Chapter 167: Combat System

The management elements of the sect, the cultivation of characters, and the dynamic rivers and lakes......

These things will all become the features of "Taiwu Picture Scroll 2".

In addition to these features and gameplay, the combat system is also a place that needs to be focused on.

This combat system, don't think that it's almost done when there is a test out at the moment. In fact, the test for Fan Zhe was just a practice they made, and by the way, it showed 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 about what the combat system will look like.

The purpose, of course, is to show a 'martial arts' style of fighting, and they are more resistant to copying some of the most common combat modes of the moment.

Those battle modes are not so well reflected in the style of "Taiwu Picture Scroll 2".

According to Eggplant's idea, in battle, some points are easy to solve, and some points are not easy to solve.

There is no level, this does not matter, exercises, attributes, and equipment ...... The numerical enhancement provided by these things is easy to solve. In the first generation, they made a set of numerical systems, although they were used for a flat combat method, and could not be directly transplanted to the second-generation combat system, and the numerical values were not very superior.

But at least there is such a foundation, and the work behind it will not seem too difficult.

However, how to present it is a big question.

First of all, it is not advisable to be more of a hardcore action type. For example, the over-the-shoulder perspective of "God of War 4" is not very desirable, and it is difficult to show the effect of light work. When the eaves are walking on the wall, keep the over-the-shoulder perspective, I'm afraid that the player will vomit if he can't play for two minutes.

In contrast, Assassin's Creed's perspective may be a bit more suitable.

At the same time, Gao Yixiang also proposed a God perspective, which is about the kind like "Diablo 3", but this was quickly ruled out.

After a few discussions, they also learned from many of the games.

In the end, they decided to adopt a relatively free perspective, and this perspective will not fluctuate particularly much in the game, so as not to bring unnecessary burden to the player's vision in the fast-paced combat and movement.

At the same time, just like the first generation of "Taiwu Picture Scroll", players can only choose to match a variety of different internal skills, martial arts, stunts, body protection methods, and body methods to achieve a unique cultivation effect.

Any exercise has its own special attribute bonus, and it is divided into two types, one is active use and the other is passive bonus.

Here, it is necessary to mention one module, which is the so-called 'Gonggong'.

All the exercises need to be 'exercised' in order to be able to truly exert their passive attributes and be able to be used in battle.

In the setting, internal power is very important.

Internal power has its own attributes, which are divided into five types: Zixia, King Kong, Guiyuan, Pure Yang, and Xuanyin.

The internal strength of the major determines that there can be several internal skills of the minor. Some majors are very strong in themselves, but the compatibility is not very good, so they cannot use other minor internal skills at the same time, or they cannot use conflicting internal skills; Some internal strength is relatively compatible.

And the internal strength determines the internal force. Yunqi's major in internal strength also determines how many other exercises can be supported at the same time, and different internal skills are different.

Players can freely allocate internal forces to moves, body protection, stunts, and body techniques, and each of them has a different exercise grid, which can be matched with different exercises. The martial arts that are stuffed into the grid of the exercises are equivalent to being 'lucky'.

This is a configuration that players can do in the attribute interface.

In battle, players can perform martial arts by gathering qi and improving their stance in battle.

Here, after discussing with Gao Yixiang for a long time, it was decided to adopt a combination of shortcut keys and slow motion.

Because there are a lot of exercises equipped at the same time, and this game will not focus on hardcore fighting like the "Souls" series, nor will it follow the combat mode of the "God of War" series, and there is no need to rub up and down BA tricks.

They prefer to set some shortcuts like in "Horizon" or "The Witcher 3" to quickly cast skills, and at the same time, when they need to perform complex skills, they trigger slow motion, giving players to choose the strategy of battle and perform the next martial arts in the electric battle.

In the gameplay of the battle, they want to make the battle scene more cool.

Ping A's fights should be martial arts and good-looking. At the same time, the performance of moves should also be cool enough.

And because it has enough martial arts flavor, in battle, it is not easy to slash at people with a sword, there will be a large number of parry, dodge elements, such as twisting your waist to dodge a knife, and flashing a sword on the side.

Here, a certain amount of intelligent judgment has been added. The three major defense attributes of dodge, parry, and body protection correspond to the attack attributes of swiftness, subtlety, and strength respectively. When the defender is far higher than the attack and defense, then the sword will be slashed out, and the parry and dodge will be frequently triggered, or the body will be bounced away by the internal strength protector.

And launching martial arts moves is the same. For example, if the player plays a trick 'Finger Picking', an animation will appear. But the animation of this move is uncertain.,If the attribute is much higher than the opponent.,Then you can see the 'Flower Finger' beat the opponent to no point of resistance;If the attack attribute is much lower than the opponent.,Then you will see the 'Flower Finger' in the continuous attack.,There will be a picture of being blocked by others.、Dodge.。

After deciding on the plan in his mind, Eggplant and Gao Yixiang were very happy. They thought that such fights would be cool and very martial arts. They didn't want to make the battle into a simple and direct feeling of mowing the grass, there must be enough oriental aesthetics here, and the duel between the two masters, between one move and one style, has its own elegant beauty.

Moreover, this mode is also rare among the current game masterpieces.

It's just that, after determining the pattern of the battle, they found that the amount of work in front of them was very huge.

First of all, it is necessary to design different weapons to hold in your hand, and the movements of ordinary attacks are different; A larger part of the workload comes from each move, and after it is performed, the action pattern, sound and light effects are also completely different. And what would these moves look like if they were dodged or blocked?

This requires an enormous amount of art and design resources.

So, here comes the key question - it's one thing to think, it's one thing to do, can it be done?

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