To become the richest man from the beginning of the game

Chapter 1252 The basics of fighting games



Chapter 1252 The basics of fighting games
Bao Xu paused for a moment, and continued: "Some technical terms in fighting games, such as 'Lihui', 'Choice', etc., often emphasize not one thing, but a very broad and general concept. , and the strength of a player lies in the mastery and flexible use of these abilities."

"For example, the concept of Lihui is difficult to translate. It generally refers to all the actions you do before attacking or defending against the opponent's attack. Whether it is walking back and forth, pinning or tricking, it can be regarded as a part of 'Lihui'. "

"In other words, the purpose of Lihui is to do everything possible to make the situation into a situation that is beneficial to oneself, and to make the other party into a situation that is more unfavorable."

"If you really can't understand it, you can roughly understand it as the pre-attack preparation ability that includes awareness and operation, just like you use frequent small moves to lure skills in MOBA games to lure the enemy to a position that is beneficial to you. This behavior of the terrain."

"So, although action games like "Return to the Shore" are also suffering, its growth curve is relatively scientific. At most, it is difficult to get started, and once you get on the right track, you will gradually get used to it."

"Fighting games are different. Its growth curve starts from a very low point, grows very slowly, and the upper limit is far away. In this process, it is difficult for you to accurately evaluate how much stronger you have become. I was abused to the point of doubting my life.”

"Compared to action games where you can become stronger with your back, fighting games are not just about backing or practicing reaction speed and rubbing movements. Memory breaks down every action into frames."

"If you compare it from the data, many players can become proficient in a game like "Return to the Shore" for more than 30 hours, and become a big boss in [-] hours. If you add more time, it is nothing more than speedrunning or killing the boss in seconds. "

"But fighting games are different. One hundred hours is common, one thousand hours may still be tortured by human blood, three thousand hours, five thousand hours, there is no limit."

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

He simply calculated an account.

Assuming that you play unshakably every day and play for an average of five hours, then it will take three years to play for [-] hours.

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

It's scary to think about.

Although there is such a thing as the "[-]-hour rule", it is discussing some very complicated and advanced professional fields.

Games are not the same, even if you really squeeze out so much time, it will always be boring, it will always lose the fun, after all, there is no depth like the professional field.

The key is that after playing many games for hundreds of hours, the improvement that can be obtained by practicing is very small.

It may be that my ability has reached its limit, or the game mechanism does not support it.

MOBA games and shooting games also have the feature of replayability, but even if it is a shooting game, you can get a shot or two when you meet a boss.

In fighting games, it may be difficult to even move when you meet a real boss.

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

"Those real bosses have played thousands of hours in all fighting games. That's because all fighting games actually have certain things in common. The original experience can be used in the new game, so get used to it. You can get started quickly.”

"This group of people is the most loyal to fighting games, but also the most critical."

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

"Of course, from another perspective, this also saves us some time in the design process: after knowing that certain traditions must continue, we don't need to entangle them again."

"For example, a series of operations such as the basic combat system and rubbing moves must not be greatly changed."

Yu Fei nodded, he realized more deeply the mistake of his original thought.

For fighting game players, rubbing moves has become a muscle memory and an instinctive reaction. In a state of panic in battle, rubbing out a super kill in a few tenths of a second is a skill that every fighting player must master .

If these things that have been practiced so hard are not available in "Ghost General 2", then how could people come to play?

Therefore, since "Ghost General 2" is a fighting game, it cannot be forcibly changed in terms of basic combat. It can only be minor repairs on the basis of traditional classic fighting games, and any changes must be made with caution.

Character shapes, actions, moves, etc. can be changed, but the core must not be changed, and the operation method basically cannot be changed.

The reason why game types are strictly divided into action games, horizontal version clearance games, and fighting games is because each game has very clear limitations and cannot be confused.

Yu Fei thought for a while and said: "So, "Ghost General 2" still needs to continue the operation of fighting games. The joystick must take care of moving, jumping and rubbing, and it 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."

While talking, he took a game controller from Yu Fei's table.

"A conventional gamepad has four areas on the front, namely the left and right joysticks, the left functional area (up, down, left, and right), and the right functional area (ABXY). But in fighting games, only two areas are actually used. "

"The right thumb is on ABXY, and the right joystick is completely unused."

"The left thumb uses the D-pad or the left stick, it depends on personal habits, but no matter which one is used, the other is not used."

"The special handles for fighting games on the market directly cancel all unnecessary joysticks, and add two more buttons in the ABXY area."

"The fighting handle held in the hand is a floating cross key, which is convenient for making moves, and the handle is similar to a large game console, with a large joystick on the left. The principle is the same, but how to choose depends on the individual I like it."

"But regardless of the difference in form, they all have one thing in common, that is, the player's hand can only take care of 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 so fast that there is no time to do other things.

In action games, the player can let the left thumb leave the left stick to press the cross button to use props, or let the right thumb stop to press the attack button or roll button to move the right stick to adjust the viewing angle.

Although it will affect the original action, after all, losing a few tenths of a second will not have any very fatal consequences, just take time to do it during the battle.

But fighting games are different, because a mistake of a few tenths of a second may be caught by the opponent and cause huge losses, so the player cannot pull out his hand to press other buttons at all.

Of course, the layout of fighting game controllers even predates the controllers of today's consoles, and much earlier.

Therefore, the operation mode and handle style of fighting games are in a state of their own, and it is difficult to be fully compatible with the current mainstream handle usage.

You can use mainstream handles to simulate the handle operation of fighting games, but you can't design the gameplay of fighting games according to the layout of mainstream handles.

Yu Fei suddenly realized a problem: "Doesn't that mean that you can only walk back and forth on one plane? Actually become a two-dimensional creature?"

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

In this way, there is no key at all responsible for the left-hand or right-hand side, that is, lateral movement in and out of the screen.

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

If you want to fight the minions on the side, how to fight?

Bao Xu said: "This problem has actually been solved in some fighting games. The solution is to press the up button twice, and the effect is to move to the left side, that is, to move sideways in the screen."

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

"Similarly, press the down button twice, that is, to the right, that is, to move sideways outside the screen, and the camera will also rotate accordingly."

"We can go a step further. We can continue to move horizontally by double-clicking and then pressing, or use a combination of keys to complete the horizontal movement."

This operation method is relatively scientific. In fighting games, single-click, double-click and hold are different operations. For example, press and hold the right arrow key to move, and double-click to quickly sprint.

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

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

"In this case, in fact, there are not many designs we can make for the most basic combat system. It is mainly to continue the classic gameplay of fighting games, and we can only tinker with some small details."

"Hmm... Having said so much, I have gained a certain amount. It can be regarded as eliminating many absolutely unfeasible directions."

"But this is just demining, and I still have no idea how to do it."

Bao Xu smiled and explained: "Of course, this is equivalent to just laying a foundation. Designing a game is not a quick process, but it needs to weigh the pros and cons repeatedly and think about the details."

"Just like building a building, this is an overall project. If any part is not handled well, the whole project may be affected, and in serious cases, it may even be pulled down and started again."

"Now that the foundation has been laid, the next step is to perfect all the content bit by bit."

"As for the specific method, it is actually very simple. It starts with Mr. Pei's needs and analyzes bit by bit. First, determine a prototype, and then slowly fill in the details."

"I can't help you too much in this process, you have to have enough time for independent thinking."

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

"However, the combat system is still difficult. Even if it is to follow other games, the characters, skills, and actions all have to use the settings of "Ghost General". There is no way to copy it."

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

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

"Boss Pei asked you to be in charge of the design of this game, and he certainly didn't ask you to wrestle with these contents. After all, it requires thousands of hours of game experience."

"You should change the direction, dig out the differences between yourself and others, and find a breakthrough from Mr. Pei's few words, so as to complete the design of the entire game bit by bit."

(End of this chapter)


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