Chapter 167 Battle System
The management elements of the sect, the cultivation of characters, the dynamic world...
These things will become the characteristics of Taigo Painting 2.
In addition to these features and gameplay, the combat system is also a place where it needs to be focused on production.
Don't think that this combat system is almost done after a test is released. In fact, the test that was demonstrated to Fanzhe is just a practice thing they have made, which shows the powerful performance of the dimension engine.
But that thing is basically useless.
In fact, even within the planning team composed of Gao Yixiang and Eggplant, there is no complete conclusion yet on what the combat system should be like.
The purpose is of course to show a fighting style with a martial arts style. Eggplant and others are more resistant to copying some of the most common fighting patterns at present.
Those combat modes are not so well reflected in the style of Taigo Painting Scroll 2.
According to the idea of eggplant, some points are easy to solve in battle, while some points are not easy to solve.
Without levels, this doesn't matter, exercises, attributes, equipment... the numerical enhancement provided by these things is easy to solve. In the first generation, they created a numerical system, although it is used in a plane combat method and cannot be directly transplanted to the second generation combat system, and the numerical value is not very superior.
But with at least such a foundation, the subsequent work will not seem too difficult.
However, how to present it is a big problem.
First, it is not advisable for those with hardcore action types. For example, the more shoulder-sided perspective of War God 4 is not advisable and it is difficult to show the effect of light skills. When flying over the eaves and walls, maintaining the more shoulder-sided perspective is afraid that players will vomit after playing for two minutes.
In contrast, the game perspective of Assassin's Creed may be relatively more suitable.
At the same time, Gao Yixiang also proposed a God's perspective, which is probably the kind of Diablo 3, but this one was quickly eliminated.
After several discussions, they also learned from many games.
In the end, they decided to adopt a relatively free perspective, and this perspective will not fluctuate particularly greatly in the game, so as not to put unnecessary burden on the player's vision in fast-paced battles and movements.
At the same time, just like the first generation of Taiwu Painting Scroll, players can only choose to match a variety of different internal skills, martial arts, unique skills, body protection techniques, and body techniques to achieve unique cultivation effects.
Any exercise has its own special attribute bonus and is divided into two types: one is active use and the other is passive bonus.
Here, a module must be mentioned, that is, the so-called power.
All skills require the use of skills to truly exert passive attributes and be used in battle.
In setting, internal strength is very important.
Internal power has its own attributes, divided into five types: Zixia, Vajra, Guiyuan, Pure Yang, and Xuanyin.
The internal skills of the major determine how many minors can be used. Some majors have strong internal skills, but the compatibility is not very good, so they cannot use other minors at the same time, or they cannot use conflicting internal skills; some internal skills have better compatibility.
Internal strength determines internal strength. The main practice of internal strength also determines how many other exercises can be supported at the same time. Different internal strengths are different.
Players can freely allocate internal energy to moves, body protection, unique skills, and body skills, and each item has a different martial art grid, which can be matched with different martial arts. The martial arts stuffed into the martial art grid are equivalent to being used.
This is a configuration that players can make on the attribute interface.
In battle, players can use martial arts by gathering energy and improving their posture through fighting.
Here, after discussing with Gao Yixiang for a long time, Eggplant decided to combine shortcut keys with slow motion.
Because there are many skills at the same time, this game will not focus on hardcore fighting like the Soul Series, nor will it go through the battle mode of the God of War series, and there is no need to rub the upper and lower bas and tricks.
They prefer to set some shortcut keys like in Horizon or Wizard 3 to quickly display skills. When they need to use complex skills, touch slow motion, so that players can choose the battle strategy and perform the next martial arts in the lightning battle.
In the gameplay of battle, they hope to make the battle scenes more cool.
The fights of flat A should be martial arts and beautiful enough. At the same time, the use of moves should be cool enough.
Since you need to have enough martial arts flavor, you cannot easily cut a sword on people during battle. There will be a large number of parry and dodge elements, such as twisting your waist to avoid a knife, turning your head to dodge a sword.
Here, a certain amount of intelligent judgment is added. The three defensive attributes of dodge, parry, and body protection correspond to the fast, exquisite, and force attack attributes. When the defender is far higher than the offense and defense, the sword will frequently strike and dodge, or hit the body and be bounced away by the internal force.
The same goes for martial arts moves. For example, if a player uses a move to the finger of the flower, there will be an animation. However, the animation of this move is uncertain. If the attribute is much higher than the opponent, then you can see the finger of the flower that will make the opponent unable to fight back; if the attack attribute is much lower than the opponent, you will see that the finger of the flower will be blocked and dodged in the continuous attacks of the finger of the flower.
After deciding the planning plan in their minds, Eggplant and Gao Yixiang were very happy. They thought that such a fight would be cool and had a strong sense of martial arts. They didn't want to make the battle into the simple and direct feeling of mowing grass. There must be enough oriental aesthetics here. The duel between the two masters, one move and one move, has its own elegant beauty.
Moreover, this mode is rare among current game masterpieces.
However, after determining the battle pattern, they found that the workload in front of them was very huge.
First, you need to design different weapons in your hands, and the actions of ordinary attacks are different; and a larger part of the workload comes from each move. After being used, the action looks and sound and light effects are also completely different. What should these moves look like if they are dodged and blocked?
This requires an extremely large amount of art design resources.
Chapter completed!