Losing Money to Be a Tycoon
Chapter 1254: The basis of fighting games
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Bao Xu paused for a while, and continued: "Some professional terms in fighting games, such as'lihui','choice', etc., often emphasize not one thing, but a very broad and very general concept. , And the strength of the player’s strength lies in the mastery and flexible use of these abilities."
"For example, the concept of standing back is difficult to translate. It generally refers to all the actions you make before attacking or defending against the other party's attack, whether it is walking back and forth, restraining or deceiving, all can be regarded as part of the 'standing back.' "
"In other words, the purpose of standing back is to do everything possible to make the situation into one's own benefit, and let the other party into a more unfavorable situation."
"If you really can’t understand it, you can roughly understand it as the ability to prepare for an attack, including awareness and manipulation, just like you use frequent small moves in a MOBA game to deceive skills and lead the enemy to a position that is beneficial to you. This behavior of the terrain."
"So, although action games like "Looking Back to the Shore" are also suffering, its growth curve is still relatively scientific. At most, it is more difficult to get started. Once you get on the right track, you will gradually adapt."
"The fighting game is different. Its growth curve starts at a very low starting point, grows very slowly, and the upper limit is far away. In this process, it is difficult for you to accurately assess how much stronger you have become. Being abused makes life doubtful."
"Compared to action games where the backboard can become stronger, fighting games are not just about backboarding or practicing reaction speed and rubbing moves. It also requires a lot of targeted exercises, even through muscles in many cases. Memories disassemble each action into frames."
"If you compare from the data, many players can be proficient in playing games like "Looking Back" for more than 30 hours, and become a big boss in a hundred hours. Adding time to it is nothing more than hitting speed pass or killing BOSS in seconds. ."
"But fighting games are different. One hundred hours is commonplace, one thousand hours may still be abused by people, three thousand hours, five thousand hours, there is no ceiling."
Yu Fei couldn't help being dumbfounded: "Five thousand hours..."
He simply calculated an account.
Assuming that the game is played every day without moving, and playing for an average of five hours, then five thousand hours will also take three years.
If you play for an hour a day on average, it will take more than ten years.
It's scary to think about it.
Although there is such a thing as the "ten thousand hours rule", it is discussing some very complex and advanced professional fields.
The game is different. Even if you really squeeze out so much time, it will always be boring and always lose the fun. After all, it does not have the depth of the professional field.
The point is that after playing many games for hundreds of hours, the improvement that can be gained by practicing is minimal.
It may be that his abilities have reached the limit, or the game's mechanics may not support it.
MOBA games and shooting games also have replayable features, but even shooting games, you can get one or two shots when you meet the boss.
In a fighting game, it would be difficult to even move even if you meet a real boss.
Bao Xu continued: "So there is a very critical issue here. Fighting games must be inherited."
"Those real bosses have played thousands of hours in all fighting games. That's because all fighting games actually have certain things in common. The original experience can be used in the new game. You can get started quickly."
"This group of people are the most loyal to fighting games, and at the same time the most critical."
"If a fighting game conflicts with their existing experience, they will feel that the game cannot be done well and will not play it at all."
"Of course, from another perspective, this also saves us some time in the design process: after knowing that certain traditions must continue, we don't need to worry about them."
"For example, a series of operations such as the basic combat system and rubbing moves cannot be changed drastically."
Yu Fei nodded, he was more deeply aware of the mistake of his original idea.
For fighting game players, rubbing has become a muscle memory and an instinctive reaction. In a state of rush in the battle, rubbing a super kill in a few seconds is a skill that every fighting player must master. .
If these things that you have worked so hard to practice are not at all in "Ghost 2", then how can people come to play?
Therefore, since "Ghost 2" is a fighting game, the basic combat cannot be changed forcibly. It can only be modified on the basis of traditional classic fighting games, and any changes must be made carefully.
Characters, movements, moves, etc. can all be changed, but the core must never be changed, and the operation method basically cannot be changed.
The reason why the game type is strictly divided into action games, horizontal clearance games and fighting games is because each game has very clear restrictions and cannot be confused.
Yu Fei thought for a while, and said: "So, "Ghost 2" still has to continue the operation of fighting games. The joystick must take into account movement, jumping and strokes, and it cannot become the operation mode of action games."
Bao Xu nodded: "Yes, that will fundamentally damage the fun of fighting games, and it can no longer be called a fighting game."
While talking, he took a gamepad from Yu Fei's table.
"A conventional gamepad has four areas on the front, namely the left and right joysticks, the left functional area (up, down, left, and right), and the right functional area (ABXY). But in fighting games, there are only two areas that are really used. "
"The thumb of your right hand is placed on ABXY, and the right joystick is not used at all."
"The left thumb uses the cross key or the left joystick. It depends on personal habits, but no matter which one is used, the other is not used."
"The special handles for fighting games on the market directly cancel all unnecessary joysticks and add two more buttons in the ABXY area."
"The fighting handle you hold in your hand is a floating cross key, which is convenient for rubbing moves, while the handle similar to a large game console has a large joystick on the left. The principle is the same, but the specific choice depends on the individual. I like it."
"But regardless of the difference in form, they all have one thing in common, that is, the player's hand can only take care of two divisions, and the functions of these two divisions are very fixed."
Bao Xu spoke very carefully, and Yu Fei quickly understood it.
The pace of fighting games is too fast, so there is no time to do anything else.
In action games, the player can leave the left thumb to press the cross key to use the props, or stop the right thumb to press the attack button or roll button to adjust the viewing angle.
Although it will affect the original action, after all, the loss of a few tenths of a second will not have any very fatal consequences. It is enough to take the time to do it in the battle.
But fighting games are different, because mistakes of a few tenths of a second can be caught by the opponent and cause huge losses, so the player can't get his hands to press other keys at all.
Of course, the layout of the fighting game controller even appeared earlier than the current console controller, and much earlier.
Therefore, the operating modes and handle styles of fighting games are in a state of their own, and it is difficult to be fully compatible with the current mainstream handle usage.
The mainstream handles can be used to simulate the handle operation of fighting games, but the gameplay of fighting games cannot be designed according to the layout of mainstream handles.
Yu Fei suddenly realized a question: "Doesn't that mean that you can only walk back and forth on a plane? Actually become a two-dimensional creature?"
The cross keys of fighting games are moving forward and backward, jumping and squatting.
In this way, there is no key at all to be responsible for lateral movement to the left or right, that is, inside and outside the screen.
If it is in other 2D fighting games, this is of course not a big problem, but Mr. Pei said, "Ghost 2" is a pure 3D game, and the soldiers may come from all directions!
If you want to fight the side pawn, how do you fight it?
Bao Xu said: "This problem has actually been solved in some fighting games. The solution is to press the up button twice, and the effect is to move to the left hand side, that is, to the screen."
"It will not only make the character avoid the opponent's attack, but also make the entire screen rotate and pan.
"Similarly, if you press the down button twice, you will move to the right hand side, that is, flashing away from the screen, and the camera will rotate accordingly."
"We can go a step further, we can continue to move horizontally by double-clicking and then holding down, or by using a combination of keys to complete the horizontal movement."
This method of operation is relatively scientific. In a fighting game, clicking, double-clicking and holding are different operations. For example, pressing the right arrow key is followed by movement, and double-clicking and holding is a fast sprint.
Yu Fei nodded suddenly: "It turns out that this means that the operation itself can be completed, and there is a ready-made design."
"It's just that it is still under the operating system of fighting games. Compared with other games, especially action games, they are two completely different systems."
"In this case, there are not many designs that we can make for the most basic combat system. The main purpose is to continue the classic gameplay of fighting games. It can only be repaired in some small details."
"Well... Having said so much, there are some gains. It can be regarded as eliminating many directions that are absolutely infeasible."
"But this is just mine clearance. I still have no idea how to do it."
Bao Xu smiled and explained: "Of course, this is just to lay a foundation. The matter of designing a game is not originally a quick fix, but to repeatedly weigh the pros and cons and think about the details."
"Just like building a building, this is an overall project. If any place is not handled properly, the entire project may be affected, and in serious cases, it may even be overturned and restarted."
"Now that the foundation has been laid, the next step is to improve everything bit by bit."
"As for the specific approach ~www.ltnovel.com~, it is actually very simple. It starts with Mr. Pei's needs, analyzes bit by bit, first determines a prototype, and then slowly fills in the details."
"I can't help you much in this process. You have to have enough time for independent thinking."
Yu Fei thought for a while: "In this way, I have a little clue."
"However, the combat system is still difficult. Even if it is based on other games, the characters, skills, and actions must all use the settings of "Ghost General". There is no way to copy it."
Bao Xu said: "This is very simple, since you are not good at it, then go find someone who is good at it."
"There are many champions in fighting game competitions in China. Wouldn't it be enough to spend some money to invite them as action guides?"
"Mr Pei asked you to be responsible for the design of this game. He certainly didn't ask you to fight with these contents. After all, this requires thousands of hours of gaming experience.
"You should change direction, dig out the difference between yourself and others, find a breakthrough in Mr. Pei's words, so as to complete the entire game design bit by bit."
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