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Chapter 178 The power of this punch for 20 years!(1/2)

Chapter 178: 20 years of skill in this punch!

Chu Jun once mentioned six difficulty modes in his planning book "Devil May Cry".

Simple, average, difficult, nightmare, hell, hero

As the name suggests, the first three types are three basic choices that exist in regular action level-breaking games.

The difficulty increases in turn.

And when it comes to nightmare difficulty, the game begins to become different.

Under nightmare difficulty, the enemy's attack and defense, as well as the monster AI will be greatly increased.

As long as the player appears within the monster's sight, the monster will flock to it.

This mode is specially designed for players who like to challenge high difficulty.

After reaching the hell level difficulty, the player's blood bar will be cancelled, and the real blood volume will be killed when touched. But equally, the monster's blood volume will be killed when touched.

In the final hero-level mode, the player's blood bar is cancelled and he will die at one touch.

But the monster blood bars maintain a nightmare level difficulty.

That is, the so-called unharmed pass.

However, considering that the work "Devil May Cry" itself is not very challenging.

Because the protagonist group has a wide variety of weapons, skills and moves.

Large operational space.

Even under the difficulty of nightmare, after understanding the monster's attack mechanism, there are quite a few players who can connect.

The difficulty of hell is only a drop of blood on both sides, and it is more inclined to be entertained.

Therefore, the only one who is truly difficult is the hero level, that is, the difficulty of monsters maintaining nightmare remains unchanged, and the protagonist has a drop of blood.

Except for the hero level difficulty, the other difficulties do not require high operational requirements for players.

"Devil May Cry" has never been a game that can eat extreme reactions and extremely high operations.

This setting once made Junyue’s department’s R&D team very confused.

No wonder the player is so strong.

Isn’t this falling into the player trough trap that President Chu mentioned?

This is the so-called "high-skill, low-challenging" player boredom zone.

Players may feel boring and abandon the game after playing for a while.

But since Junyue Company was established for so long, it will never make any mistakes in following Mr. Chu's ideas.

So the employees under their command did not ask much about it and developed "Devil May Cry" step by step

Professional action guidance was invited.

Modeling is done.

But the biggest problem at the moment is that the action produced is very weak.

There are many skills, but every move is filled with the feeling of not waking up.

"I was negligent about the Asian Games before." Chu Jun did not blame the employees under his command, but instead took the responsibility on himself, which dissipated most of the guilt in the hearts of many employees present. There was a little respect in his eyes when he looked at Chu Jun.

Immediately, under everyone's attention.

Chu Jun borrowed a programmer's computer, opened the action programming instructions, and applied a basic 3D model, a three-no doll with no face, skin, and gender characteristics.

And cast the screen.

"Next, let me show you how to present the impact of the picture. After having a sense of impact, even the boring battle will become interesting, even if the target of being hit is a sandbag."

As soon as Chu Jun said this, Zeng Chuangniu didn't believe it at that time. The boss with his eyes widened and came forward: "How come this becomes interesting? Why don't I believe it very much..."

Many employees also showed surprise.

Boring battles only need to add a sense of blow to get fun?

A scam?

Isn’t the reason why various fighting games led by King of Fighters 97 are so great because of player interaction?

If the opponent is replaced by a miscellaneous soldier who can't fight back or has no combat effectiveness.

I'm afraid no one will play the fighting game.

Just when everyone doesn't believe it.

Chu Jun flew his fingers and quickly knocked out a series of simple action codes.

And import the action data sent to him by the original employee.

"Look at the effect now?" Chu Jun chuckled and clicked to play.

Suddenly, there was an uproar in the office.

"Mist grass! This effect?"

"This contrast is instantly revealed!"

Zeng Chuangniu couldn't help but nodded beside him.

"This is indeed much better than before. The movements have not changed. What's going on?"

Screen component playback.

On the left is a shot that has been modified by Chu Jun's hand.

On the right is the original production.

The character's same way of attacking swords.

But the visual effects on the monster are different.

The original action model, the monster will have a small leaning position after being hit.

Just like the "inertial impact" in people's common sense, when you are hit, you will stagger back, left and right.

But in Chu Jun's production shot.

After the monster is hit, there will be a significant stagnation effect within the first few frames of the stagger.

If it is played in a coherent way, it becomes - the character slashes out with one sword, and the monster is staggering after being hit, and then staggers.

But the latter can clearly feel the heavy attack power.

The monster seemed to be hit by a heavy object.

"This force is so tight that it's coming up!" Some employees couldn't help but sigh.

"This is called a frame pause, as the name implies, it means a frame number pause." Chu Jun said softly and explained: "The mechanism is very simple, and all the designers here should know it."

It is not difficult to design the frame rate of the monster when it is hit, it is nothing more than a small series of action code changes.

But it is the most difficult to think of this.

Many employees immediately felt a little more admiration when they looked at Chu Jun.

Originally, Mr. Chu was a game creator with genius and creativity to them.

The plan is delicate and exquisite.

But the details of the game development may not be better understood than the designers they present.

After all, the person who sits here every day to practice is himself, not Mr. Chu.

Chu Jun just showed off his skills, which made many employees feel the gap.

Your boss or your boss.

"The principle of the slamming frame is also very simple. If you use an axe to split the tree, if you cut the tree directly at once, you will obviously not feel the impact. But if you chop it down with an axe, a chopping mark appears in the tree, but it does not move at all. At this time, you can clearly feel the feedback of this force."

"The same goes for us to apply it to monsters."

"In addition, there is another method commonly used in movies, slow motion. Let me demonstrate it for a little more." After Chu Jun finished speaking, he began to modify the command data.

Soon, the modification is completed.

In the blessed screen in slow motion.

Combined with the dungeon frame.

You can feel the power contained in this sword swing very intuitively.

"At this time, we need to add a 'an expected value of hit', which is a relatively abstract concept, something on the sensory level, and we need to accurately determine it through continuous data adjustments."

The expected value of being hit is simply to say, after this attack continues, the player thinks that the monster should show the attack posture.

If you just swing a light punch, even if you add slow motion and frame effects, it will give you a sense of force and blow.

But the monster flew out in an instant.

This is within the 'exceeded range'.
To be continued...
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