The next generation of online games: Changing

Source: Internet
Author: User

Follow 《WowoWorldWorld's secondSilverlight MMORPG web game《MengsuiWill be5Month30Day-oriented world-wide test. Millions of flagship projectsArpgMartial arts and realistic Edition2.5DThis is an unprovoked online game masterpiece, with beautiful image quality, smooth fighting effect, simple operations, and Easy gameplay. It is comparable to the infinite scaling Full Screen Effect of client online games, it is bound to provide gamers with an amazing experience of audio-visual and control over top international web games!

Sorry, I'm so excited....

It may also be because I finally played the Dream "star change" a few days ago, and I learned a lot from it. I was once impressed by its delicate screen, but it was just because of the screen.......

It is said that the real-time video recorded in the ghost story is just a little different from the actual video, the late arrival of wrath of the sky indicates that all the recent pressure has fallen into the well-received version of star change.2dGod works. After the test, I confirmed the old saying: the higher the expectation, the greater the disappointment. The gameplay and model of the game, including the business model, are exactly the same as those of similar works a few years ago.2dThe online game innovation should shoulder more "changes" like its name. However, it seems that the special effects and pictures of the Chinese online games are still fooling the players' eyes. Maybe I would like to see the thick shoulders of the orcs in World of Warcraft, rather than the illusion3The salty kimchi in the halo.

The main line of the game is adapted from a successful fantasy novel of the same name, but the vast majority of comments reflect the fact that the change is not generally bad. Is this game making this book, or is it selling this game?

Q: Current online games use Novels/Movie/Is it the blue ocean or the Red Ocean for TV series planning and design as the background? If it is said that blue ocean, the current number of such adaptation-type online games has already exceeded the limit; but in the Red Ocean, such adaptation is either out of context or contrary to the original intention, or even contrary to the original, it's just shouting slogans. Even the most basic ideological realm that is loyal to the original work has not been reached. Where can we talk about homogeneity? More importantly... Yes, we can do better.

In the past, Legend of the legend of the entire heart of a single game, so far which online games can make players feel a tear? Not to mention transcendence, even a flat work is zero.

The Dead Sea. Do Chinese online games have no worries about the Dead Sea?...?There is no surging love, no ups and downs of the joys and sorrows; fortunately, there is still the sun as the sky, looking into the sea, all the breath, the original reflection is not the sun, but the gold shining.

Of course, from another perspective, there are still a lot of notable pride in Chinese production, such as World of Warcraft.PKSmoothness of mobile applications/Consistent actions, fully highlighting3DThe role model is in2.5DAdvantages of online games,Silverlight 5After the official version is released, you will also see the effect of adhering to one pulse.


In addition, the space-based yundun flying effect of the yundun is almost perfect in star changes, so the air combat function is not implemented yet.Silverlight 4For exampleAlready familiar with vehicles. In fact, what I pay more attention to is this extremely historical feature.2.5DSome details of online game masterpieces, such as occlusion, light and shadow, path searching, combat experience, and other traditional troubleshooting methods.

Let's start with blocking.

(Figure1)

Figure1The real situation is that the role is standing in the north of the mountain. Theoretically, the role should be blocked by the mountain, but it reveals flaws. This is because the mountain blocks pictures.ZThe relationship between the hierarchy and the obstacle set by the mountain foot is not well coordinated. Can it be perfect? Of course.

(Figure2)

(Figure3)

(Figure4)

Figure2The real situation is that the role is standing on a floating flag. In theory, the role should be blocked by the flag, but it is still exposed. In fact, this is also2.5DThe typical occlusion Cutting Technique in the game (it is necessary to mention that the unified encapsulation of some large animations in Silverlight can greatly improve the performance. For example, a 600*900 animation has far less performance than 9 600*100 animation. Of course, it may be a bit difficult to handle, but it is really worth doing so), such as the city gate.(The city gate usually has a certain height, which is relatively easy to handle)It is only extended in "star changes" that uses animation occlusion cutting. However, the part of the cut andZIs not processed properly, resulting in the above problem. Can it be perfect? It is difficult. Even if the flag is left or rightZThe value is accurate enough, but the role usually does not keep only a certain size,BuffWhen the sole or body will surround the halo, the head and tail of the mounts during riding will extend the actual volume of the role a lot, just as shown in the figure3And Graph4As shown in. Of course, there are still some superior solutions, which require more performance consumption for judgment and processing.

In star changes, the most delicate part of my personal experience is its light and shade processing method:

(Figure5)

Figure5The real situation is that the role is standing next to a house, including nearbyNPCSome of their bodies are associated0.2The Black Shadow blocks of the left and right transparency are blocked, and the smooth and exquisite light and shadow effects are clearly displayed. To tell the truth, this processing is quite in place. It is also a little innovation. It is worth a compliment.

(Figure6)

In addition, please pay attention to the figure6What is the difference between the shadows of all roles in? The rightmost role is the main player. Yes, only the shadow of the main character is real.NPCIt's still a monster or a player. Their shadows are just a basic zoom-and-circle shadow. This class only provides the real-time dynamic light and shadow rendering method for the main player, at the same time, the combination of performance and the best visual experience is an excellent design solution, which is worth learning and imitating. Of course, there are still some shortcomings, such as the shadow rendering is not continuous enough (see figure7):

(Figure7)

I don't know what method is used to implement the real shadow in star changes, but even if the anti-aliasing option is hooked up, only one player in the game is stuck in a mess. At this time, the shadow is still one piece, comparedSilverlightBased on AvatarDynamic light and shadow of system rolesIn this regard, the performance is somewhat unsatisfactory.

The terrain and Path-Searching System is also worth noting in star changes.

Its terrain is relatively simple. Unlike legend and swordsman world, the positions of all role stations are obstacles. In star changes, players can traverse all roles, which simplifies processing and improves the performance of both ends (8):

(Figure8)

However, this also means that monsters can overlap. Of course, the situation can be controlled by limiting the maximum number of monsters dragged by the same player, but in general it will still lead to a lack of environmental simulation.

There is no innovation or even change in searching for the path, but it gives me a very stiff feeling.

(Figure9)

9As shown in, I move the main character to the position of the blue point, and then click in the task navigation bar(Or the earth)In the pink positionNPCThe main character moves along the Red Line in the figure.NPCThe main character moves along the Green Line. This is because navigation-based pathfinding and close-range pathfinding are used.AlgorithmThe solution is completely different. Considering the performance consumption on the server side, the overall result is acceptable. We recommend you read this article.XI shanju's speech on server pathfindingAnd the cacheNPCRecommendations such as pathfinding are worth learning.

There are still some interesting places. For example, when you click a tree near the root of the main character's current position, the main character cannot arrive, but stays in the Yellow Triangle, at this time, even if you click on the Red Cross, the main character will not be able to achieve it. I would like to ask which kind of mental retardation came from?

By the way, let's take a look at almost infinite maps like magic sword and World of Warcraft.(OrNSeamless stitching Map)We must be aware of the application of transport hub Technology in finding the path. Regardless2dOr3DOnline games often go to the next Region(Map)Road(Intersection)Only one region.()To another region(C)Non-transfer Pathfinder(Assume that the interval between regions is also exceeded.B), You can first find the pathAAndBHub(Renewal point)To determine whether it is the final target.CThis allows you to locate the target point of a region. Of course,AToBIf there are more than one line, we can first use a straight line to determine which hub is closer to the current position of the role, that is, positioning preferred, similar principles, and so on.

The last thing I want to talk about is what starchchange emphasizes.PKContinuous technology is not as refreshing as you think. It makes people feel like they still press the mouse on the keyboard as prompted and have no freedom. To tell the truth, I 'd rather play the underground city and warrior or the Dragon Valley:

Regardless of the political factors, the overall "star change" can indeed represent2011Made in China2D/2.5DThe peak of online gaming strength, but what about next? I personally think that image quality is close to the limit. How can we make the game truly impress the players' hearts? Without changing, innovation in the wind is the right path.

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