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Home > Fantasy > Almighty Game Designer > Chapter 569

Chapter 569

Words:1770Update:22/06/20 13:07:23

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The movements of the characters in Kings of Glory were very smooth, and the controls were very comfortable, which surprised Zhang Bei.

How can a mobile MOBA be this smooth?

This was something that Zhang Bei felt very clearly in his practice. He even found out that he had learned how to do the A move!

In League of Legends, moving to the 'A' position was a relatively complicated and tiring operation. If a player wanted to move to the 'A' position, they had to right-click on the position they wanted to move to, then click on the enemy to attack, move, attack, and so on.

Of course, there were some players who liked to use the A button to attack, but in general, the majority of the movement and attack was on the mouse. Moreover, the position had to be very precise, as one wrong move could result in instant death. For example, if the attack button didn't hit the enemy hero, but hit the ground instead, it would be a disaster.

But in Kings of Glory, Zhang Bei found out that the movement was so smooth. All he had to do was use the joystick on his left hand to control the movement of the character, and then continuously hit the attack button.

Since the movement and attack were split between the left and right hand, the players didn't have to worry about hitting the wrong button. Moreover, with the joystick now, there were basically no problems with the direction of the movement.

Therefore, in Kings of Glory, anyone could do the A move. This was determined by the mechanics of the game itself.

Zhang Bei was a bit confused. Why didn't he feel this smooth when he made the mobile version of Ancient Calamity?

After some careful research, he found out that Kings of Glory had made some changes to the movement of the characters. Slight changes were made to the front, back, and other related attributes, allowing the movement of some archer heroes to be smoother, and even some melee heroes could move the entire time.

After winning the battle, Kings of Glory even popped up a special settlement interface. It displayed Zhang Bei's various statistics in the form of a pentagram. At the same time, it also used words to flatter him, making Zhang Bei feel very smug.

Although Zhang Bei, as a designer, knew very well that the content was fake, he was still very happy.

What surprised Zhang Bei even more was that there was an extended training after that!

In the advanced training, the player would control Hou Yi to release his skills. What surprised Zhang Bei the most was that Hou Yi's second skill was similar to Annie's ultimate skill in League of Legends, which dealt damage in a small area!

This was a problem that troubled many mobile MOBA game designers.

After looking at the design of Kings of Glory, Zhang Bei suddenly smacked his forehead. It turned out to be so simple. Why didn't I think of it?

The operation was very simple. You just had to press down on the second skill button, then drag your finger and drag the skill's range to the place you wanted.

However, the previous mobile MOBA game designers hadn't thought of such a simple operation.

In fact, this thing was called the Dual Wheel System. The so-called Dual Wheel System was: the left hand's joystick was a wheel, and the right hand's skill was also a wheel.

It wasn't technically difficult to control the range of a skill by dragging it, but the important thing was that many designers found it hard to turn when they first started shooting.

In Chen Mo's previous life, this design only appeared after MOBAs had developed to a certain stage. Once it appeared, it quickly spread to most MOBAs.

Moreover, it wasn't just this type of skill. There were also some ultra-long-range full-map skills.

Hou Yi's ultimate skill was the same as Ai Xi's ultimate skill. It was a long-range flying skill with a stun effect. Zhang Bei was shocked to find that this skill could be perfectly replicated in this way!

Zhang Bei tried out Hou Yi's skill a few more times. He found that it was very user-friendly, especially for mobile games. It was even more convenient than on PC!

Since players didn't need to click their mouse as often, Kings of Glory didn't require much control. Players wouldn't feel tired even if they played for fifteen minutes.

Moreover, from the looks of the tutorial, Chen Mo seemed to be targeting players who had never played MOBAs before. The tutorial was very detailed, even more detailed than League of Legends.

There was a lot of information in the tutorial, including levels, money, skills, defense towers, and other basic game design. It also included some more advanced content, such as choosing a target hero, adjusting the roulette's direction, area casting, moving through walls, and so on.

What surprised Zhang Wei even more was that there was advanced gameplay for this kind of operating system.

In the gap between the attack button and the attack button, Chen Mo inserted another two very small buttons, Last Hit and Tower Push.

After clicking on these two buttons, the hero would automatically attack the low health minions or defense towers nearby. This prevented the awkward situation of a hero who wanted to last hit someone, or a hero who wanted to kill someone, but was attacking a tower.

This meant that this design separated attacking the hero, last hit, and tower pushing into three different ways of attacking. Players only needed to get used to it to ensure that their target was the right one.

Another special design was the addition of five slots in addition to the skills, which served as the avatar of the enemy heroes.

When the enemy hero entered the player's attack range, their avatar would be displayed at the corresponding position. By clicking on the avatar, the player could attack the hero, and drag the skill onto the avatar to release the skill.

The entire operating system design left Zhang Bei speechless. All the problems he had previously had were perfectly solved by Chen Mo!

Don't know how to choose last hit or tower pushing?

Don't know which hero to use the skill on?

Don't know how to adjust the range of the skill?

It didn't matter. With this system, all of these questions were easily solved.

Zhang Bei even had the illusion that Kings of Glory's controls were much simpler than LoL's.

Moreover, it wasn't the kind of simplicity that came with castration, but the design itself was very reasonable.

Not only that, but the entire interface design made Zhang Bei feel very comfortable.

The entire interface of LoL was still based on the design philosophy of a PC game. The various elements on the interface were relatively scattered. This style was fine on a PC, but not on a mobile phone.

On the other hand, Kings of Glory was completely designed with the idea of a mobile game in mind. The various divisions on the interface were very clear.

Apart from a few very clear buttons, the interface was a large piece of UI. For example, PvP mode, ranked mode, etc. The most important features were all displayed in a very eye-catching manner in front of the players.

Looking at this design, Zhang Bei had the urge to completely redo the mobile version of Ancient Calamity that he was in charge of …

Comparisons were odious, and products had to be thrown away!

Moreover, Zhang Bei realized that Chen Mo didn't lie to him. The controls of traditional MOBA games really needed to be changed!

Compared to Kings of Glory, Ancient Calamity's clumsy and simplistic operating system was simply unsightly. Even the feel was miles apart!

Moreover, due to the limitations of the operating system, many of the skills were highly repetitive and boring. It couldn't replicate the characteristics of a MOBA game.

Zhang Bei was confused. Who told me not to trust Chen Mo?

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