Chapter 552 552. Semi-open world
However, in terms of combat, the God of War Yi is definitely different from Wukong.
The weapon used by Wukong is the Ruyi Golden Cudgel. Previously, a very important core design of God of War Wukong had to make changes around this stick to create a sense of impact. This caused a lot of trouble for the entire project team.
It is obviously much better to go to the God of War Yi, because Hou Yi is best at using bows and arrows.
In addition to bows and arrows, Hou Yi can use any kind of melee weapon, which means that Hou Yi's attack method can switch back and forth between melee combat and bows and arrows.
And even the bows and arrows have a lot of distinctions.
There are those with a relatively short range and a relatively high arc when fired, and there are also ones with a long range and great power but a relatively low arc...
Generally speaking, it takes a lot of time to fully master the characteristics of each bow, and you also need to slowly explore the feel and improve your proficiency.
The impact of non-stick weapons and the impact of bows and arrows are obviously better than sticks.
When I was playing the God of War Yi, the action planner was so happy that I almost cried because in this game I no longer had to worry about having to work as hard and tossing as when I was playing Wukong before.
After the feeling of shock comes, it is easy to make changes and make flowers.
Wang Fang also specially demonstrated to everyone the performance of several important weapons in the game in combat.
The changes in these weapons received a lot of praise.
"Wow, Hou Yi obviously has more tricks. But isn't Hou Yi an archer?"
"Otherwise, you can't have the enemy rush in front of you and still shoot with a bow and arrow, right? I think this design is quite reasonable."
"I personally like the big ax very much. It feels like chopping a watermelon, and the juice splashing feels so good!"
"The combat in this game is definitely worth mentioning. I'm just thinking about when it will be released as soon as possible so that I can go home and experience it myself."
The sense of impact is no longer difficult for Bomi. After finishing "God of War: Wukong", you will find that all sense of impact is not difficult.
Even with sticks that are so difficult to make a percussive thing, the Ares project team can do it well, let alone other things.
Bows and arrows are really better than sticks in the slightest.
Since it is Hou Yi, he must still make a fuss about bows and arrows, so many scenes and BOSS designs are centered around bows and arrows.
If you want to use melee to clear the level, fine, no problem.
But your experience will definitely be completely different from that of using a long-range bow, and the difficulty level is not the same. It is possible that the difficulty of using a long-range bow is only one star, but when you use a melee weapon, the difficulty will rise to five stars. star.
This can also be regarded as a design that fits the character itself.
"Next, I'll show you Hou Yi's bow."
Wang Fang said, and then controlled Hou Yi to walk forward.
On top of a crooked-neck tree in the distance, squatted a ghost-faced monkey.
The ghost-faced monkey is holding the branch with both hands, squatting on it, and quietly looking at the sun in the sky.
With an obsessed look on his face, he seemed not to notice Wang Fang's arrival.
Seeing that he was almost within shooting range, Wang Fang switched his weapon to a bow, then raised the bow, preparing to aim at the ghost-faced monkey.
At this moment, the ghost-faced monkey opposite suddenly turned its head.
Wang Xuan felt a little thump inside.
Damn it.
It seems that the warning range and read command were adjusted too large before.
Reading instructions is a newly added mechanism in "God of War Yi". This mechanism was also mentioned by the boss before.
What is a read instruction?
That is to say, in action games, in order to make the monsters look smarter and more like humans, this command is pre-read into the game the moment the player presses the keyboard or handle.
In other words, at this moment, the enemy in the game already knows the player's operation and what he will do next.
There is a time interval between the player's character pressing the command and the action taking place.
The monster AI in the game can use this time interval to make effective responses.
For example, if your next action is to lunge forward, then I may jump back or roll.
Your next action is to switch weapons, so I'm sorry, I will start my ruthless attack at this time.
The mechanism of reading instructions increases the AI difficulty of the entire game a lot, and gives players the illusion that "this guy is controlled by a real person", and sometimes it can make very flexible changes.
In the past, most monster AIs, even the bosses in World of Warcraft, had a certain regularity. They might be divided into multiple stages, and then each stage had fixed things to do. Even if some random parameters were later added to give players The feeling is also very good.
But adding read instructions is completely different, because the monster can also judge the player's behavior and react according to your behavior.
This is a very scary thing. It makes you think this guy is too smart, right? It's like a real person fighting with you.
However, reading commands is not invincible. For example, in the previous Souls series games, the way for players to defeat reading commands is also very simple, which is to use delayed attacks.
Because there will be a time after the monster reacts. If your action is greater than this time, then subsequent attacks will be able to hit.
And sometimes, because of the existence of the command reading mechanism, the monster will look like a psycho.
It's possible that you didn't hit it, but just made an attack action, hitting the tree trunk next to it. The monster will jump up reflexively, because it has pre-read your command and judged that you are going to attack it. So I did avoidance behavior.
A lot of jokes were made like this.
but…
These things are nothing to Cao Yang.
It is precisely because the old thief Miyazaki already knew the shortcomings of reading commands in his previous life, so when making this generation of God of War products, Cao Yang made some improvements to the command reading mechanism.
The improved mechanism is also very simple, which is to add an extra layer of judgment and a parameter input function when reading instructions.
What does that mean?
For example, if the player attacks the tree trunk next to it, which has nothing to do with the monster, then the monster will first read that the player's operation command is [Attack], and then read an additional parameter [Target], and then it can draw a conclusion. —
The target of the player's attack is not himself.
At this time, the monster's behavior is not to avoid you, but to take advantage of your illness to kill you. It will directly come forward and beat you until you can't take care of yourself.
The same is true for delayed attacks. After pre-reading the [Attack] command, an [Attack Action Time] will also be pre-read, so that the monster will not misjudge and can dodge at the precise time.
Of course, Boss Cao is not so perverted that he must humiliate the player. Reading instructions does not mean that the monster will use a perfect response method to deal with the player.
In terms of AI, Cao Yang's requirement for the team is to score several levels.
Easy AI, Medium, Hard, and Perfect.
If you cannot defeat this monster several times in a row, then the monster will use simple AI, which means it will convulse from time to time, or be in a daze, and make more mistakes...
So that you can enjoy the game instead of being tortured from beginning to end.
Therefore, in terms of friendliness, it is not for nothing that the God of War series is judged by players as the most player-friendly among Bomi action games.
Just as the ghost-faced monkey read Wang Fang's attack instructions, a strange thing happened -
Everyone saw that the arrow fired by the king was dodged by the monkey with a light jump to the side.
Wang Fang's palms had begun to sweat.
So he quickly raised his bow again and added another arrow.
Although the monster's AI is not adjusted to easy now, it does not mean that it cannot hit the opponent.
In order to simplify the player's operation, if you lock the target, the player's AI will automatically help you aim when shooting. This accuracy is very high, no doubt.
But…
The moment he shot the arrow, the monkey jumped lightly to the side.
The bow and arrow passed by and hit the water next to him.
"Wow! I escaped again!"
The scene immediately erupted in cheers.
And after dodging away, he squatted on the tree and made a face at him.
The scene was filled with laughter.
"Oh my god, isn't this so spiritual?"
"The design of this little monkey is really interesting."
"This monkey is so cute. I don't even want Wang Fang to shoot him now."
This scene is probably the first time in Bomi's history, and it may also be the last time. Employees on the scene actually cheered for the monster.
Liang Muzhou had never seen such a situation before when he was demonstrating Assassin's Soul being tortured by monsters.
Cao Yang couldn't help but smile knowingly. It seemed that Wang Fang's demonstration today was quite successful.
This ghost-faced monkey can already be remembered in the annals of Bomi history.
In future demonstrations, if I have never been humiliated by a monster, I would be embarrassed to say that I am a gamer.
Your monsters are not spiritual enough, which means the design is not good, hahahaha.
Cao Yang was already smiling inside.
"Wang Fang just wanted to show us the monster AI and movements in the game, right? It must be like this, right?" Meng Xiao asked.
"Hmm, that should be it." Liang Muzhou, the producer of Assassin's Soul, wasn't sure either.
Wang Fang stood there blankly, his face turning blue and purple.
It's really annoying. Who would have thought that during the demonstration, I would be humiliated by a ghost-faced monkey.
Who designed this monster in the first place?
A little planner sitting below covered his mouth in embarrassment—
Boss, wasn't it you who asked us to design it this way?
It is said that monsters should be designed to be more spiritual. It is best to add some taunting and humiliating actions to stimulate players' fighting will. It can also enrich the design of monsters to a certain extent and help them establish [character characteristics]
Isn't that what it is now?
Perfectly meets your needs.
But Wang Fang never imagined that the [character traits] he proposed would one day be reflected back to him.
It can only be said that it is self-inflicted.
"Well, I'm sorry, I just wanted to show you how intelligent our monster design is." Wang Fang found a step for himself.
"In the "God of War Yi" we produced, according to the ideas and suggestions given by the boss, we provided a new monster AI design idea, which is to read instructions..."
Wang explained on the stage what reading instructions are about, what effects and benefits it can bring to the game, what are the shortcomings of the current reading instructions, and what improvements can be made in the future...
In short, he talked for a long time.
Of course no one exposed him.
It's a harmless thing in itself, and what's more, as he said, it was through the performance just now that everyone realized how powerful the AI design of the monsters in "God of War Yi" was.
Although it may not be able to simulate the feeling of a real person, it at least gives you the impression that the monster is "alive".
The so-called alive means that monsters are no longer tool people, nor are they simple monster designs. They have personalities, and they also have an anthropomorphic side.
To be able to do this is quite remarkable and deserves everyone's applause.
After showing the actual machine demonstration, Wang Fang showed some game-related videos for everyone, mainly introducing the design ideas, story background, game features, etc. of the entire game.
"In this game, we have adopted a different design concept." Wang Fang said, "The games we made before were all based on an established route, and maybe there were some different branch lines, and then in the second Make changes and make fuss about the weekly game and the three-week game, thereby extending the game time for players.
But in "God of War Yi", we adopted a semi-open world design concept. "
What is a semi-open world?
This is compared to the open world. If an open world does not restrict the player's freedom and allows you to go wherever you want, then a semi-open world allows players to move without restrictions, but certain The opening of some areas requires certain prerequisites.
In other words, if you want to complete a certain task, you must first have the prerequisites to complete the task, and then the corresponding task line will be revealed.
It is equivalent to a world game with certain restrictions and a higher degree of freedom.
“Then, our game provides more than 13 game endings, and these endings are available for players to explore.
Different branches and different choices will have an impact on the ending. At the same time, these settings also greatly enrich the plot and storyline of the game, allowing players to play different roles during the game and experience more life.
This will be a very rich and exploratory game.
It is theoretically impossible to achieve all the achievements of the game in one game.
But this also adds to the fun of the game to some extent, thereby increasing the length of the game for players. ” (End of this chapter)
Chapter end
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