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Home > Fantasy > Almighty Game Designer > Chapter 520

Chapter 520

Words:1556Update:22/06/20 13:07:12

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Moreover, the players wanted to be able to see their character's appearance, clothes, and actions.

They had given up a little bit of insignificant immersion to gain so many advantages. That was why most of the 3A masterpieces on the PC used this perspective.

The biggest problem with using the third person perspective on the VR platform was that the advantages of the VR platform weren't fully utilized.

The biggest advantage of the VR platform was immersion, which couldn't be given up on.

At the same time, the players on the VR platform had a field of view of one hundred and twenty-four degrees. Moreover, the players could feel different parts of their body when they were attacked. Therefore, the problem of limited vision didn't exist, and they didn't have to worry about not being able to find the enemy.

The last problem was that the players couldn't see their character's appearance and actions. This was easy to solve, as Chen Mo planned to add two more features.

One was a video playback system, allowing the players to record their battles in the levels and the boss, playing it back from God's perspective. This way, the players could see how they looked during battle.

The other was God's perspective, allowing the players to freely switch to God's perspective to observe their character's appearance, making it easier for those who liked to dress up and dance.

This basically solved the problem of the first person perspective on the VR platform.

Moreover, there was another advantage to Dark Souls in VR mode, which was the more accurate control of distance, making it more immersive.

Of course, it also meant more suffering …

However, suffering was the core of the game's joy.

Other than that, there were more details in combat.

With the support of the Pangu System, it was possible to build a more complex combat system.

There were three main changes that the Pangu System brought to the Dark Souls combat system.

The first was more accurate judgment of where to hit. The players could use different actions such as the tip of the sword, the blade, the slash, the flick, and the stab to hit different parts of the monster's body, resulting in different effects.

The monster's armor would purposely have gaps. For example, a knight's armor would have very hard plates on the outside, but would only have a relatively soft chainmail lining at the joints.

If the players could pierce through the gaps in the armor, they would be able to deal more damage to the monster.

At the same time, when they hit different parts of the armor, the impact would be calculated based on the strength of the slash, resulting in a certain amount of damage to the enemy.

Of course, the game still retained settings such as Backstab and Execution, but the triggering method was different from the previous game. As long as the player was diagonally behind the monster, they could attempt to Backstab it, but the actual success depended on the Pangu System's calculations.

Secondly, it was more accurate to judge the strength of the entire game.

Different weapons had different impact forces. When facing heavily armored enemies, heavy blunt weapons like hammers were much more useful than swords.

In the original Dark Souls, as long as the players were able to raise their mega shields, the enemies would only lose some of their Stamina when they hit the shields. However, after the modifications, if the enemies attacked the mega shields with hammer-like weapons, and the players didn't have enough Strength, they would still receive light damage.

At the same time, players could fight monsters with their swords. When the players' swords collided with the monsters' swords, the difference in strength between the two sides would be calculated. Based on this, the result of the collision would be decided and reported to both sides.

If two evenly matched enemies were to clash, the swords of both sides would bounce back slightly after the collision, and at the same time, it would consume a certain amount of the player's Stamina.

If one side ran out of energy, it would produce the same effect as Shield Counter, a more obvious stiffening.

With this design, the players would have more opportunities to act recklessly, and it would be closer to real battles.

Of course, there was also a problem with this change. The difference in Attributes could make the battle even less suspenseful. If one side's Strength and Stamina were higher than the other's, then the duel would become a one-sided massacre.

This could be solved with a few other small changes, such as setting the thresholds for Stamina and Strength, changing the matching algorithm during PvP, or making up for the weaker side's stats, and so on.

Of course, this was something for the future, as it would only be considered when making the online mode.

Thirdly, it would increase the richness of the battles.

In the original Dark Souls, if the players used Backstab on a monster, the monster would have a relatively long invincibility window when it fell to the ground. The players wouldn't be able to deal any damage to the monster before it got up.

Of course, there were other considerations to this design, the main one being the balance of the game. Chen Mo decided to go with another approach.

In a real Knight duel, if one side used Backstab on the other, the outcome of the battle would be decided long ago, and the one who was backstabbed would die.

Therefore, Chen Mo's change was that if one side was backstabbed and kicked to the ground, the other player could follow up with a follow-up attack, such as jumping up high and smashing the ground.

(In the original game, there were some special weapons that could follow up on a fallen enemy, but there were fewer of them.)

The one who was backstabbed would have to roll in time to avoid the attack, or else he would have to take a lot of damage.

Apart from that, Chen Mo also introduced a new setting, Maximum Stamina.

In a critical situation, when the player's stamina was depleted, they could overdraft their stamina if they had to roll.

However, the amount of stamina overdraft was very limited. After overdrafting, the stamina bar would recover at a slower rate.

Once the Maximum Stamina bar was full, the normal stamina bar would recover at a normal rate.

This setting was similar to exploding one's potential in a critical situation. Many exhausted people would explode with great power in times of crisis in order to survive.

With this setting, even if one's stamina was depleted, they wouldn't be completely at the mercy of others. At least they would have a chance to survive.

(The stamina value in Dark Souls can actually be understood as stamina value. Rolling, attacking, defending, and other actions will consume stamina, but it can't be called stamina because in Dark Souls, stamina affects the character's ability to carry weight. These are two completely different attributes.)

With this change, the combat system of Dark Souls would become more complex and varied, and closer to real battles.

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