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Chapter 358(2/4)

Liang Muzhou felt very tired.

...

Since the script has been confirmed, the subsequent "Assassin's Soul·Moshu" can officially enter the plot production part.

This is a good thing for both the team and the company.

However, Cao Yang also understood from this point-

It is not easy to make a 3A masterpiece, but it is even less easy to make a sequel to a 3A masterpiece.

Sometimes it is actually very difficult to break through the previous work. This is not just a matter of time and money, it may really require a little luck.

...

After holding the meeting of "Assassin's Soul·Mo Shu", Cao Yang immediately turned to the next one, which is the post-production meeting of "God of War·Wukong".

Now the completion of "God of War·Wukong" is relatively high.

This time, what Wukong team wants to demonstrate to Cao Yang is the current blow in the game, to see how Cao Yang feels, and if there is anything to improve.

Regarding the sense of blow, the team has made a lot of improvements.

In order to make the impact of the golden cudgel, the team also specially went to countless performers to record the performance of the metal stick, at least in terms of the movements.

It can be seen that the monkey in the picture is really very martial arts style when using sticks.

The smoothness and good-looking movements have been greatly improved, which means that some basic content of the game itself has been solved.

Just like the soul of the Assassin before, it gives people a better sense of blow. One of the important reasons is that the protagonist's movements are extremely smooth, giving you a master's style and the feeling of the king of assassin.

Only when the foundation is laid can we talk about other things later.

The impact of metal sticks is at least much easier to make than wooden sticks, at least in terms of material and weight, you can give you a different experience.

Metal makes you feel heavy, and you can kill people with one stick. The wooden stick gives you the feeling that it will hurt at most after you get it.

Then the team made several improvements based on the metal stick:

The first is physical collision.

For example, the material of the stick itself is relatively metallized, so different effects need to be stimulated when confronting different weapons.

Now Bomi's X2.5 engine can support very powerful physical functions, which means that when your golden cudgel hits the opponent's weapon, it can generate sputtering sparks in the corresponding parts to highlight the effect of the attack.

If you hit the stone, the sound will be a little dull.

The second is to show off.

The attack performance has a certain degree of overlap with physical collisions, but the planning team made a certain degree of distinction during the research. The attack performance here mainly refers to the performance effect of the golden cudgel when hitting the monster.

The improvement in these performances is also thanks to the previous development of the game "Gun Girl".

Among the girls of guns, the attack was done quite well.

After the bullet hits, no matter whether the player is hit and the opponent is hit, the performance will definitely make you feel the pain from outside the screen.

Not to mention those non-living bodies, they are directly destroyed and explode at any time.

Among the gun girls, not only can different units be affected to perform different performances based on different weapons, ballistics and different hit locations, but a large part of this performance is even applied to physical real-time calculation effects.

Some of these manifestations are done well by art, and some are art only made models and bones, and then corresponding real feedback is given through physical calculations.

For example, when a bullet is shot into a mechanical arm spliced ​​by multiple irregularly shaped models, the bullet itself will give a momentum, and then explode and form another momentum, and each part will have its own corresponding mass. According to the principle of conservation of kinetic energy, they will make a comprehensive calculation in the direction of force and produce corresponding effects.

It seems like a matter of a moment, but it may have been calculated hundreds or even tens of thousands of times in the meantime.

Now "God of War·Wukong" has also borrowed this to a certain extent. When attacking specific parts of a specific monster, it can produce certain physical effects-

For example, a white ape, when his arm is interrupted by Goku, it will drag the broken arm to fight during the subsequent battle process, and the broken arm itself follows the physical effect, so you will see a real feedback-

The moment it is interrupted, the flesh and blood collapses and the bones break.

Then there is continuous feedback—

The white ape's broken arms kept shaking in front of your eyes.

This is also an innovative attempt in expressiveness by "God of War·Wukong".

There are also several common methods that are most frequently used in action games -

Monsters stagger, fight back, fall to the ground, float... These are things that can reflect the sense of blow.

The third is to achieve the execution effect.

In the Assassin's Soul, when the opponent's yellow bar is full, you can solve the opponent by killing it with one blow.

The assassin's execution method is basically to stab the deadly part with a short sword, and at the same time it can pull out a piece of blood, allowing you to truly feel the other party's death effect.

If the stick has to achieve the same execution feedback-

First of all, it is necessary to attack fatal areas.

For example, the head, the heart...

If the execution effect is strong enough, it can produce various effects of crushing, twitching, and twitching...

Because the stick is different from the sharp Assassin's Blade, it cannot give you a sharp piercing feeling like a dagger, so it can only exert the strengths of the stick, namely strength and tail power.

Then the source of the sense of destruction will not be the inside of the monster, but can only create enough pleasure from the outside.

So smash it and crack it... This is the correct way to express the stick.

The fourth is the sense of rhythm.

There is nothing to say about this thing, and the planners need to keep trying and adjusting it.

The Assassin's Soul is also sharpened in this way. The sense of blow and rhythm need to be tried over and over again. For example, in the Assassin's Soul, Feng was completely fighting between two assassins in the battle against Jing Ke. Through the continuous collision of swords and swords, he adapted to the opponent's attack rhythm to produce a strong enough combat effect.

Therefore, the Assassin's Soul is also called the iron-striking game by players.

To sum up, it's just one thing-

It is a sense of impact through feedback, especially the real and exaggerated feedback effect.

It is best not to use special effects to achieve it, as in that case, the sense of impact will immediately weaken a lot.

For example, when the other party hits you, a light shield appears on your body, and then blocks this, the effect is far less than that when you directly set up a stick to block it, and then sparks burst out at the moment when you block it, emitting a crisp and pleasant present moment.

In order to save time and expenses, many domestic game manufacturers often use special effects to make action games. For players, it is easier to use skills similar to Golden Bell Cover.

But in real battles, these things have to be removed.

You will find that even in the "God of War" series abroad, Kui Ye also kills the gods through hand-to-hand combat, rather than doing this through mysterious special effects, which will reduce the essence of the action game and lose too much expressiveness.

But the special effects are not completely useless...

For example, a tailing effect is produced at the end of the stick and a certain dynamic blur can actually enhance the sense of impact.

Especially during night battles, the shining and sweeping fan effect of the golden cudgel will make you feel very happy.

...

At the same time, you must be affected and feedback strong enough.

For example, when the bottles and jars on the field are swept by sticks, they will break and break open, and this effect must be achieved.

When the golden cudgel hits the opponent, what should be broken must be broken, what should be broken must be broken...

This will give you a very strong blow.

...

When the main planner Xiong Shaonian completed the entire battle demonstration part of "God of War·Wukong" in the conference room, everyone fell silent.

Everyone looked back at Cao Yang, wondering what his reaction was.

"Well, it's pretty good," Cao Yang hugged his hands, "and then you only need to adjust the part of the tune effect."

"The sound of metal collision just now was not enough, and I always felt that something was missing," Cao Yang said. "You just asked someone to create a golden cudgel that was exactly the same as in the game, and then try it out with different materials. You will know where the problem is.

The best way is to practice it. If it doesn't work, find a powerful martial arts master to record it. I need to hear the most realistic sound effects that come out under different hit forces and states."

For example, if a metal stick hits a sword, the sound should be relatively crisp.

If it is hit on a stone, it will be a little boring.

If you rub it on the ground with a stick, it will have a very harsh and slippery sound.

Different sound effects are emitted on different materials. This function has been implemented in Assassin's Soul before, and you just need to use it.

The program is actually very simple. You only need to detect the corresponding sound effects of the corresponding material, divide the number of levels in the judgment interval, and play different sounds separately.

The problem is that there must be an appropriate recording.

"Well... OK," said Xiong Shaonian.

I don’t know how many kinds of sticks you want to make, aluminum alloys are definitely not good. So if you make it based on pure iron, will it weigh dozens of pounds?

It would be strange if you can dance.

Xiong Shaonian frowned and saw if he could contact some manufacturing stores in the future to create one weighing about ten pounds and see how it worked.

...
To be continued...
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