Chapter 862: Can This Player Beat a Martial Artist NPC?
Yang Chen naturally didn't know what Grayson was doing on the UEgame side, and as for the cooperation with UEgame, Yang Chen didn't think about breaking anything.
After all, the two sides have also cooperated for a long time, and the conditions of UEgame in all aspects are also top-notch, no matter how high it is, it is actually the ceiling, and the main thing is that it doesn't make much sense.
The main reason why I didn't give UEgame any news is that this project has just begun.
In the conference room of Nebula Games, Yang Chen, Wang Ye and others were designing the content on "Horse Riding and Slashing".
The horses in the game also have the movements of the relevant cavalry, and Yang Chen originally planned to use the most realistic effect to really use horses for motion capture.
However, after a little try, Yang Chen and his team still gave up on this idea.
It's not that it can't be done, but the effect is not as good as it should be, it is indeed very real, but it is also not very beautiful, or it will be different from what the player imagined.
The attacks in the game, such as the player controlling the weapon up and down, left and right, such not beautiful actions can bring a sense of reality to the player, that is because the player has a concept in his heart, and can subconsciously substitute into it.
Because the vast majority of players, even if they haven't fought at some stage of their own life, they have definitely seen others fight.
The related actions of war horses and cavalry are more obtained from movies, television and other video materials.
In this part of the content, even if you try to be realistic, in fact, the player will not feel much, because most players do not have such a concept, there is no way for them to feel it, so the so-called higher immersion is naturally nonsense.
Again, these real-world experiences are the main core of the game rather than decorative details, and the experience will not be as good as it could be.
At most, after they have experienced the game, they look at the discussions of some players on the Internet, or the reviews of the media, and then suddenly realize:, so awesome!
………………
The development of Mount & Blade went exceptionally well, and the main thing was the follow-up optimization, so that players could still play smoothly while remaining on a large battlefield.
For this reason, the scene of the game itself, the entire "Mount and Blade" is still based on the original as a huge scroll sand table map, and the encounters in various cities and fields need to be read for new scenes.
There's no way around that, and there's no big problem with making the whole game a perfectly functioning dynamic open world, like Red Dead Redemption or GTA, with the capabilities of today's Nebula games.
But the point is that for most ordinary players, this is a problem, the game can be made for you, but your configuration can't be played.
Optimizing the current mainstream configuration in the player group, and making the reading of scene data in the middle as smooth as Dove, is the direction that Nebula Games needs to work towards.
In addition, there is another point that in the game "Mount and Blade", the follow-up content of the Three Kingdoms as a mod is actually more complex than the original content.
The whole game does not have a detailed main line, it is more like the development of an era, the kingdom of Svadia, the kingdom of Rhodok, the kingdom of Vegia, etc., the history of the rise and fall of kingdoms on the historical line.
It does not need to be presented as a complete story, but to let the players experience the stories that happened during this period by themselves, and at the same time, it is also to let the players take the initiative to write history, which is Yang Chen's idea under the ontology content of the game.
But as the background of the Three Kingdoms of the mod, it is a little more complicated, because most of it is a little bit known to the player.
Although Yang Chen is not prepared to treat it as a rigorous history, but to give players full freedom, it cannot be too absurd.
"Mr. Yang, does this value really need to be adjusted more in terms of the linkage with AI? Can this player beat a general's NPC? In the office, Wang Ye reported to Yang Chen on the development progress.
Looking at Yang Chen, who was sitting on the seat and putting down the work report, Wang Ye, who was standing next to him, couldn't help but speak.
The content development of the main body of the game, that is, the part of the Calradia continent, is the responsibility of Brandon's team, and the work of the Three Kingdoms background as the mod part naturally falls to Wang Ye.
And compared to the content of the ontology, the Three Kingdoms element as a mod content also has a more interesting element.
That's the fighter.
Although most people understand that victory or defeat on the battlefield depends mainly on the combat effectiveness of the army and the command ability of the generals, not on the ability of the generals.
But how much does it matter?
And as the background of the Three Kingdoms of the MOD content, there are all kinds of generals and ministers, which are the main core fun points in themselves, so naturally the element of fighting generals is indispensable.
In the game, players can personally put on the battle, and they can also let their own subdued generals go into battle.
THE WINNER OF THE FIGHT WILL RECEIVE A MORALE BUFF, WHILE THE LOSER WILL RECEIVE A MORALE BUFF.
Similarly, Strategists will also have relevant system elements, such as having more siege equipment when attacking or defending a city.
But the key is how to make players feel the gap, especially since "Mount & Blade" is not a numerically driven game in the design, numerical values are just better for players to have a certain understanding and cognition of the specific content.
If there is no gap, then Lu Bu, who is the number one in the world, and Xing Daorong, the general of Lingling who said my name and scared you, can fight for 300 rounds, so what else do you need a military general to do?
If you can't tilt too much in the numbers, then you can only be able to react to the NPC.
This has led to a situation where these well-known generals on the battlefield actually do not have much impact on the entire battle situation.
If you are 1V1 on the front, a military general can overturn one or two hundred people, but if you really fight in a melee, you can surround the enemy if you have many soldiers, and then stab you in the back.
Even if you are the world's number one Lu Fengxian outnumbered, there will not be much difference between the end and Xing Daorong, who is holding a pear blossom axe and being Liu Bei's son-in-law and making you laugh.
It's just one word: die!
But for players, this feeling is completely different!
Coupled with the highly intelligent AI response, players will have to put on a battle before each battle.
Wang Ye felt that this was even more difficult than soul games like "Dark Souls", and it was estimated that there were few ordinary players who could win alone.
"Dark Souls" is the boss and the minions are actually quite stupid, back and forth on those few moves, the main thing is the blood thickness, the player needs to study the opponent's attack methods, the error tolerance rate is relatively low, a mistake The blood bar is empty, in fact, the value still accounts for more elements, after all, the boss blood is thick.
But in "Horse Riding and Slashing", the ontology content of the Calradia continent is good, but in this mod content, the gap between the player and the NPC with a name and surname is simply simple.
Numerically, the two sides are indeed the same running line, the player is cut three times and hangs, and the NPC is cut three times and is also hung, but this technically, the NPC does not play according to the routine.