Almighty Video Game Designer
526 The combat system
Moreover, the players also wanted to see the character's appearance, clothes, and movements.
He had given up on the insignificant sense of immersion to gain so many advantages, which was why most 3a masterpieces on PC all used this perspective.
If the third person perspective was used on the VR platform, the biggest problem would be that the advantage of the VR platform could not be fully utilized.
The biggest advantage of VR was the sense of substitution, and it couldn't be abandoned.
At the same time, because the players 'actual field of vision on the VR platform was also 124 degrees, and the players could feel the touch from different parts of their body when they were attacked, the problem of limited vision did not exist at all. There was no need to worry about not being able to find the enemy.
The last problem was that the players couldn't see their own character's appearance and actions, which was actually quite easy to solve. Chen Mo was planning to add two more features.
The first was a video playback system. Players could record their own battles with the boss and replay it from a God's perspective. This way, players could freely view their own appearance during battle.
The other mode was God's perspective. Players could freely switch to the God's perspective and observe the character's appearance. It was convenient for those who liked to look good to dress up and do street dances.
This basically solved the first person perspective problem on the VR platform.
In addition, dark soul in VR mode had another advantage. It allowed one to have more precise control over distance and a stronger sense of immersion.
Of course, he would also suffer more ...
However, suffering was the core fun of this game.
Apart from that, he also had to enrich the details of the battle.
With the support of the Pangu system, it was possible to build a more complex combat system.
The changes brought by the Pangu system to the black soul combat system were mainly three aspects.
The first was that the judgment of the various striking positions was more accurate. Players could use the tip of the sword, the blade, swing, flick, stab, and other different movements to strike different parts of the monster's body, resulting in different effects.
Monsters would deliberately make some gaps in their armor. For example, a normal knight's armor had a very hard plate armor on the outside, but only a relatively soft chain armor inner lining could be worn at the joints.
If the players could pierce through the gaps in the armor, they could deal more damage to the monsters.
At the same time, when cutting at different parts of the armor, the impact on the enemy would be calculated according to the power of the cut, which would also cause a certain amount of damage to the enemy.
Of course, the game still retained settings such as backstab and execution, but the trigger was different from the previous game. The players could try backstab as long as they were diagonally behind the monster, but the success or failure depended on the Pangu system's calculations.
The second was that the strength judgment of the entire game had become more accurate.
Different weapons had different impact forces. When dealing with heavily armored enemies, a heavy blunt weapon like a hammer was much more useful than a sword.
In the original dark Souls, as long as the player could lift the extra-large shield, the enemy would only lose some energy when they hit the extra-large shield. However, after the magic modification, if the enemy used a hammer-type weapon to attack the extra-large shield, and the player's strength attribute was not high enough, they would still receive light damage.
At the same time, players could fight with monsters. When the player's sword and the monster's sword collided, the difference in strength between the two sides would be calculated. Based on this, the result of the collision would be decided and fed back to both sides.
If two evenly-matched enemies were to fight, the swords of both sides would bounce back slightly after the collision, and it would consume a certain amount of energy.
If one side's energy was exhausted, it would produce the same effect as reflective shield, and there would be a more obvious hit recovery.
Under such a setting, the players actually had more opportunities to be reckless, and it was also closer to a real battle.
Of course, there was a problem with this change. The difference in attributes might make the battle less suspenseful. If one side's strength and energy both overpowered the other, then the battle would become a one-sided slaughter.
In this regard, it could be solved with some other small changes, such as setting the strength and energy threshold, modifying the matching algorithm during pk between players, or supplementing the attributes of the weaker side, and so on.
Of course, this was something to be discussed later. He would only need to consider it in detail when creating the online mode.
Third, it could increase the richness of the battle.
In the original dark Souls, if the player triggered backstab on a monster, the monster would have a relatively long invincible frame when it fell to the ground. Before the monster got up, the player would not be able to deal any damage to the monster.
Of course, there were many other considerations for this design, the main one being the balance of the game. Chen Mo decided to use another approach.
In a real duel between Knights, if one party backstabbed the other, the winner would have long been determined. The one who was backstabbed could only die.
So Chen Mo's plan was that once one of them was stabbed in the back and kicked to the ground, the other player could follow up with a follow-up attack, such as jumping high and then smashing the ground.
(In the original work, there were some special weapon combat techniques that could pursue fallen enemies, but the number was relatively small.)
The one who was stabbed in the back had to roll away in time to avoid the attack, or else he would have to suffer a high amount of pursuit damage.
Chen Mo also added a new setting, the maximum amount of energy.
In a critical situation, when the player's energy bar had been depleted, if he still needed to roll, he could use his own energy.
However, the maximum amount of energy that could be overdrawn was very limited. After overdrawing, the recovery speed of the original energy bar would slow.
After the maximum energy bar was full, the normal energy bar would recover at a normal speed.
This setting was actually similar to the potential explosion at a critical moment. Many exhausted people often exploded with a very powerful force at the critical moment in order to survive.
After adding this setting, even if one's energy was completely depleted, they wouldn't be completely at the mercy of others. At least, they still had a chance to save their lives.
(In Dark Souls, the energy point can be understood as the physical point. Rolling, attacking, defending and other operations will consume energy, but it can not be called physical strength, because in Dark Souls, the physical point affects the character's weight carrying ability. These are two completely different attributes.)
After this modification, the combat system of Dark Souls would become more complicated and varied, and it would be closer to a real battle.
Some special combat methods were also allowed, such as the battle between the Red Viper and the demon mountain in the Song of Ice and Fire. The Red Viper, as a leather armor unit, relied on its flexible positioning and poisoned long spear to constantly attack the gaps in the demon mountain's armor, and won by accumulating "almost" poison. This combat system could also be achieved.
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