Chapter 292: Combo

In the combo system of "Sword", there are also elements that increase the player's sense of participation. ==No matter how well the custom skills are compiled, you can only get a high score of more than 90 at most. If you want to get a full score, you need to spend some skill, and at the right time, use the keyboard and mouse to work together to release a "special move" to do the finishing move of the combo.

Wang has always been angry that he didn't buy the original version of the game. Especially when he grew up, learning about the dismal sales of that game made Wang even more uncomfortable. He had already planned that when that game was released in the future, he would buy 100,000 copies himself before he could feel at ease.

He can be sure that adding the "combo rating" system to the game must be more advantageous than the hard-hitting Diablo 2.

But that's the core gameplay of Sword after all!

Take the classic foreign gameplay in the future to make your own game, and the king will not have any pressure. For example, the kill effect. He would even refer to the structure of Borderlands to design My Anti-Japan. Because he feels that these are the "knowledge" he has mastered, and whoever grasps the knowledge first will use it first.

But when it was his turn to feel the most guilty about the domestic game, Wang couldn't live up to this determination. I always feel that I can't get over it.

First, he played other people's pirated copies and stole other people's ideas from them...... This kind of thing is not done by open people! Wang Buyi and the producer of "Sword" have no grievances, there is no need to engage others so much.

Wait patiently for another two or three years and watch "Sword Sealing Demon Record" appear. Wang decided not to think about it anymore, to give up the gameplay that would make the game icing on the cake, and to keep it in his heart.

If you don't have a combo. Is that a variable that can add some skills? Just like the Diablo 2 expansion, skills can affect each other.

This effect is reflected in the numerical aspect, giving one skill an upgrade, and several other related skills can also increase the power. When a character releases a skill, there are actually several skills behind it that jointly determine the power of that skill.

"Sword" is another manifestation of the interaction of skills. Players release skills in a specific combination according to a specific pattern, and isolated skills can be coherent. Creates combos that skyrocket the number of attacks and greatly increase coolness.

The two ways to make skills affect each other are essentially to hope that players will not be too utilitarian and only spend skill points on the most powerful skills. Otherwise, players will be farming monsters with one or two skills the whole time, and soon they will get bored of themselves.

And as a game maker, it's not easy to make so many skills. It's like the skills in "Stunning Country: Gaiden". It is necessary for Wang Bubu to plan first, and Moti to envision the action. Employees eventually make them happen. After that, it is tested to make sure it is perfect. It's a good job.

Each skill takes so long to make that if the player just stares at one of the skills, or even all the players end up staring at one or two skills...... That king can't afford to die of depression? He definitely wants the player to take advantage of those skills as much as possible.

In the future, many games adopted a restrictive approach. For example, increase the cooldown of a skill. Allows the player to increase DPS for a short period of time. Had to learn as many skills as possible. And when it is against the enemy, it is released.

But that kind of method can be used in online games, but not on stand-alone machines. The fun of a single machine is naturally not as good as that of an online game, and it also restricts players. Is it because the sales are too high?

Extending the cooldown for the purpose of restricting the purpose and letting the ability affect each other for the purpose of enhancing the goal, the latter is more suitable for stand-alone use.

Wang took a piece of paper and drew a big cross. The x-axis is the method used in Diablo 2: Lord of Doom to have skills affect each other statistically. The y-axis is the method of "Sword Sealing Demon Record", and the skills are reasonably matched, even if the chicken rib skills are useful.

Wang Bu wants to increase the fun of fighting in "Amazing Country: Gaiden", and it is better to draw a curve instead of drawing a rigid horizontal line or straight line on the icon. Merge the two that are not in conflict......

But the gameplay of "Sword", Wang is unwilling to use it directly.

While pondering, Zhou Yi came over with someone and introduced to Wang Buful: "This is the art director of the target software, and I want to come to you for something." ”

The art director hurriedly stretched out his hand to Wang Buyi and said respectfully: "Hello, I am Liu Kun of the target software. When Mr. Zhang came to Nanjiang to see you for the first time, I also came with him. ”

Wang did not have a fight, shook hands with him, and asked, "Is there anything wrong with you?" ”

"Well, aren't you going to make an ARPG game? It just so happened that I had an idea for several years and wanted to make it. Hope you can use it as a reference. The artistic director said.

"Oh." Wang Buyi nodded, the company's mailbox has been stuffed with various proposals recently, so it's no wonder. His game and Diablo 2 were released before and after, which attracted the attention of countless players. RPG games are more acceptable to domestic players, and they are more looking forward to this showdown.

Wang does not live up to the psychology of the players. After the overturn and rework of Diablo 2, there is nothing to say about the quality, and it is definitely a blessing for players to be able to play such a game. In contrast, Celadon Technology's ARPG game is dangerous!

Of course, domestic players don't want their own game manufacturers to lose in this showdown. So they came up with ideas one after another, and all kinds of suggestions flew over like snowflakes.

These are precious creative resources. Players took out the parts they were most looking forward to the game and hoped that Celadon Technology would amplify them. Wang Bucheng will not accept it all, but will refer to it.

The same is true of the art director of the target software. also wrote a detailed planning book, specifically to talk about his play. Compared to the whimsical suggestions of players, this game practitioner is at least much more professional in terms of format.

Wang Bu opened it and saw that the title was "Ideas and Suggestions on Combining Skills".

Seeing the title, Wang Buyi was stunned for a moment, he was thinking about this thing just now. Continue to read on, it's really about how to combine skills with each other to make up for completeness!

There are also examples in the proposal. He also used hand-drawn drawings to illustrate, and the art director studied art and drew a girl with a short knife in just a few strokes.

That girl's first skill is a volley kick, quickly approaching the enemy. Then unleash the second skill, slashing a few times. The third skill is to do a backflip and kick the enemy into the sky. The fourth skill is to slash enemies flying in the sky again. Then do a backflip to keep the enemy floating in the sky.

The Art Director used this simple example to combine Charge, Damage, and Control. Once the isolated skills are in the correct order, they become combos.

The original design intent is explained in the proposal. That girl's slashing skill has the highest power. But if the player keeps staring at that skill, drags the girl to run in front of the enemy, and slashes the monster, the result is something that all the producers don't want to see.

The player will only focus on the health bar of the friend or foe, deciding when to take the medicine. I won't stare at the girl's movements too much.

So the action role-playing game has become a drug-taking role-playing game.

Wang was stunned, but he didn't think about it from this direction. What the art director said, it's true! If the two sides slash each other, players can't change the battle situation through operations, and can only fight each other's blood and damage, so they can only stare at the blood bar and be ready to take drugs at all times.

"How did you think about the game from that perspective?" Wang asked in surprise. Want to know the other person's mindset.

The artistic director said: "I came from an art background. Know that both players and art appreciators have very limited attention spans. Players, for example, will only focus on what is most important to them when they are at risk of dying at any time, causing the time and energy they have spent in the early days to be wasted. ”

The art director continued, "If you want them to pay attention to the well-crafted skills in the game, you need to create a relatively safe environment for them. So that's where the control technique comes into play in planning. Knocks enemies into the air so that they cannot damage the player. Knowing this, the player can focus on the character. ”

"Oh~" Wang lived up to his eye-opening eyes, and actually thought from this aspect. It seems that everything is really the same origin, and the original intention of the art director was to hope that players can watch the move animation with peace of mind, but in the end, all the moves were combined.

"The control skill doesn't have to be a floating skill, it can also be to stun the enemy, paralyze or something like that." The artistic director said again.

"That's a good idea!" Wang Buyi continued to read the plan.

The original intention of the art director was to let the player see the visual effects of the skill, but then he slowly became crooked. It became how to unleash more perfect combos through skill combinations.

How to encourage players to use combos, the art director also came up with ideas. If you kill a monster with a combo, you will be rewarded. The quality of this reward is determined by the effect of the combo.

Therefore, a scoring system is designed for combos, and the rewards are determined according to the score.

For example, if you don't have a combo score and use a single skill to kill hard, you have a small chance of getting low-value items, and the chance of getting high-value items is extremely slim.

However, if you hit a combo score, the chance of getting a high-value item increases. The higher the score, the higher the odds.

Wang Bufu couldn't help but rub his eyes, turned the page back, and looked again.

As a result, he watched it again, and he was not mistaken, this is the core gameplay of "Sword Sealing Demon Record"!

No way? Wang did not live up to the art director in front of him, he knew that the producer of a generation of domestic masterpieces "Sword and Demon Record" was still hidden in the target software and obscure. Could it be that the person in front of him is the maker of "Sword Sealing Demon Record"?

"What do you think of this idea?" The art director was looked at by Wang Buying's ghostly eyes, and he was not too embarrassed and asked embarrassedly.

"Good!" Wang was unspeakably excited. If you include "Combo Rating", you can make skills affect each other's power numerically, and combine them with each other at the action level. Both the x-axis and the y-axis can be taken into account, and an upward line can be drawn!

But what about "Sword"? Wang Buyi asked, "Aren't you going to do this game yourself?" (To be continued......)

ps: Today's three watches, ask for recommendation votes. \(^o^)/