOSS for the first time, as long as you can successfully kill the first stage of the BOSS and enter the second stage, you can continue to be resurrected.
It is equivalent to having three lives in a BOSS battle, which can be said to be very humane.
If an ordinary player is not allowed to evaluate Sekiro from the level design, combat system and other content design.
So the most direct answer is: cool.
The sparks when weapons are fighting, the sound of iron when parrying, and the exciting BOSS battle.
Parry, fight, take steps, see through, fall down, resurrect, and fight again.
Even if he dies, he will die heartily and joyfully.
Of course, in addition to the core combat system, the game's combat gameplay is also very exciting.
There are not as many weapons and professions as in Bloodborne and Dark Souls. In the game, the player only has a knife named Kedgemaru, but in Sekiro, there is a prosthetic hand setting.
The shuriken can attack Crispy from a distance, as well as stagger airborne enemies.
The ax can break shields, the umbrella can defend against powerful attacks, the firecrackers can restrain enemies, and the flamethrower with weak fire...
Moreover, these prosthetic hands can be enhanced in the game, and combined with the combat system, they can perform highly ornamental operations.
In addition, players can also learn different genre skills in the game.
The Immortal Slash to cut off the undead, Senboji's boxing technique, and the Puppet Technique to turn the enemy into a puppet after enduring the killing.
Using various prosthetic hands and skills in the game can reduce the original difficulty level of the game to 70 points.
It can be said that in terms of combat gameplay, although "Sekiro" does not have the different genres and routines in Dark Souls and Bloodborne, it is still very brain-burning.
If technology is not enough, wisdom will come together.
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