Game Development Giant

Chapter 235 How to Make a Fighting Game

"What!"

When Mark Saini heard what Jester said, he looked shocked. He felt that he had done a very good job in setting up this game.

Jester paused for a moment, seeming to be thinking about how to organize his words. He knew that it would be difficult to convince Mark Saini to change his mind, and this was after he had already put in a lot of effort and effort, but he also You know, Mark Saini is not that easy to persuade. For such talented designers, it is too difficult to get them to change their minds.

"First of all, I agree with the fighting game plan. Since our technical conditions are not limited, of course it can be produced, and we can clearly see from some previous similar games that such a game is indeed very interesting. Marketing."

Hearing what Jester said made sense, Mark Saini nodded.

But Jester suddenly changed his attitude.

Said: "However, I just took a rough look at your setting draft, and I found that many or all of your moves are set to the realistic system. In other words, all of your moves in it are , all seem to be created based on realistic fighting systems, am I right?" After saying this, Jester looked at Mark Saini. "Yeah? Is there something wrong?"

Faced with Jester's question, Mark Saini was extremely incomprehensible. In his opinion, is there anything bad about realistic fighting games?

"hehe."

Jester chuckled lightly and said some words. If you have not experienced it, it will be difficult to impress the other party. He has experienced the complete development process of fighting games, so why did there not be any realistic fighting games at the beginning? Game, and the reason why the realistic fighting game "Tekken" only came out in 1994 is well understood by people who have experienced such an era of growth. But for Mark Saini, that may not be the case.

Therefore, after Jester smiled, he retracted his smile, and Mark Saini was also listening carefully. Obviously he was waiting for Jester's speech. In the previous discussion about the game, Jester Te never let him down.

"Mark, you have to know that the reason why fighting is fascinating. The reason why so many people like boxing, and the reason why Bruce Lee was able to conquer our fans as a yellow man, is not because fighting itself has any special mysterious power, but because fighting itself has some special mysterious power. It is a kind of flamboyant expression through fighting, which is why competitive sports, whether it is American football or English football, can make people crazy." After hearing what Jester said, Mark Seth Ni also nodded, and he couldn't help but interjected: "Jace. What you said is correct, but does it have anything to do with what we are going to discuss?"

"Of course."

What Jester said was categorical.

Hearing what Jester said so absolutely, Mark Saini couldn't help but sit up straight. He asked seriously: "Where?"

"It's very simple. On a 2D plane, the expressiveness of real fighting is not enough. If you want to perfectly express the charm of real fighting, it must be in a three-dimensional environment. Being able to do so in such a In the environment, players are presented with the charm of real fighting from multiple directions. Let them know how this trick works, and then they can have a shocking appeal."

Jester spoke to Mark Saini based on his understanding of later fighting games.

"Now we can only produce on a 2D plane. In order to achieve this effect of infecting players, we must add some surreal effects. I don't know if you have ever seen some kung fu movies with words. The protagonist in them When you punch, a wave will be sent out..."...

Jester spoke in great detail. Mark Saini was a little disinterested at first, but when he heard Jester talk about what he wanted to express in the design of a fighting game, Mark Saini couldn't help but feel moved.

"In a fighting game, I think an energy system can be added. He can accumulate energy by attacking or being beaten. When the energy is accumulated to a certain level, the player can choose to release special moves. I call this move It is a secret skill, which is a name for a unique move in Japanese kendo. Moreover, the secret skill of each character is different. The attack method can be fists or kicks. Of course, you can say that what I just told you is Wave."

Jester, who had completely opened up his chatterbox, couldn't stop, and Mark Saini was also completely attracted by what Jester said.

"It can even be like this. The secret skill is not the most powerful move of this character. We can set a more powerful move for him. As for how to release this move that is more powerful than the secret skill, I have two plans for the time being. One is You can choose to allow the player to save energy twice. After exploding the energy for the first time, he can use the energy saved for the second time to release this super secret skill. This can also be done in the player's health bar. When it enters the endangered stage, we can make it flash, and only when the health bar flashes and the energy tank is full, the super secret can be released..."

Hearing Jester talk about passion, Mark Saini stood up involuntarily, and his face even turned a little flushed.

“What some incredible advice!”

He could only keep praising in his mouth, because he discovered how important Jester's suggestions were to enhance the playability of a fighting game.

"hehe."

Hearing Mark Saini's praise, Jester still chuckled softly. He didn't take it seriously. What he said were just some mature settings of later fighting games, some from Street Fighter and others from Those from King of Fighters, and those from Yuehua Swordsman, to name a few.

However, he has not yet said anything about the most critical core gameplay of fighting games.

"Mark, don't get excited. These are actually just some details of the fighting game. Only when the main part is done well and these details are used to set it off, can this fighting game be more successful. If the main part is not done well, these details The seemingly gorgeous branches and leaves are rootless and cannot cause much trouble." Jester said with a smile.

Hearing what Jester said was so mysterious, Mark Saini also had a curious look on his face. He really wanted to know what the backbone or core of the fighting game Jester was talking about was.

"Combo system."

The words Jester used were very simple, but Mark Saini still seemed to understand them after hearing them.

And Jester didn't hide his secrets. Although he did have an interest in making fighting games before, but since Mark Saini is planning to make it, it doesn't matter if he simply explains it to him in detail. They are all the company's games. , the other party did it, and he was happy and relaxed.

"The so-called combo system is the key to whether a fighting game is fun and deep..."

When it comes to these things, Jester is very knowledgeable. After all, he is a senior player in the top ten. He knows all kinds of fighting games very well, and he also knows the success and failure of these games.

Even in the end, Mark Saini completely turned into a primary school student listening to the teacher's lecture. He even turned over the thick stack of setting drafts he brought and started working carefully on the back of the paper. After taking notes, Jester said that he would write a special copy about fighting games for him in the future, but Mark Cerny still insisted on taking notes himself.

According to Mark Saini, reading the copy written by others is not as profound as the memory written down by yourself, and Jester could only rely on him.

Jester, who had originally talked about the combo system, felt that he had said enough about fighting games, and there was no need to say too much about how to improve it. After all, every designer has a different style. But he suddenly remembered that he had forgotten a very classic setting that had appeared in fighting games. Jester remembered clearly that this setting existed in Street Fighter II, and it continued to the following games. As for the sequel, only the original Street Fighter game will have one, and Jester is not sure.

The reason why I think of this setting is because it is the most classic game in the fighting game industry, because this game is so classic that everyone who has watched it will never forget it.

For every fighting game fan, if they talk about who is the best fighting game player, then basically there will be no second name, that is Umehara Daigo, and when it comes to Umehara Daigo’s most classic game, then Basically, there is no doubt that it is the cap fighting competition "Street Fighter 3 Third Impact" (sf33) competition held in the United States in 2004.

The two players in this final were from Japan, the god of 2D fighting games Umehara Daigo and Justin-wong from the United States. The two sides fought fiercely to the final round. In an extremely unfavorable situation, Umehara Daigo relied on his incredible blocking skills to block all fourteen of Chun-Li's super-killing leg strikes, performing a shocking reversal. This moment also became a fighting game The most memorable moments in the game's history.

And with such an ornamental setting like bloking, how could Jester forget it?

However, when Mark Saini heard Jester talking about the 'bloking' technique, he was at a loss. If he could understand the secrets and combos just by relying on their names, then what is the setting of this blocking? What is it?

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