Chapter 183: How to Improve the Sense of Blow

None of them felt that that goal would be achieved in a short period of time. A journey of a thousand miles begins with a single step, slowly, little by little, moving in that direction.

Xia Ci is preparing for the final exam. Wang Bubu also wants to make the game box successfully operate on New Year's Day.

There are three things that the game box has to do. Use the matching mechanism to amplify the fun of players, bring more returns to franchisees, and expand the player base. In Wang Buful's heart, only when all these three effects are achieved, the game box can be regarded as a successful work.

Amplify player fun and make them want to buy the original, it doesn't take a look. In November, Wang had verified this with Counter-Strike.

Give more returns to game manufacturers, and Wang is not worried. The target software is the top game manufacturer in China anyway, and after cooperating with Wang Buying's combing, "Three Kingdoms" is not inferior to foreign products in terms of gameplay. Low price, high quality, very cost-effective, Wang Bubu also thinks it can be a big seller.

What Wang needs to do now is to increase the quality of mini games, expand more player groups, and make the cake bigger.

Several points of the mini-game have been finalized. Only the actions of the characters remain, and they need to be continued to be carved.

Due to hardware constraints, it is difficult to design the character movements of the mini game naturally and smoothly. The prequel mini-game is similar to a web game, and the progress is all calculated and saved in the cloud. This requires the server to store a large amount of player data. The solution for building a server is a "multiverse" from Australia that is not yet mature.

When a player makes an attack, the data must be transmitted to the server. After the server receives the data from the game, it needs to search the index first, and then find the data saved by the player, and then send it back after calculation. This takes a long time.

Even if Tongwen optimizes the architecture of the server, it is difficult to perfect it. Playable characters can't unleash moves as quickly and continuously as they do in action games. After Tong Wen's calculations, he set a limit: it must take one second to move any move. Otherwise, the pressure on the server side is too great, and the players don't feel smooth.

Wang did not object to this. He has played a lot of online games, and compared with the stand-alone machine, the moves of online games are slow and leisurely, and the sense of blow and action is not a little weak. It is because of the limitations of the server that it is difficult to transmit too much complex data. That's why the makers will elongate the characters' movements. Leave the player's attacks at least one second apart.

Restricted by this second, Wang Buyi and Moti have been studying the prelude and attack action of the move, and they have performed an attack from the beginning to the end, striving to make the player feel pleasing to the eye.

They first tried to make an ancient Yue swordsman's move, called "Intercepting the Pulse". Everything is a one-size-fits-all approach, first make one, after establishing the style, then it will be easy.

Moti has recently drawn inspiration from Hong Kong and domestic action films. Finally, he made a martial arts move with a sword point, and then showed it to Wang Buying.

But after Wang lived up to it, he felt that beauty was beautiful, but it lacked a sense of blow.

The character's attack moves are something that is completely aimed at male players. For male players, "cutting off the pulse" is completely lukewarm, and no matter how well it is done, it will soon get tired of it. And then I get tired of taking a second to attack every time.

That's the performance problem. If you behave well, male players won't get tired of watching it. For example, the classic "King of Fighters" series and "Street Fighter" series, the sense of blow in them is very good. Many of the characters' ultimates are never tired of watching.

Therefore, Wang Buyi decided to let Mo Ti change his style, take an exaggerated route, cut out the wind and thunder with one sword, and shake the ground with one shot.

Morty is also an avid fighting gamer. Of course, he understood Wang's requirements, and immediately began to redo it.

When Wang Buyi returned to the company, he saw the second trial "interception" given by Moti.

I saw that Gu Yue Swordsman first gathered qi, and a piece of white true qi surged from the ground around him, converging at the feet of Gu Yue Swordsman. The long sword in the hand of the Gu Yue swordsman turned white, and suddenly stabbed at the orc, and the white sword qi suddenly grew, like a laser, piercing the orc's chest.

Exactly one second.

Mo Ti felt that the new pulse cutting move was very similar to his imagination, and the degree of restoration was very high, so he said with satisfaction: "I feel that this move is quite beautiful, and such a move through the chest is very hitting." ”

Wang Bufu nodded. Limited by a second, Moti really did the details to the extreme. From the gathering of qi to the final release, an ordinary move looks like a big move.

But Wang Buyi still feels that if this action can be reduced to o.5 seconds, or even o.3 seconds, then it can really be called a sense of blow.

The sense of blow is a very floating noun. What exactly is a sense of impact? Even in 2o14, it is a difficult problem for domestic game companies.

Wang Buzhu didn't have any good theories, but he came out of himself, recalling that when he was a child, he secretly went to the game hall with his pocket money and played "The King of Fighters" with his classmates, and finally rubbed the buttons in front of the ultimate, and finally slapped on the button of the heavy punch with a heavy "snap", and his palm hurt, but he watched the screen darken, and the character began to enlarge the move and was relieved.

This is the ultimate in percussion. The characters in the computer interact with the player to the extreme, and when the player uses difficult controls to pull out wonderful and gorgeous ultimates, the player will resonate with the characters on the screen. It's as if the person who beats the opponent with an insolent attack is as if he were himself.

In the prequel mini-game, there are definitely no conditions for this kind of operation. Wang Bu recalled the scene when he was a child, in addition to the sense of accomplishment of rubbing out the extremely difficult moves, what else did he remember deeply?

It must be in the fighting game, those ultimates are gorgeous. Whether it is the "Eight Childish Girl" or the "Big Snake Pheasant", while releasing difficulties, the moves are also extremely gorgeous.

Wang Buyi asked Sun Yifeng to pass over the PC emulator of "The King of Fighters 97", and then cheated, and once he pressed the button, he could directly release the big move. Simplify the operation to the level of equivalent to a mini-game.

Then Wang Buyi pressed the "a" on the keyboard all the way to the "k" and watched Yagami make a move. Although there is no fun of rubbing moves, just watching the animation of the moves can still make Wang feel excited.

Especially when he pressed the "k" and then directly released the eight childish girls, Wang Buyi didn't feel bored at all, and felt that no matter how long he watched it, he wouldn't get tired of it.

"Why?" Not only the current Wang is asking, but all game manufacturers in the future are asking this question. 97 years of the game, why does the sense of impact be so good?

Moti kept watching from the side and said, "The King of Fighters 97 has very good sound effects in it, is it because of this?" Strengthened the sense of blows? ”

Mini-games are designed to be implemented in the office, so no sound effects can be added. It's really unfair to compare the silent action with "The King of Fighters 97". Wang Bufu turned off the horn and pressed the "K" button again, and sure enough, the impact was not so strong.

But even if it is silent, the eight childish girls are still beautiful only by their action design.

Moti said: "The eight childish girls have light and shadow, and there are screen vibrations. These are all elements that increase the sense of power when hitting. We can also use it in games. ”

These can really increase the sense of blow, for example, when the Gu Yue Swordsman is gathering qi, the screen will instantly darken, and the player can immediately feel that the Gu Yue Swordsman is going to use a ultimate. For example, when a long sword wrapped in white light stabs an orc, if the screen vibrates slightly, the player can feel the power contained in the move.

But those tactics are only auxiliary, and cannot really increase the sense of impact. Wang Buyi always felt that Moti's moves were too procrastinating. At best, it can only make male players shine at first sight. After a long time, I get tired of it.

The prequel mini-game may seem small, but the effect to be achieved is huge, and Wang has to expand a large group of players with high spending power. He wants to achieve a level of refinement and perfection in every detail.

Wang lived up to his plan, making the players think they had bought a side dish, and ended up serving them a big meal. Solidify the position of the game box with surprises, and erect the height of celadon technology.

Actionable characters are just a side dish in a big meal. Even if it's a side dish, Wang Bubu wants to do his best.

What should be done? Wang Bu Bu repeatedly watched Moti's move animation.

As a combat designer of celadon technology, Moti is unmatched in imagination. The movements he deduced were flawless, and Wang Bufu had no idea where to start, to adjust what details to increase the sense of impact.

It can be said that under the one-second limit, Moti has done the best. Gather qi to mobilize emotions, the sword shines brightly to pave the way for anticipation, and finally the stabbing blow is completely released, and all the elements are collected in a second. There's nothing left to change.

It's all about that one-second limit. Wang Bu felt that the move animation was not cool enough and could not satisfy the player to the greatest extent, all because of the limitations given by Tong Wen.

A second is a thousand milliseconds, which is too long for a single move. To make a move look electric and powerful, you need to shorten the real attack to three hundred milliseconds, as Moty did. The remaining 700 milliseconds can't be empty, so they have to be used to pave the way for charging.

But as players, they don't want to see any foreshadowing at all after they release their moves. Just like the arcade moves, the player's actions are themselves foreshadowing, and then they expect the character to attack immediately.

If the character doesn't attack right away, the player will feel dragged, annoyed, and feel that something is wrong. That's why there is no sense of blow. The character does not behave in line with the player's expectations at the time the player expects.

Wang Buyi pressed the "A" button again, and saw Yagami throw something on the ground, and a purple flame flew towards his opponent.

That's right. As soon as the player casts a move, the character in the game should act immediately and let the player see the effect. Otherwise, if the player operates for half a day, and the game character gathers for half a day, it will look soft, and the sense of impact will be impossible to talk about.

Now the key is the one-second limit. You have to find a way to get around it, otherwise the so-called improvement of the player experience is simply empty talk.

How do you get around? Wang Bubu played "The King of Fighters 97" on the simulator while thinking, and kept pressing the "K" key, and the Yagami on the screen seemed to be crazy, constantly scratching his opponent with his claws.

Wang Buzhu looked at the most gorgeous "Eight Childish Girls", and suddenly thought of a little trick.