Game Development Mad God
Vol 10 Chapter 695: Horror roars, nightmare strikes
Also in the combat system, Lin Yan has made significant changes in combat actions. In the previous game, the left button of the mouse is to shoot and the right button is to use **** to push away the enemies in front of him. In addition to the sniper rifle, the middle button of the mouse can be used to control the sniper. The rifle opens out of the scope.
Others that are not strong can not be aimed, and can only be blind shot like CS.
This is unreasonable in Lin Yan's opinion. No matter how bad the guns are, they all have mechanical sights. They were so raw and eaten by the game plan. While Lin Yan expressed contempt for this, he still had to do it. Modified.
It can be said that in terms of specific combat actions, "Legend of Survival" is in line with "Call of Duty", because in Lin Yan's view, the combat system of "Call of Duty" is actually very Western, which is the closest to human natural habits. So it's not wrong to design like this.
Specifically, the right mouse button that Lin Yan canceled was the **** hit setting, and changed it to open the sight, whether it was the mechanical sight of an assault rifle or the sight of a sniper rifle.
Pressing down in the middle of the mouse changed to throwing a grenade or burying a landmine. In Lin Yan's view, it was even more important, but the player needed to switch it himself. Swipe up and down to switch weapons.
The original close-up function of the buttstock was replaced by one-key hand-to-hand combat, because in Lin Yan's view, dealing with close zombies doesn't have to be so complicated. Pressing the button E is more real than anything.
This is the basic content of the battle mode in this game. Of course, the various function buttons in this game can be set by the player. All of these depend on the player’s own preferences. After all, the player is most comfortable with it. Okay.
In addition to these things, what Lin Yan will shape next is the most important game scene in the entire game. The number of scenes in the original story can be said to be a lot, but this kind of game is basically a prescribed route. What kind of escape method is used in the game plan is also planned by the game planner. There is no feeling of being at a loss, let alone a sense of tension, so in this regard, there is still a change.
There is still a chapter that needs a different map, but the specific levels in this chapter are all carried out on this big map.
So this also determines that the area of the map is definitely not small, and Lin Yan also relaxes the area where players can freely explore in each level. It can be said that players have a certain degree of freedom in the game, and they can reach some It is also possible to explore in the residence, but the things that can be searched are definitely not as rich as other fully open games.
According to Lin Yan’s own design, a level player can play for more than an hour. In the game, this level is relatively large, and only when it reaches the safe house is the level cleared. Therefore, the player needs to find the area safe in the game. The location of the house.
There is no such thing as a map in the game, so players can only find safe houses in a large urban area, but this does not mean that players are just looking for it. If it really deteriorates, there may only be two results. One is to be slowly consumed by countless zombies, the other is to abandon the pit and stop playing after the patience is exhausted.
Both the former and the latter are Lin Yan’s dislikes, so Lin Yan used road signs and various things in the game to give a general instruction on the defense of the safe house. Players only need to be patient. It is not difficult to find.
Moreover, the location of the safe house itself is not a remote location. As long as the eyes are good enough, it is not difficult to find. In the game, if the player has a sniper rifle, he can also climb to a higher position and use the scope to proceed. Reconnaissance, so that not only can we understand some of the dangers ahead, but also the surrounding terrain. If you are lucky, the location of the safe house is clear at a glance.
In this game, Lin Yan designed a lot of interactive things. The door of every residential house can be opened. There may or may not be inside, but there will always be some small things that players need, but In these houses, players must be careful when exploring, after all, ghosts know what ghosts exist behind the gate and at the corner of the stairs.
It may be a small zombie, it may also be a biochemical monster, or even a tank. If it is really a tank, then the player and the team are very dangerous, because in a narrow range, the player and the team There is not enough space to disperse, and the firepower advantage cannot be exerted. Although it is still possible to kill the tank, the loss of life value must be insignificant.
In short, players must be careful in this game, no matter how cautious they are, it is not too much, because in this game, players may encounter some special dangers at any time.
And in this game, the horror element can be said to be another key point of Lin Yan's emphasis on shaping. Children's shoes who have played "Left to Survive" should all know. There are only two most horrible things in the entire game.
One is the weird soundtrack, and the other is the horrible cry of witches with weird music after adding a dark environment.
It can be said that when encountering this situation, many players will have scalp numbness, and they will not even dare to move forward. I have to say that this game is very good in shaping the atmosphere of horror, even if this game does not actually What horrible.
In Lin Yan's game, Lin Yan will not make any nameless shaping of these things. The soundtrack is even more weird than before, and the entire game screen is presented to the player in a darker style, although it is not. What kind of scenes are all in the night, but the sky is densely covered with clouds, and the state of not much sunlight is still the most horrible atmosphere.
Especially in a certain level, there is still heavy rain everywhere, and the poor visibility is even more able to set off the horror atmosphere in the game.
Of course, the cry of the witch is absolutely indispensable, but in Lin Yan's opinion, when the cry of the witch sounds, it is definitely enough for many players to have nightmares for many days.
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