Game Entertainment Empire
Chapter 862 Can this player beat a general NPC?
Naturally, Yang Chen didn't know what was going on in Grayson's mind at UEgame. As for the cooperation with UEgame, Yang Chen didn't think about breaking anything.
After all, the two parties have cooperated for a long time, and the conditions of UEgame are top-notch in all aspects. No matter how high it is, it is actually a ceiling, and the most important point is that it does not make much sense.
The main reason why there is no news to UEgame is that this project has just started.
In the conference room of Xingyun Games, Yang Chen, Wang Ye and others were designing the content of "Mount and Blade".
The horses and related cavalry movements in the game, Yang Chen originally planned to use the most realistic effects and really use horses for motion capture.
However, after a little trial, Yang Chen and his team gave up on this idea.
It's not that it can't be done, but the effect is not as good as expected. It is indeed very real, but it is also not very beautiful, or it will be different from the player's imagination.
Attacks in the game, such as the player controlling the weapon to swing up and down, left and right, such unattractive movements can bring a sense of reality to the player, because the player has a concept in his heart, which can be subconsciously substituted into it.
Because the vast majority of players, even if they have not fought at a certain stage of their growth, they have definitely seen others fight.
The related actions of horses and cavalry are mostly obtained from movies, TV and other video materials.
In this part of the content, even if we strive to be true, players will not feel much, because most players do not have such a concept, and there is no way for them to feel it. The so-called higher sense of immersion is naturally nonsense talk about it.
Similarly, these real experiences are still the main core of the game rather than as decorative details. In this case, the game experience brought to the player will not be as good as imagined.
At most, after they experienced the game, they watched the discussion of some players on the Internet, or the evaluation of the media, and suddenly realized: Damn it, it's so awesome!
………………
The development of "Horse and Blade" is extremely smooth. The most important thing is the follow-up optimization, so that players can still play the game smoothly while maintaining a large battlefield.
For this point in the scene of the game itself, the entire "Horse Riding and Blade" is still a huge scroll sand table map as originally,
There are also field encounters in each city, and data reading of new scenes is required.
There is also no way around this. If you want to make the entire game a perfectly functioning dynamic open world, just like "Red Dead Redemption" or "GTA", the current capabilities of Nebula games are actually not that great. question.
But the key point is that this is a problem for most ordinary players. The game can be played for you, but your configuration cannot play it.
To optimize the current mainstream configuration in the player group, and to make the reading of scene data in the middle as smooth as Dove is as smooth as possible. This is the direction that Nebula Games needs to work on.
In addition, there is another point that in the game "Horse Riding and Blade", the subsequent content of the Three Kingdoms as a MOD is actually more complicated than the original content.
The whole game does not have a detailed main line, but more like the development of an era, the Kingdom of Swadia, the Kingdom of Rhodok, the Kingdom of Vaegia, etc., the history of the prosperity and decline of each kingdom on the historical line.
It does not need to be presented as a complete story, but to allow players to experience the story that happened during this period by themselves, and at the same time allow players to take the initiative to write history. This is Yang Chen's idea under the main content of the game.
But the background of the Three Kingdoms as a MOD is more complicated, because most players know a little bit.
Although Yang Chen does not intend to make it a rigorous history, but to give players full freedom, it cannot be too absurd.
"Mr. Yang, do you really need to adjust the linkage between this value and the AI? Can this player beat the general NPC?" In the office, Wang Ye reported the development progress to Yang Chen.
Looking at Yang Chen who was sitting on the seat and putting down the work report, Wang Ye who was standing beside him couldn't help but speak.
Brandon and his team are responsible for the content development of the main body of the game, that is, the Calradia continent, and the work of the background of the Three Kingdoms as the MOD part naturally falls to Wang Ye.
And compared to the content of the main body, the Three Kingdoms element as a MOD content also has a more interesting element.
That is the general.
Although most people understand that victory or defeat on the battlefield mainly depends on the combat effectiveness of the army and the commanding ability of the general, not the ability of the general.
But how much does it matter?
Moreover, as the background of the Three Kingdoms itself as the content of the MOD, all kinds of military generals and advisors are the main core fun points, so the element of fighting generals is naturally indispensable.
In the game, players can go into battle in person, and they can also let their subdued generals go into battle.
The winner of the battle will get a BUFF that increases morale, while the loser will get a DEBUFF that decreases morale.
Similarly, strategists will also have related system elements. For example, when attacking or defending a city, they will have more siege equipment.
But the key lies in how to make players feel the gap, especially in the design of "Horse Riding and Blade" is not a game driven by numerical values. understanding and cognition.
If there is no gap, Lu Bu, who is number one in the world that day, can fight for 300 rounds with General Xing Daorong of Lingling who scared you by telling me my name, so why do you need generals?
If you can't tilt too much in value, then naturally you can only come up with the NPC's reaction.
This led to a situation where these well-known generals on the battlefield actually had little influence on the overall situation of the battle.
In a frontal 1V1, a general can overwhelm one or two hundred people, but in a real melee, if there are more soldiers, the enemy can be surrounded and stabbed in the back.
Even if you are Lu Fengxian who is number one in the world and outnumbered, your fate will not be much different from Xing Daorong who is Liu Bei's son-in-law holding a pear blossom mountain axe and making you laugh.
Just one word: die!
But for players, this feeling is completely different!
With the highly intelligent AI response, if the player has to personally put on the battle general before each battle.
Wang Ye felt that this was even more difficult than soul games such as "Dark Soul". It is estimated that few ordinary players can win in singles.
In "Dark Soul", the BOSS and the minions are actually quite stupid. There are only a few moves back and forth, mainly because of blood thickness. Players need to study the opponent's attack methods. The fault tolerance rate is relatively low. One mistake will clear the blood bar. In fact, the value still accounts for more elements, after all, the boss has a lot of blood.
But in "Horse Riding and Blade", the main body content of Calradia continent is not bad, but in this MOD content, the gap between the player and the NPC of the general with the surname is simply.
In terms of numbers, the two sides are indeed on the same starting line. The player will be killed if he is cut three times, and the NPC will be killed if he is cut three times. But technically, the NPC does not follow the routine.
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