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Chapter 1254 The basics of fighting games

Bao Xu paused a little and continued: "Some professional terms in fighting games, such as 'real Hui', 'selection', etc., often emphasize not one thing, but a very broad and general concept. The strength of the player lies in the mastery of these abilities and the degree of flexibility in using these abilities."

"For example, the concept of Lihui is difficult to translate. It generally refers to all the actions you make before attacking the other party or defending against the other party's attack. Whether it is walking back and forth, restraining or deceiving, it can be regarded as part of the "Lihui"."

"In other words, the purpose of Li Hui is to do everything possible to make the situation into a situation that is beneficial to you and put the other party in a more unfavorable situation."

"If you really can't understand it, you can roughly understand it as a pre-attack preparation ability that includes consciousness and operation, just like the act of you leading the enemy to a terrain that is beneficial to yourself through frequent small moves in the MOBA game."

"So, although action games like "Back to the Stra" are also very painful, their growth curve is still relatively scientific, at most it is more difficult to get started. Once you get on track, you will gradually adapt."

"While fighting games are different, its growth curve starts very low, its growth is very slow, and the upper limit is far away. In this process, it is difficult for you to accurately evaluate how much you have become stronger. It is very likely that you will be abused and doubt your life when you meet a big boss."

"Compared with action games that can become stronger with back plates, fighting games are not just about back plates or practicing reaction speed and rubbing movements. They also require a lot of targeted practice, and oftentimes, each action needs to be disassembled to frames through muscle memory."

"If we compare the data, many players can become proficient in games like "Back to the Storm" for more than 30 hours, and become big shots in one hundred hours. If you add time, it is nothing more than just a quick pass or instant killing the boss."

"But fighting games are different. One hundred hours are common, and one thousand hours may still be abused by blood. Three thousand hours and five thousand hours are not capped."

Yu Fei couldn't help but be dumbfounded: "Five thousand hours..."

He simply did the calculations.

Assuming that you can play every day without any movement, and you can play for an average of five hours, then 5,000 hours will also take three years.

If you play for an hour a day on average, it will take more than ten years.

It's scary to think about it.

Although there is a "10,000-hour law", it is discussing some very complex and advanced professional fields.

Games are different. Even if you really squeeze out so much time, they will always be boring and lose fun. After all, they do not have the depth of the professional field.

The key is that after playing many games for hundreds of hours, the improvement you can get after practicing is minimal.

Maybe my abilities are at their limit, maybe the game's mechanism is no longer supported.

MOBA games and shooting games also have the characteristics of being replayable, but even in shooting games, you can still get one or two shots when you encounter a big shot.

In fighting games, it is difficult to even move when encountering a real boss.

Bao Xu continued: "So there is a very critical issue here. Fighting games must have a certain inheritance."

"Those real big shots have played for thousands of hours in all fighting games, because all fighting games actually have some commonalities. The original experience can be used in new games, and you can get started quickly after adapting to it."

"This group of people is the most loyal and picky about fighting games."

"If a fighting game conflicts with their existing experience, they will feel that this game is not good and will not play it at all."

"Of course, from another perspective, it also saves some time in the design process: after knowing that some traditions must be continued, we don't need to worry about them anymore."

"For example, a series of operations such as basic combat systems and tricks cannot be changed drastically."

Yu Fei nodded, and he became more deeply aware of the mistake of his original idea.

For fighting game players, rubbing moves have become muscle memory and instinctive reactions. In a state of rushing in battle, rubbing a super killer at a few seconds is a skill that every fighting player must master.

If these things that have worked hard to practice are not available in "Ghost General 2", how could they come and play them?

Therefore, since "Ghost General 2" is a fighting game, it cannot be forced to change in basic combat. It can only be a minor repair based on traditional classic fighting games, and any changes must be cautious.

Character shapes, movements, moves, etc. can all be changed, but the kernel must not be changed, and the operation method can basically not be changed.

The reason why the game types are strictly divided into action games, horizontal level-passing games and fighting games is that each game has very clear limitations and cannot be confused.

Yu Fei thought about it and said, "So, "Ghost General 2" still needs to continue the operation of the fighting game. The joystick must take into account both movement, jumping and rubbing, and cannot become the operation method of action games."

Bao Xu nodded: "Yes, that will fundamentally damage the fun of fighting games, and it can no longer be called a fighting game."

As he said, he took a gamepad from Yu Fei's table.

"There are four areas on the front of the regular gamepad, namely the left and right rocker, the left and right functional area (up and down, left and right), and the right functional area (ABXY). But in fighting games, there are only two areas that are really used."

"The right thumb is placed on ABXY, and the right rocker is not used at all."

"Use the cross key or the left rocker on the left thumb depends on personal habits, but no matter which one is used, the other one is not used."

"The special handle for fighting games on the market directly cancels all unnecessary rockers and adds two extra buttons to the ABXY area."

"The fighting handle held in your hand is a suspended cross key, which is easy to rub, while the handle similar to a large gaming console is a large rocker on the left. The principle is the same, but the specific choice depends on your personal preference."

"But no matter what the difference is in form, they all have one thing in common, that is, the player's hands can only take into account two partitions, and the functions of these two partitions are very fixed."

Bao Xu spoke very carefully, and Yu Fei quickly understood.

The pace of fighting games is too fast, so I can't take time to do anything else.

In action games, players can let their left thumb leave the left rocker and press the cross key to use props, or they can stop the right thumb and press the attack key or roll key to move the right rocker to adjust the viewing angle.

Although it will affect the original action, after all, the loss of 0.0 seconds will not have any very fatal consequences. Just take the time to do it in the battle.

But fighting games are different. Because mistakes in a few seconds of zero may be caught by the opponent and cause huge losses, the player cannot draw his hands and press other keys at all.

Of course, the layout of the fighting gamepad even appears earlier than the console's current console, and much earlier.

Therefore, the operating mode and controller style of fighting games are in their own state and are difficult to be fully compatible with the current mainstream controller usage.

You can use mainstream controllers to simulate the controller operation of fighting games, but you cannot design the gameplay of fighting games according to the layout of mainstream controllers.

Yu Fei suddenly realized a question: "Doesn't that mean you can only walk back and forth on one plane? In fact, it has become a two-dimensional creature?"

The cross keys of fighting games are moving forward and backward, jumping and squatting.

In this way, there is no key responsible for moving horizontally to the left or right side, that is, inside and outside the screen.

If it is in other 2D fighting games, this is certainly not a big problem, but Mr. Pei said that "Ghost General 2" is a pure 3D game, and the soldiers may come from all directions!

If you want to fight the soldiers on the side, how can you fight?

Bao Xu said: "In fact, some fighting games have been solved. The solution is to press the button twice, and the effect is to flash to the left, that is, to move horizontally into the screen."

"It not only allows the character to avoid the opponent's attack, but also causes the entire screen to rotate and move horizontally."

"Similarly, pressing the down button twice will make it to the right hand side, that is, to move horizontally outside the screen, and the lens will also rotate."

"We can go a step further, and we can continue to move horizontally by double-clicking and then holding, or use key combinations to complete the horizontally moving operation."

This operation method is quite scientific. In a fighting game, click, double-click and hold are different operations. For example, press and hold the right arrow key and move it, and press and hold it after double-clicking it is a quick sprint.

Yu Fei nodded suddenly: "So that's it, that means this operation itself can be completed, and there is a ready-made design."

"It's just that it's still under the operating system of fighting games. Compared with other games, especially action games, it's two completely different systems."

"In this case, we can actually not make many designs for the most basic combat system. We mainly continue the classic gameplay of fighting games. We can only repair and repair some small details."

"Well... I've said so much, but I've gained a lot of things that are absolutely unfeasible."

"But this is just mine clearance, so there is no clue on how to do it."

Bao Xu smiled and explained: "Of course, this is just a foundation. Designing a game is not a quick success, but you have to repeatedly weigh the pros and cons and think about the details."

"Just like building a building, this is a whole project. If it is not handled well in any place, it may affect the entire project. In serious cases, it will even be pushed back and started over."

"Now the foundation has been laid, the next step is to improve everything bit by bit."

"As for the specific approach, it is actually very simple. It is to start from Mr. Pei's needs, analyze it bit by bit, first determine a prototype, and finally slowly complete the details."

"I can't help you with this process too much, you need to have enough time to think independently."

Yu Fei thought for a while: "I have a clue in this way."

"However, the combat system is still very difficult. Even if you have to follow other games, the characters, skills, and actions must be set by "Ghost General", so there is no way to copy it."

Bao Xu said: "This is very simple. Since you are not good at it, then go find someone you are good at."

"There are many champions of fighting game competitions in China. Isn't it enough to spend some money to invite them as action guides?"

"Mr. Pei asked you to be responsible for the design of this game, and it definitely did not mean that you would fight against these contents. After all, it would take thousands of hours of gaming experience."

"You should change your direction, explore the differences between yourself and others, find a breakthrough from Mr. Pei's words, and complete the design of the entire game bit by bit."
Chapter completed!
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