We often focus on the action itself when making game actions ~ I care about whether he looks good or not, but I personally think that if it is not purely an artistic form of animation, the quality of the action itself can be lowered, more often, it is about how to reflect the unique interaction of the game itself. A sense of impact is an important part of game interaction.
The following articles are some of the preparations I collected on the Internet a few months ago. I hope that you can read and give suggestions if you are interested. Make progress together.
First, we need to clarify what a sense of attack is.
A sense of blow is first and foremost a psychological layer. It is not a matter of fact that people are playing against each other. We use the sound and light picture to give players a sense of substitution for the role they are operating on, in this way, you can feel the illusion of being beaten ".
In most games, there are scenes where two or more people fight each other, so naturally there is a sense of play in the game.
Fighting games are the most controversial games with the strongest impact. Because of the differences in the production platform, the hardware requirements for clicking games and networks are quite different.
Single-host games: In order to show a complex and real blow feeling, a role is generally divided into several hit and hit areas, when a role hits a region (such as a fist or foot) after being exposed to the attacked area of another role (such as face or stomach, waist, back, etc.), the program will determine the attack hit, then, it triggers the performance of the target party after the attack. (many hidden attributes must be set for each region to trigger different performance at the same location. Such as light, medium, and heavy attack determination)
Online Games: you cannot classify and determine regions for each role. The role itself is a complete judgment body, then, design as many and reasonable parameters as possible for this determining body to trigger different attacks and attack performance. Due to such restrictions, it is unrealistic for online games to show the same combat effect as fighting games (online games in the next age of South Koreans are pioneers in this regard, and the technical threshold may be lowered several years later, online games can also show real and complex attack effects. We can call the impact of online games a "false blow ".
After a brief introduction, we can clearly understand that the task of our online game developers is to make the "false blow feeling" as authentic and credible as possible ~!
After clarifying the target, we divide it into several elements for one-by-one analysis.
I. fight and be beaten
1. Weapons and monsters
2. Different attack ranges of weapons
2. Action pace and Smoothness
1. Resistance and Smoothness
2. Hard and fly
3. Special Effects of attacks, light effects and sound effects
1. Create an atmosphere
2. Reward and injury count Accumulation
Iv. Balance between the sense of operation and ease of operation
1. operate hardware
2. ease of operation and balance
3. Design the simplest and most effective operation interface based on hardware
I. fight and be beaten
Playing and being beaten are the basis of a sense of attack
1. Weapons and monsters
Blow: empty-handed, knife, sword, Dagger, long-handled, bow and arrow, gun (the long-handled weapon can also be subdivided into several categories, such as Zen stick, wooden stick, iron gun ); the purpose of the subdivision is to make different sound and light effects for different types of weapons. For example, the effects of cutting knives and hitting people with hammers are totally different.
Hit: based on the degree of combat, the two categories can be divided into two categories: Hard and Soft (these two categories can also be subdivided, the key is to determine the degree of detail we need to achieve at the end.) The goal of classification is also to give different sound and light effects and exaggerated actions after being hit.
2. Attack scope of weapons
In online games, the physical attack scope of weapons is generally a monster in front, if we want to implement a Three Kingdoms dual series of long weapons that can attack several monsters, we have to add a range attribute to the program for determination.
2. Action rhythm and Smoothness
1. Resistance and Smoothness
The rhythm and smoothness of the action itself throughout the entire hitting process are the basis for ensuring the sense of impact. The average action pace can only lead to a drag-and-drop feeling. It must be timely and fast, suitable for slowness, and adjusted based on the severity and speed of attacks. This part of the action group will make different strikes based on the categories of existing weapons.
For the resistance performance during the attack, this step can only be completed by the action itself, because the action itself is made in one breath, and the playing resistance cannot be interrupted at the moment of hit, hope that the program can be implemented in concert.
2. Hard and fly
The word hard straight is derived from a fighting game. By hitting the other party, releasing the other party produces a short-term action, which may provide continuous hitting. Due to latency restrictions, online games, the accurate determination of the last decimal point is not allowed. Therefore, hard and straight operations can only be designed to be "paralyzed", "Dizzy", and so on, in order to show that the monster is hit by powerful skills, the whole screen is flying far away. Currently, many online games are used for the effect of flying.
3. Special Effects, light effects, and sound effects
1. Create an atmosphere
Visually, you can use exaggerated techniques to show the effect of hitting and hitting, such as splashing blood, flashing a knife, and broken limbs. After these parts have been made through special effects, precise time-based combination of hitting and instant appearance (standalone games should also include the use of props in the scene, background settings, and high life-killing nights ~!)
The impact effects of different weapons also need to be subdivided into three sharp weapons: the sword and the dagger can be classified as one type. If they need to be consistent with the action type, the dagger can be independent of the other; single-handed hammers are classified into one type as blunt weapons, long-handled sharp weapons, long-handled blunt weapons, bows and arrows, and fire guns.
We have made different attack light effects for the classification of good weapons to show a relatively real blow experience.
In terms of hearing, different types of weapons are matched with different sound effects to express the sound of hitting on different objects, such as the blowing wind of a sword and the shouting of a wooden stick, the voice of the target and target must be different. In production, it is necessary to divide and improve them one by one. (There is another need to be added to the sound effect. A considerable number of players do not like to wear headphones while playing games. Even if they are wearing headphones, they also chat or listen to music. It is not a charge here, I just want to emphasize that although the producers are very dedicated to providing the game with good music and sound effects, in some special circumstances, players may not be able to hear it... Therefore, the performance of the impact is completely dependent on the visual performance)
In terms of skills, we also need to make visual effects and sound effects for different skills to reflect the feeling of skill impact. Because a lot of skill hitting is a special effect model-a role model, rather than a role model-a role model, there are also many remote attacks, including bows and arrows, fire guns, and so on.
The target is generally a variety of monsters. Now we can roughly divide the categories of monsters into three types, and the players can categorize the manipulated roles as medium roles, different types of hit actions are designed based on different body types. For example, if a small monster is hit, it may be pushed back for a certain distance. Medium monsters will not retreat, but large monsters will not, even when a connection is hit, there will be no great back-up.
2. Reward and injury count Accumulation
Number of hits: A single-host game is generally called the number of consecutive hits. By manipulating the device's combination of keys, the opponent can continuously attack and hit each other, and can experience the feeling of a storm; then there is the accumulation of injury numbers. In many games, the expression of injury numbers is drifting out of the role's head. It's easy to design something, but the display of numbers can also improve the sense of shock, for example, after a brute-force attack, the number is exploding, and the sound effects can be used together to improve the smoothness of the attack.
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