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Chapter 335 The Combat System That Encourages Attack
Chapter 335 The Combat System That Encourages Attack
After talking about the difference between "Sekiro" as a soul game and other games, Wang Jian briefly talked about the plot he sorted out, a story line of Yinglong and Longyin's power, a battle line of stealing the country, After his narration, the context is very clear, and the planners have no special feeling.
As an action game, the most important thing is naturally the combat system in the game, and this part is what Wang Jian will focus on explaining.
"Everyone has a martial arts dream in their hearts. Have you all watched martial arts TV dramas or movies? In it, masters fight, and the fighting scenes are very beautiful. I like the part of fighting swords and swords the most."
Wang Jian gestured: "Imagine two masters holding swords, standing on the city wall under the moonlight, the blades gleaming with cold light, fighting for a while, then one turned his head, and the other held his chest slowly. Falling down, isn't it very graphic? In "Sekiro", I hope to show this gorgeous knife fighting scene."
The eyes of all the planners couldn't help but look forward to it, and they thought it was very handsome!
And this kind of action game with gorgeous knife fighting as the core, it seems that I have never seen it before.
Wang Jian continued: "The combat system of "Sekiro", I call it 'strike the iron'!"
strike iron?
Everyone was stunned for a moment, and then smiled, the clanging sound of knives fighting, wasn't it just blacksmithing.
Following Wang Jian's explanation, the planners also understood the specific content of the blacksmithing system.
The first is the fatigue value, or the posture slot.
The stance slot system, which is equivalent to the shield in "Beyond the Speed of Light", will be reduced when you block the enemy's attack, and will automatically recover when you are not attacked.
Once the Stance Gauge reaches the maximum value, the character will enter the "weakness" state and cannot move.
In terms of martial arts, it means that the enemy's offensive comes one after another without giving anyone a chance to breathe, and finally he can't hold on anymore, his chest feels tight, his hands and feet feel weak, and he can't even hold his sword steadily.
If the enemy's posture gauge reaches the maximum value, the protagonist can perform the "execution" operation. The white knife enters the red knife and exits, stabbing the entire blood of the enemy in one breath-compared to grinding out the enemy's blood a little bit, like this Killing a tube of blood, accompanied by an extremely handsome execution action, will undoubtedly give the player a very refreshing feeling.
After the player's stance slot is full, he will also enter the vulnerability state and cannot move for a period of time.Although it will not be executed by monsters, it will also be beaten severely.
When the two sides are fighting, each other's attack will trigger the opponent's block, and the block is divided into two types, normal block and perfect block.
Ordinary blocking can protect the health from damage, while the stance gauge increases, and the perfect block is based on ordinary parry, so that the stance gauge will increase less, and at the same time, the enemy's stance gauge will be greatly increased.The lower the health value, the slower the recovery speed of the posture gauge. Pressing the block button can speed up the recovery of the posture gauge, but you have to pay the price of being unable to move.
In other words, in a battle, there will be continuous confrontation, and multiple blocking operations will occur.If the player has been performing ordinary blocking, the posture gauge will increase rapidly, and he will soon be beaten out of breath, reveal his flaws, and be beaten by the enemy.
And choosing to block the moment the enemy swings the sword, although the risk is high, you may lose a lot of life points directly, but if you can block it perfectly, the enemy will reveal its flaws and counterattack.
Normal parry and perfect parry are not only different in results, but also have a world of difference in visual effects.The normal parry posture is that the character holds up the sword to defend, and the body leans back after being slammed, looking a little embarrassed, and at the same time a small ball of sparks blooms on the sword.
The perfect parry is to take the initiative to swing the knife to attack, swing the enemy's weapon away, keep the body leaning forward to attack, and at the same time, a large group of sparks bloom on the sword.In this way, players will clearly know that they have the upper hand in this confrontation, so they will feel refreshed and have a great sense of accomplishment.
The smoothness of blacksmithing is inseparable from the success of this action design.
It is through this stance slot system that the high-risk operation of dancing with the tip of the knife is bound to high returns to encourage players to continue to actively attack, so that the enemy does not have time to breathe and recover after accumulating stance slots, and when defending Don't run around, by grasping the rhythm of the enemy's attack, make a bold block at the right time, and then counterattack with the momentum.
If the player is timid at the beginning and dare not fight, he will find that the monster is very difficult to fight, and he can only be beaten passively. After suffering, with the determination to succeed if he does not succeed, and perform dangerous operations, he will feel that the monster is easy to fight , so as to enjoy the feeling of fighting the knife.
Of course, there are also some "dangerous" actions that cannot be blocked, such as stabbing, throwing skills, and sweeping, and the protagonist can use methods such as seeing through and pedaling to crack them. These dangerous movements make the rhythm of the battle no longer fixed. You The back-and-forth parry is more strategic.
The planners took notes frantically, their eyes lit up, and when Wang Jian was resting and drinking water, they started talking about it!
"Wow, I think this blacksmithing system is very exciting!"
"If it can be done, the battle scene will definitely be very entertaining! I really want to experience it!"
Wang Jian explained the enemies in the game again: "We must make each enemy interesting, challenging and fresh. Action games are different from other games. If you want to express the characteristics of the characters, you can't use thin words. For introduction, it is still necessary to show it intuitively through the action characteristics during the battle.”
For example, Jiyingzhong has excellent agility, is good at jumping up and down on roofs, and flying over eaves and walls-you can also know this characteristic from the name.And besides being extremely annoying jumping around on rooftops, they'll even hang on kites and fly down to do kamikaze attacks.
On the roof of Ashina Castle, the player was walking well, and suddenly saw a hawk flying from a distance, and justice from heaven smashed himself to death. This is definitely one of the most impressive scenes for "Sekiro" players.
The image of Jiying people who use kites to fight is actually not created out of thin air.The legendary ninja cheat book "Kaka Ninjutsu Ultimate Secret" records a secret technique of throwing sparks from the sky.
It is said that during the war, Yuan Yoshika faced the dilemma of Kanazawa Castle being impenetrable for a long time.At this time, Genzo Hattori, a little ninja of the Akutagawa style, came up with a plan. He made a huge kite, flew to the city in the dark night, threw torches from the sky, and set the fortress on fire. , thus winning.
Compared with ordinary monsters, the elites and BOSS in "Sekiro" are more carefully designed.
For example, Juggernaut Wei Ming Yixin, although he is old, still has an upright body, his feet are slow when moving, and he is aggressive when attacking. He holds a sword in one hand, and his moves are rigid, as if he is teaching his opponent a lesson.
Also a user of Weiming swordsmanship, Sister Yongzhen's movement is as elegant as water. When attacking, she leans forward, and there will be a moment of pause after attacking. This performance shows her strength. insufficient.
Moreover, Yongzhen's Ihe Zhan will be crooked on the original trajectory after being perfectly blocked, while Wei Ming's Isshin's Ihe Zhan is always square, from which we can see the gap in swordsmanship between the two.
The image created through the battle is more vivid and intuitive, and it also allows players to leave a deep impression.
(End of this chapter)
After talking about the difference between "Sekiro" as a soul game and other games, Wang Jian briefly talked about the plot he sorted out, a story line of Yinglong and Longyin's power, a battle line of stealing the country, After his narration, the context is very clear, and the planners have no special feeling.
As an action game, the most important thing is naturally the combat system in the game, and this part is what Wang Jian will focus on explaining.
"Everyone has a martial arts dream in their hearts. Have you all watched martial arts TV dramas or movies? In it, masters fight, and the fighting scenes are very beautiful. I like the part of fighting swords and swords the most."
Wang Jian gestured: "Imagine two masters holding swords, standing on the city wall under the moonlight, the blades gleaming with cold light, fighting for a while, then one turned his head, and the other held his chest slowly. Falling down, isn't it very graphic? In "Sekiro", I hope to show this gorgeous knife fighting scene."
The eyes of all the planners couldn't help but look forward to it, and they thought it was very handsome!
And this kind of action game with gorgeous knife fighting as the core, it seems that I have never seen it before.
Wang Jian continued: "The combat system of "Sekiro", I call it 'strike the iron'!"
strike iron?
Everyone was stunned for a moment, and then smiled, the clanging sound of knives fighting, wasn't it just blacksmithing.
Following Wang Jian's explanation, the planners also understood the specific content of the blacksmithing system.
The first is the fatigue value, or the posture slot.
The stance slot system, which is equivalent to the shield in "Beyond the Speed of Light", will be reduced when you block the enemy's attack, and will automatically recover when you are not attacked.
Once the Stance Gauge reaches the maximum value, the character will enter the "weakness" state and cannot move.
In terms of martial arts, it means that the enemy's offensive comes one after another without giving anyone a chance to breathe, and finally he can't hold on anymore, his chest feels tight, his hands and feet feel weak, and he can't even hold his sword steadily.
If the enemy's posture gauge reaches the maximum value, the protagonist can perform the "execution" operation. The white knife enters the red knife and exits, stabbing the entire blood of the enemy in one breath-compared to grinding out the enemy's blood a little bit, like this Killing a tube of blood, accompanied by an extremely handsome execution action, will undoubtedly give the player a very refreshing feeling.
After the player's stance slot is full, he will also enter the vulnerability state and cannot move for a period of time.Although it will not be executed by monsters, it will also be beaten severely.
When the two sides are fighting, each other's attack will trigger the opponent's block, and the block is divided into two types, normal block and perfect block.
Ordinary blocking can protect the health from damage, while the stance gauge increases, and the perfect block is based on ordinary parry, so that the stance gauge will increase less, and at the same time, the enemy's stance gauge will be greatly increased.The lower the health value, the slower the recovery speed of the posture gauge. Pressing the block button can speed up the recovery of the posture gauge, but you have to pay the price of being unable to move.
In other words, in a battle, there will be continuous confrontation, and multiple blocking operations will occur.If the player has been performing ordinary blocking, the posture gauge will increase rapidly, and he will soon be beaten out of breath, reveal his flaws, and be beaten by the enemy.
And choosing to block the moment the enemy swings the sword, although the risk is high, you may lose a lot of life points directly, but if you can block it perfectly, the enemy will reveal its flaws and counterattack.
Normal parry and perfect parry are not only different in results, but also have a world of difference in visual effects.The normal parry posture is that the character holds up the sword to defend, and the body leans back after being slammed, looking a little embarrassed, and at the same time a small ball of sparks blooms on the sword.
The perfect parry is to take the initiative to swing the knife to attack, swing the enemy's weapon away, keep the body leaning forward to attack, and at the same time, a large group of sparks bloom on the sword.In this way, players will clearly know that they have the upper hand in this confrontation, so they will feel refreshed and have a great sense of accomplishment.
The smoothness of blacksmithing is inseparable from the success of this action design.
It is through this stance slot system that the high-risk operation of dancing with the tip of the knife is bound to high returns to encourage players to continue to actively attack, so that the enemy does not have time to breathe and recover after accumulating stance slots, and when defending Don't run around, by grasping the rhythm of the enemy's attack, make a bold block at the right time, and then counterattack with the momentum.
If the player is timid at the beginning and dare not fight, he will find that the monster is very difficult to fight, and he can only be beaten passively. After suffering, with the determination to succeed if he does not succeed, and perform dangerous operations, he will feel that the monster is easy to fight , so as to enjoy the feeling of fighting the knife.
Of course, there are also some "dangerous" actions that cannot be blocked, such as stabbing, throwing skills, and sweeping, and the protagonist can use methods such as seeing through and pedaling to crack them. These dangerous movements make the rhythm of the battle no longer fixed. You The back-and-forth parry is more strategic.
The planners took notes frantically, their eyes lit up, and when Wang Jian was resting and drinking water, they started talking about it!
"Wow, I think this blacksmithing system is very exciting!"
"If it can be done, the battle scene will definitely be very entertaining! I really want to experience it!"
Wang Jian explained the enemies in the game again: "We must make each enemy interesting, challenging and fresh. Action games are different from other games. If you want to express the characteristics of the characters, you can't use thin words. For introduction, it is still necessary to show it intuitively through the action characteristics during the battle.”
For example, Jiyingzhong has excellent agility, is good at jumping up and down on roofs, and flying over eaves and walls-you can also know this characteristic from the name.And besides being extremely annoying jumping around on rooftops, they'll even hang on kites and fly down to do kamikaze attacks.
On the roof of Ashina Castle, the player was walking well, and suddenly saw a hawk flying from a distance, and justice from heaven smashed himself to death. This is definitely one of the most impressive scenes for "Sekiro" players.
The image of Jiying people who use kites to fight is actually not created out of thin air.The legendary ninja cheat book "Kaka Ninjutsu Ultimate Secret" records a secret technique of throwing sparks from the sky.
It is said that during the war, Yuan Yoshika faced the dilemma of Kanazawa Castle being impenetrable for a long time.At this time, Genzo Hattori, a little ninja of the Akutagawa style, came up with a plan. He made a huge kite, flew to the city in the dark night, threw torches from the sky, and set the fortress on fire. , thus winning.
Compared with ordinary monsters, the elites and BOSS in "Sekiro" are more carefully designed.
For example, Juggernaut Wei Ming Yixin, although he is old, still has an upright body, his feet are slow when moving, and he is aggressive when attacking. He holds a sword in one hand, and his moves are rigid, as if he is teaching his opponent a lesson.
Also a user of Weiming swordsmanship, Sister Yongzhen's movement is as elegant as water. When attacking, she leans forward, and there will be a moment of pause after attacking. This performance shows her strength. insufficient.
Moreover, Yongzhen's Ihe Zhan will be crooked on the original trajectory after being perfectly blocked, while Wei Ming's Isshin's Ihe Zhan is always square, from which we can see the gap in swordsmanship between the two.
The image created through the battle is more vivid and intuitive, and it also allows players to leave a deep impression.
(End of this chapter)
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