How to Combat Games

Source: Internet
Author: User

From: Play Forum http://bbs.duowan.com/thread-27863398-1-1.html

 

Author: anonymous name
Source: Network
What is a sense of blow? I will not copy and paste a bunch of concept terms here.
The purpose of this article is not to explain what a sense of attack is, but to learn from the actual experience (the monks have done two different-leaning horizontal la s without locking combat systems, web games, MD, I think it's amazing ...) Tell you how to make a sense of attack.
In short, the sense of combat comes from reality, so its performance must be real. in the virtual world, the expansion of the sense of Hero of the operator must be exaggerated.
Also, because of the fact that the blow is from reality, there must be four subjects:
① Role)
② Target (role)
③ Environment
④ Role Controller
Basic requirements: True and exaggerated
Authentic
To be truthful, We must simulate an attack and the attack.
A simple example: attach a to attach B
Assume that the entire action is 8 frames, 1-2 frames are the force-saving shot process, 3-5 frames are the step on the right foot, and 4-5 frames are the punch-out process,
5-6 frames are attack detection frames, and 6-8 frames are action
Real elements in the example:
① Action
The above example shall prevail, with 1-4 frames and no attack judgment will be made during the process. (if it is not a bully, it can be interrupted. If it is hit by the other party, it will be interrupted, the interrupted party enters the cracked straight state.
② Hit Determination
The preceding example is based on 5-6 frames. The attacker determines whether the target Party is in the range and status of the target Party to determine whether the target party is hit.
The target party enters the attacked State, and the target party's weapon temporarily stops being hit by the target party.
The attack determination time must be closely coordinated with the actions of the attacker. For example, in many target-locked mmoarpg systems, it is often seen that the mage has fired a fireball on the target, and the target has been attacked before the fireball has flown to the target. A positive example of online games is "pihun".
③ Action
The above example prevails, and 6-8 frames are the receiving action.
Because there is no attack determination and can be broken in the recruitment and receiving actions, different anti-fraud tactics are used to become a high-end skill for users, the online game that has played a good role in this aspect should be "Sword 2.
④ Range determination
Same as ② hit determination, the range determination should also be accurate and reasonable.
⑤ Attacker displacement
In general, the displacement process is not continued throughout the attack. In this example, the previous steps are used as an example. 3-4 frames are the displacement time, and the displacement range is determined by the moving distance of the angle-of-view center of gravity. This kind of displacement is real, short, and powerful. You can look at the general attack of the swordsman in DNF in the negative examples.
6. Cracked
Brief pause of failed users caused by excessive attacks and continuous attacks
7. Attacked posture
Including back, float, and back to the ground.
The space position of the hit user changes.
Including backward and floating
The return range and floating time height must be generated by the basic physical parameters, basic effects of attack skills, and the parameters of the victim.
Environment sound
Sound is divided into skill sound effects and hit sound effects
Just as in the previous attack posture and when the damage occurs, the sound effect time of the attack must be matched with the actual action.
Sound production is caused by vibration. For the attack process, it is caused by the collision between the hitting party and the target party,
For example, the sound of waving a wooden stick is totally different from that of waving a sword. Likewise, the sound of hitting on different materials is completely different even with the same weapon.
In short, the effect of the attack must be determined by the volume of the monster and the texture of the affected part, the volume and total volume of the weapon.
The effect of a role on the environment cannot be as described in the poems of Tagore: Birds fly over the sky, but no trace is left. For example, if the flame is burned, the ground is burnt, the dust of the jump and landing, and the footprints in different environments

Exaggerated
① Ignoring physical fitness and some physical conditions
The force pulls mountains and stops in the air. Exaggerated elements greatly satisfy the hero's sense.
② Special effects of light and shade
Weapon light efficiency mainly refers to the visual exaggeration of interaction with the environment during the hitting process, and this visual exaggeration can enhance the feeling of the blow.
Example: ground split, broken screen, vibration, air distortion, etc.
③ Use of film Techniques
Blurred motion, bullet time, shot placement, residual images, etc.
Finally, from the comparison between the female Mage who first debuted in DNF and the male Mage who debuted a few years later, from the evolution of guardian ol1 and guardian ol2, from the revisions before and after Guangyu's "Shu Shan Jian Xia Chuan", from the comparison between "pihun" and the main competitor "DNF", we can see that the gorgeous and exaggerated style is more popular with the current users, at least developers think so.

Advanced requirements: features, rhythm, and feel
Features
Skill features are relative to the occupation.
Taking "warrior, Mage, and Archer" as an example, in view of the traditional images given by games and reality in the past, the warrior class is attacked by near body, and the mage and Archer are attacked remotely.
Well, now we have differentiated the attack distance of most of the skills. How can we distinguish them from remote attackers?
Similarly, starting from the traditional image, the archer shot fast, the attack frequency is fast, and the distance is the farthest, and the shooting can be moved. However, the mage, the slow shot, only fixed-point attacks, in exchange for a single attack with high power.
Similarly, close-to-Body attacks can be carried out in a volatile manner, with a single click on the final swordsman. There can be mighty and violent Swordsmen who are able to stress the power of the hacker. There can be a monk who has no fear and uses double fists as a weapon.
In addition, the number and frequency of all professional skill designs and common skills are closely related to the game design direction (such as PVP or PVE) and level design. In fact, in the traditional mmoarpg, each occupation only needs to cycle 2-3 skills in PVE or PVP (5-7 skills in PVP ), I do not recommend more than 7, but the conservative number is 4-5.
In addition, the design of skills will also be related to the perspective used by the game. The movements of the legs at a fixed angle (such as pineapple 3) will be blocked, therefore, it is more inclined to show the hand and displacement, and the attack path is line, fan, and area. In the shoulder view (such as the Dragon Valley ), too frequent lens movement will cause users to lose the target (all-view 3D will do this), so frequent and rapid movement should be limited; in a horizontal game (such as DNF) in depth, when a role is in the air, it does not determine the distance from the camera to reduce the number of enemies. Therefore, the other party is more likely to lose precise judgment on the Y coordinate of the role, the Y coordinate judgment should be broader.

Rhythm
In this regard, the author has a dark history, and the combat system has been evaluated as follows: only normal attacks are relatively smooth.
Why? At that time, only common attacks were divided into multiple sections, with the speed and priority changed.
Just as ftg uses different sizes and complexities to match different power patterns, the pace needs to change, suppress, and release.
The constant speed of action is not a sense of strength. fast and slow actions at the right time can bring us a real and powerful feeling of action.
The rhythm of the same trick and the rhythm of using different tricks in sequence can be the same thing or the same thing.
Example 1: the mage wants to launch a hot Ray, extend the rod, sing, gather energy at the top of the rod, and slow energy changes (Phase 1). The aggregation is completed and the rays are released (Phase 2 ). In this case, two stages cannot be split into two skills.
Example 2: a knife-holding role first quickly splits three steps down (phase 1, fast action, small amplitude, and loop), and finally splits it down (phase 2, large action, long), so that the attacked Party float, with a split screen effect. In this case, two stages can be split into two skills.
To sum up, a sense of rhythm needs to be reflected at a level between action and action.

Feel
This will be a controversial topic, so I plan to make a short speech.
Personal Understanding is the feeling of the operator performing continuous operations on the role, the continuity and frequency of intermediate operations, and whether the role executes smoothly and correctly.
Here are only a few key points (probably incorrect)
① Zhang Chi of operations
② Delayed operation response
③ Cancel a connection

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