Losing Money to Be a Tycoon

Chapter 1252 The Basics of Fighting Games

Bao Xu paused for a while and continued: "Some professional terms in fighting games, such as 'standing back', 'choice', etc., often emphasize not one thing, but a very broad and very general concept , and the strength of the player's strength lies in the degree of mastery and flexible use of these abilities."

"For example, the concept of Lihui is difficult to translate. It generally refers to all the actions you make before attacking the opponent or defending against the opponent's attack. Whether it is walking back and forth, pinning or deceiving, it can be regarded as a part of 'Lihui'. "

"In other words, the purpose of standing back is to do everything possible to bring the situation into a situation that is beneficial to you, and put the other party into a situation that is more unfavorable."

"If you really can't understand it, you can roughly understand it as a pre-attack preparation ability including awareness and operation, just like you deceive skills through frequent small moves in MOBA games, and lead the enemy to a position that is beneficial to you. the behavior of the terrain."

"So, although action games like "Back to the Shore" are also suffering, their growth curve is relatively scientific. At most, it is difficult to get started. Once you get on the right track, you will gradually adapt.

"The fighting game is different. Its growth curve starts from a very low point, the growth is very slow, and the upper limit is far away. In this process, it is difficult to accurately assess how much stronger you have become. It is very likely that you will encounter a big boss. Being abused to the point of doubting life."

"Compared with action games where the backplane can become stronger, fighting games are not just about backplanes or practicing reaction speed and rubbing movements, but also require a lot of targeted exercises, and even often use muscles. Memory disassembles each action into frames."

"If you compare the data, many players can become proficient after playing a game like "Back to the Shore" for more than 30 hours, and become a boss in 100 hours. If you add more time, it is nothing more than playing speed pass or killing bosses in seconds. ."

"But fighting games are different. 100 hours is normal, 1000 hours may still be tortured by blood, 3000 hours, 5000 hours, there is no ceiling."

Yu Fei couldn't help stunned: "Five thousand hours..."

He made a simple calculation.

Assuming that Lei can play every day for an average of five hours, then five thousand hours will take three years to play.

If you play an hour a day on average, it will take more than ten years.

It's scary to think about.

Although there is such a thing as the "10,000-hour rule", it is discussing some very complex and advanced professional fields.

The game is different. Even if you really squeeze out so much time, it will always be boring and lose the fun. After all, there is no depth like the professional field.

The key is that after playing hundreds of hours in many games, the improvement you can get by practicing is very small.

It may be that his ability has reached the limit, or the mechanism of the game may not be supported.

MOBA games and shooting games also have the characteristics of replayability, but even in shooting games, you can get a shot or two when you meet a big guy.

In the case of fighting games, it would be difficult to even move when you meet a real boss.

Bao Xu continued: "So there is a very critical issue here. Fighting games must have a certain inheritance."

"Those real bosses have played thousands of hours in all fighting games, that's because all fighting games actually have something in common, and the original experience can be used in the new game, get used to it You can get started quickly.”

"This group of people is the most loyal to fighting games, but also the most critical."

"If a fighting game conflicts with their existing experience, they will feel that the game can't be done well and won't play it at all."

"Of course, on the other hand, it also saves us some time in the design process: knowing that certain traditions must continue, we don't need to struggle with them."

"For example, a series of operations such as the basic combat system and tricks cannot be drastically changed."

Yu Fei nodded, and he was more deeply aware of the mistake of his original idea.

For fighting game players, rubbing moves has become muscle memory and an instinctive reaction. In a state of rushing around in battle, rubbing out a super kill in a few tenths of a second is a skill that every fighting player must master. .

If these things that you worked so hard for are not at all in "Ghost General 2", how could people come to play?

Therefore, since "Ghost General 2" is a fighting game, it cannot be forced to change the basic combat. It can only make minor repairs on the basis of traditional classic fighting games, and any changes must be made carefully.

Character modeling, movements, moves, etc. can be changed, but the core must not be changed, and the operation method can basically not be changed.

The reason why the game types are strictly divided into action games, side-scrolling games and fighting games is because each game has very clear limitations and cannot be confused.

Yu Fei thought about it and said, "So, Ghost General 2 still has to continue the operation of fighting games. The joystick must take into account moving, jumping and rubbing, and it cannot be turned into an action game operation method."

Bao Xu nodded: "Yes, that would fundamentally damage the fun of a fighting game, and it can no longer be called a fighting game."

As he spoke, he took a gamepad from Yu Fei's table.

"A conventional gamepad has four areas on the front, namely the left and right joysticks, the left functional area (up, down, left and right), and the right functional area (ABXY). But in fighting games, only two areas are really used. "

"The right thumb is on ABXY, and the right stick is completely useless."

"The left thumb uses the D-pad or the left stick, it depends on personal preference, but whichever one is used, the other is not used."

"The dedicated handles for fighting games on the market directly cancel all unnecessary joysticks, and add two more buttons in the ABXY area."

"The fighting handle in your hand is a floating cross key, which is easy to rub, and the handle similar to a large game console has a large joystick on the left. The principle is the same, but how to choose depends on the individual. I like it."

"But regardless of the difference in form, they all have one thing in common, that is, the player's hand can only take care of two partitions, and the functions of these two partitions are very fixed."

Bao Xu spoke very carefully, and Yu Fei understood it very quickly.

Fighting games are so fast-paced that there is simply no time for anything else.

In action games, players can let their left thumb leave the left joystick to press the cross key to use props, or they can stop their right thumb and press the attack key or roll key to adjust the viewing angle by turning the right joystick.

Although it will affect the original action, after all, losing so few tenths of a second will not have any very fatal consequences. It is enough to take the time to do it during the battle.

But fighting games are different, because a few tenths of a second mistake may be caught by the opponent and cause huge losses, so the player can't get his hands to press other keys at all.

Of course, the layout of the fighting game controller appeared even earlier, and much earlier, than the controller of the current console.

Therefore, the operation mode and handle style of fighting games are in a state of their own, and it is difficult to be fully compatible with the current mainstream handle usage.

You can use mainstream handles to simulate the handle operation of fighting games, but you cannot design the gameplay of fighting games according to the layout of mainstream handles.

Yu Fei suddenly realized a question: "Doesn't that mean that you can only walk back and forth on a plane? In fact, it becomes a two-dimensional creature?"

The cross keys of fighting games are to move forward and backward, as well as jump and crouch.

As a result, there are no keys at all responsible for lateral movement to the left or right, that is, in and out of the screen.

If it is in other 2D fighting games, this is of course not a big problem, but President Pei said that "Ghost General 2" is a pure 3D game, and the soldiers may come from all directions!

If you want to hit the side soldiers, how do you do it?

Bao Xu said: "In fact, some fighting games have already solved this problem. The solution is to press the up button twice, and the effect is to move to the left hand side, that is, to move laterally into the screen."

"It not only makes the character dodge the opponent's attack, but also makes the whole screen rotate and traverse."

"Similarly, if you press the down button twice in a row, you will move to the right, that is, to the outside of the screen, and the camera will also rotate."

"We can go a step further and continue to traverse by double-clicking and then holding it down, or use a combination of keys to complete the traverse operation."

This operation method is relatively scientific. In fighting games, single-click, double-click and hold are different operations. For example, the right arrow key is pressed and then moved, and double-clicked and then held down is a fast sprint.

Yu Fei nodded suddenly: "So it is, that means the operation itself can be completed, and there is a ready-made design plan."

"It's just that it is still under the operating system of fighting games. Compared with other games, especially action games, they are two completely different systems."

"In this case, in fact, there are not many designs we can make for the most basic combat system. The main purpose is to continue the classic gameplay of fighting games, and we can only tinker with some small details."

"Well... Having said so much, there are certain gains. It can be considered that many directions that are absolutely unfeasible have been ruled out."

"But this is just mine clearance. I still have no idea how to do it."

Bao Xu smiled and explained: "Of course, this is equivalent to just laying a foundation. Designing a game is not an instant thing, but it is necessary to repeatedly weigh the pros and cons and think about the details."

"Just like building a building, this is a whole project. If any part is not handled properly, the whole project may be affected, and even the whole project will be overturned."

"Now that the foundation has been laid, the next step is to improve everything bit by bit."

"As for the specific method, it's actually very simple. It starts with Mr. Pei's needs, analyzes it bit by bit, first determines a prototype, and then slowly fills in the details."

"I can't help you too much in this process, you have to have enough time for independent thinking."

Yu Fei thought for a while: "In this way, I also have a clue."

"However, the battle system is still difficult. Even if it is based on other games, the characters, skills, and actions must all use the settings of "Ghost General", so there is no way to copy it."

Bao Xu said: "This is very simple. Since you are not good at it, find someone who is good at it."

"There are many champions of fighting game competitions in China. Wouldn't it be enough to spend some money to invite them as action guides?"

"President Pei asked you to be responsible for the design of this game, and certainly not to let you fight with these contents. After all, it requires thousands of hours of game experience."

"You should change direction, dig out the differences between yourself and others, find a breakthrough from President Pei's words, and complete the design of the entire game bit by bit."

Chapter 1272/1703
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Losing Money to Be a TycoonCh.1272/1703 [74.69%]