The original copyright of this article belongs to the Sina Blog tianzhihong. for reprinting, please indicate the original author and source in detail to show respect !!
Author: tianzhihong
Original article: http://blog.sina.com.cn/s/blog_48fbe4a1010006ib.html
How to create a sense of impact on the game
Recently, I have been immersed in the basara2 and Warring States regions ,. hackgu, Wang guozhi 2, and other games gradually make some summary of the impact of the game. This article mainly analyzes how to create a sense of impact on the game, the elements that make up a sense of combat are listed one by one.
1. Relationship between hitting and hitting
In general, only when the game forms a relationship between playing and being played can it constitute what we call a sense of blow. Without the target of attacks, we can imagine that we are making a slap in the air without sound-if there is a strong wind, we can say that the target is the air, that can bring us a little bit of a blow-in that case we will feel helpless and worried, and it will not bring us a bit of a blow-in that case-for games with disruptive nature, "Empty-hitting" is often the gaming experience we don't want to experience. For this experience, we often stick to the target until "hit"-No "Empty-hitting.
2. the rhythm and smoothness of an action
The average action pace can only lead to a sense of procrastination and boredom, fast and timely, and slow, the slow or even residual actions in an emergency can bring us a real and powerful feeling of action, and this kind of good feeling of action can be a blow to the game. From. as you can see from hackgu's combat skills, the skill of the hero's dual-handed sword is separated by several attack segments, and each segment's priorities are clearly distinguished, which produces a good sense of attack.
The smoothness of the action can also bring extra points to the sense of blow. The smoothness mentioned here is not only a single one-breath, neat action, but also a "hit" hold. If the game is hard to hit, it is easy to suddenly weaken the accumulated blow feeling when the game is "empty", rather than retaining it in the original position, however, the endless pursuit and follow-up actions can make the target party and the target party feel "hit" continuously and help maintain the accumulation of feelings of attacks.
3. Impact light effects and sound effects
Attack light effects include weapon light effects and impact light effects.
Weapon light effects mainly refer to the visual exaggeration of air friction caused by the impact of weapons such as knives, swords, and shadows. Such visual exaggeration can strengthen the intensity and severity of attacks. Imagine the following three scenarios:
A. you split it down with a knife without any light effects
B. you split it at the same speed with a knife and it crossed a purple light
C. You take the knife at the same speed, and leave a purple light in the place where the knife passes, and the sharp flow of electricity on the blade
Obviously, the third type can bring more intense and malicious attacks, so that the attacker may be excited, invested, bloodthirsty, or enthusiastic during the attack process.
The impact light mainly refers to the visual effect, a blood mark, or a cartoon-like star shape, brought by the victim when the weapon hits, it is also a shadow and sword spirit that the sword stabbed the body. When creating the impact light, you must pay attention to the visual shape. The most important thing is the accurate combination of the impact light and the strike and strike actions. As you can imagine, the sandbags experience is poor only when you attach a fist to a sandbag.
Only when the fist encounters a sandbag, the light effect and sound effect appear at the same time. Such a blow is the most in place and the best.
As mentioned above, the sound effect of a blow must be stuck. The sound is caused by vibration. For the blow process, it is caused by the collision between the hit party and the hit party, therefore, whether or not the impact effect is accurate brings about a completely different impact experience. On the other hand, the impact of sound effects should be accurate selection of materials, hitting the steel plate to bring sound effects if you put a hit on the pillow sound effect substitution, it is completely confusing. The volume and texture of the target part, and the volume and total volume of the weapon must be differentiated.
For example, the sound effects of hitting the flesh are obviously different from those of hitting the armor. The sound effects of beeching and beeching monsters are obviously different, the effect of a lightweight, long, and fine Japanese knife and an extremely blunt pair of hands is obviously different.
4. hard straight and fly
Hard straight refers to the temporary pause caused by the inertia caused by the weight of the target weapon or fatigue caused by excessive attacks, and the short pause that the victim cannot return due to excessive or continuous attacks. Hard-to-straight addition brings a bonus to the sense of realism of actions and attacks, and brings a bonus to games that focus on weapon types and operations.
Flying means that the victim is suddenly hit by a severe attack and then flies along the direction of the attack. For example, the task of hitting and flying in the Thai tour is remarkable and outstanding, and the skeleton is broken and cracked under a strong blow. The attacking and flying of monsters can bring a sense of relief. Of course, this also requires different performance changes due to different themes.
5. Weapons and monsters
Different weapons have different weights. For example, the weight of a dagger is less than that of a long knife, while that of a long knife is less than that of a large sword on both hands. The heavier the weapon, the greater its inertia, the greater its damage. However, the longer its inertia, the longer its hard-Forward time, and the slower the attack. Depending on the volume and weight of a weapon, the attack damage, attack speed, and hard time are also different, which can bring a distinctive blow to different weapons.
Different monsters have different weights. For example, the weights of human bears and rabbits are obviously quite different. The weight of a monster also brings about its inertia. Because of its inertia, the heavier the monster, the more difficult it is to be changed by external forces. The lighter the monster, the more likely it is to be changed by external forces. As a result, the chances of a monster's being flushed, flushed, and flushed are quite different depending on its weight. If a monster introduces a sense of weight and makes a difference between the four levels, it can bring a different blow to different monsters.
6. Resistance and Smoothness
Because the body size is different, the texture of the skin is different, the anti-impact degree and the hardness of the skin are completely different, imagine the anti-piercing degree of the case of rabbits, pangolin and turtles. Depending on the volume of the monster and the texture of the skin, different combat resistance can enhance the sense of realism in the game. To. hackgu is an example. In the later stages, large monsters will have a hard armor. Before the destruction of the hard armor, there was a strong sense of resistance. After the destruction of the hard armor, the sense of resistance to the attack weakened a lot and became refreshing. Just think about it. After a strong sense of resistance, and then a cool fight like a cut of food, this suppression process is the source of a strong blow.
The sense of smoothness of the attack refers to a smoother result than the average one-damage, fragmentation, and destruction. Imagine that you are hitting the enemy of a machine with all your strength. At the end of the last minute, you may have a heavy blow or a certain blow. However, the body is completely destroyed and then disappears, such a sense of smoothness and a sense of blow must be very weak. In another scenario, imagine that when the last blow is over, the body will burst and parts and fragments will be split apart, in combination with sound effects and explosion, the final attack must be refreshing. As an example of the Thai tour mentioned previously, some people who have played the game will surely be impressed with its skeleton. They will have a heavy blow and the skeleton will be broken and flying, so it is very refreshing.
7. The atmosphere of hitting and the atmosphere of the scene
The hitting atmosphere mainly refers to the constant visual atmosphere created by the game client during the hitting process. Here are some examples to illustrate.
For example, when the unparalleled series are released, the game screen is paved with a layer of mask to express a focus with a radial light effect. With a large aoyi text light effect, the game suddenly becomes imposing, provide gorgeous attack light effects in the Process of unparalleled attacks;
Another example is. hackgu. When using skills, it makes a good impression of the gorgeous atmosphere and special forms of handling, as shown in:
The atmosphere of a scene mainly refers to the rendering of the overall environment brought by the whole scene and other creatures except the hitting and the attacked party. For example, the scenes in god of war are filled with war. Near-view rockets, fallen rocks, cracks, and fireballs are everywhere. The giant in the distant view destroys and destroys the city, the NPC is killing monsters and fighting together with players. The vision and close-up scenes work together to render the entire fighting atmosphere and enhance the players' sense of combat in the game.
8. Different attack forms and attack determination ranges of weapons
Different weapons have different attack forms. The attack forms of blunt and sharp weapons are obviously different, the attack forms of light weapons and heavy weapons are obviously different. The attack forms of Melee Weapons and remote weapons are also obviously different. The attack forms of different weapons are different, and their characteristics are different. In this way, the attack actions of the weapons are more authentic and credible, and the blow feeling of the weapons is better.
Different weapons have different attack determination ranges. In terms of rationality and balance, the lighter and shorter the weapon attack determination range is generally smaller, such as a shortknife or dagger, the heavier the longer the weapon attack, the larger the scope of determination, such as the sword, long gun, and dual-blade spear. This allows different weapons to have an appropriate and reasonable range of attack determination, and balances the attack speed and killing power, so that different weapons can have a distinctive blow.
At these two points, the monster hunter series has done a great job.
9. The accumulation of rewards and injury numbers for the number of hit instances
The number of hit attacks is also called the number of consecutive attacks. After the number of hits reaches a certain number, a certain reward will be given. As the number of hits increases, the rewards will become more and more lucrative, this will trigger the players' desire to fight continuously, bring the feeling that the players are red-eyed and persistent, and cooperate with the help of the attack atmosphere to become the motive for the players' continuous pursuit, this brings a greater sense of freshness. This can be seen from the rewards of basara2's hit number for money.
The attack brings damage numbers directly on the enemy's head. However, if there is a cumulative damage number in a fixed place, for example, in the upper right corner, this cumulative number, in combination with the visual effect of light effects, can bring visual stimulation during the hitting process, and this visual stimulation can also bring a lot of help to the sense of blow and refreshing.
10. hardware facilities-handle and sound
Undoubtedly, both of them can only be used as an enhancement measure of the sense of blow, rather than being completely dependent on being the main component of the sense of blow.
The handle, especially the vibration handle, can shake at the right time, the intensity and time of the vibration is just right, it can bring the eye-catching effect to the nine points mentioned above. For example, when expressing a sense of resistance and weight, when displaying damage and destruction, when performing blow and hard straight attacks, and when displaying different attack forms of weapons, adding proper vibrations can enhance these expressiveness.
Audio, especially the three-dimensional effect, can enhance the atmosphere of attacks and the atmosphere of attacks mentioned in the environmental atmosphere. It can also enhance the effect of sound effects in the attack process, so that players can feel like they are here, feel the sound of hitting between the front, back, and left.
11. Balance between a sense of operation and simplicity
This is not so much a point to increase the sense of attack, as it is a subject direction for the sense of attack design.
A real and complex game with high operational requirements, such as the Persian prince, the god of war, the monster hunter, and the devil's weeping, this kind of blow often comes from a kind of smooth operation, a variety of strike methods, and various forms of strikes on weapons;
For easy-to-use games, such as wushuang, basara, and ,. hackgu, this kind of blow is often based on a clever combination of eye-catching, hitting refreshing, light effects, sound effects, and movements;
Of course, this is not to say that the two cannot coexist completely. However, you only need to carefully consider the two to find that they actually have a certain weakening effect. The author suggests taking one direction as the main design, and the other factor as the auxiliary means of pushing and enhancing, so as to make the sense of Blow better.
Finally, I will list some games with a better sense of attack for your reference:
Unparalleled series, basara series,. hackgu, God of War, Wang guoxin series, Persian prince series, monster hunter series, ghost weeping series, devil city series, ghost warriors series, and Thai tour