game development designer

Chapter 72 It's OK! !

Chapter 72 It's OK! !

Compared with some more popular games, there are not too many people here on Tianhe Network, or more accurately, there are not too many people in the two areas of "Jianghu" and "Meteor Butterfly Sword". There are still a lot of people in the playing area, and most of them are foreigners.

Although there are not many people, but because the number of trial machines is limited, they still need to queue up, but one thing is better, that is, because there are not many people who try to play, everyone can play for about 10 minutes. It's still relatively long.

"The game screen is great, and the optimization looks good. Although it is a mid-to-high-end configuration, it can maintain 60 frames throughout the whole process with vertical synchronization turned on under high special effects."

Wang Luo, who was waiting in line to watch the game, focused his attention on "Jiang Hu".

Because I didn't play the game myself, but I can still see something from the perspective of a bystander.

The picture is not the pinnacle, but it closely follows the mainstream picture quality, and it is accompanied by the Chinese-style ink painting, which has a unique charm.

At least in this regard, few domestic games can do this.

That is, The Legend of Swordsman, which can compete with several other big productions.

But although those games can keep up with the screen, there is no need to say more about optimization. The configuration of the trial machine is unified with I7 CPU, 1070 graphics card, and 16G memory. This configuration is probably Currently the world's mid-to-high-end configuration.

Moreover, "Jianghu" is not an FPS game, it is an ARPG game, and one of the characteristics of this type of game is that it does not have such a high frame rate requirement. Players who play these games have a joking name, that is The number of frames is not stuck at 30, and the frame rate is smooth at 60.

It is far from FPS games, which have such high requirements for monitors and frame rates.

"It turned out to be a real-time battle mode. Wasn't it the turn-based war chess that we said before!? Tianhe Network will still deceive people!?" But when Wang Luo looked at the players who had been interviewed before and played about the battle plot, he suddenly opened his eyes. Big eyes.

That's not what you said when you developed the press conference!
The promised "Jianghu" is a retro RPG game! ?

The agreed game uses the battle flag turn-based system! ?

After being surprised, what Wang Luo doubted was whether Tianhe Network could do a good job in real-time battles.

Is real-time combat really hard to do?

It's not hard, but it's also hard.

It's not difficult because this is not a high-end technology, as long as you want to do it, most domestic game manufacturers can do it.

But being able to do the same does not mean that it can be done well, even if it is not perfect, it can be achieved at the top level in the world, even if it is the general standard of games in the industry, there is no way to do it with the strength of domestic production teams and manufacturers.

Technology, pressure, etc. are all reasons. Of course, if it is simpler, it is lack of money.

If you have money, this aspect is not a problem at all. If you don’t have technology, you can go to Europe and the United States, go to Nihong to hire top studios, and even negotiate to learn technology when the other party is working on a project.

Of course, the core aspects cannot be learned, but most of them are still ok.

But why no one did it before Tianhe Network?

Of course, there is no money, and it costs millions of dollars, or even tens of millions of dollars. If such a large investment fails, it will lose everything.

"The impact is very strong, the movements are very smooth, and the special effects of the moves don't give people a sense of exaggeration." Wang Luo, who was watching, his eyes lit up, and praised in his heart.

Shock feeling, this is a relatively vague name.

Many players say that the impact is not very good, the impact is so weak.

In fact, they themselves don't know what the impact should look like, they judge more by the feeling of operation.

And for these players, if they all feel that the impact of playing is not enough and uncomfortable, then this game basically has no impact at all. It is basically a ragdoll system. You put a skill on the monster. , and then the monster took two steps back cooperatively, and then added some sound effects.

This is the so-called sense of shock in most domestic online games. For example, most of the skin-changing games under Wangyi do this.

The creation of this kind of percussion is simply created through sound effects.

And going one step further, that is special effects, adding the use of in-game lenses such as particle effects, using exaggerated special effects with sound to create a sense of impact.

As for the more advanced ones, it is the immediate reaction to the hit object through vision. For example, there is feedback on the part of the body hit with sound effects.

For example, "Meteor Butterfly Sword" and "Devil May Cry" by Longzu Studio all use this method.

This method is undoubtedly the most expressive, but it is also undoubtedly the most expensive.

Most of the online games use simple sound effects because of fast food. Most of the domestic stand-alone games are limited by funds, and they also use special effects + sound effects to create a sense of shock. Seriously, a conscientious game maker.

But compared with these, Wang Luo found that the battle in "Jianghu" is really too real.

Can't be like some games, use the left and right mouse buttons, lightly hit hard, basically cooperate with the skill shortcut keys on the keyboard, and dodge lightly, and fight with defensive parry.

But the move hit the enemy, the enemy's feedback was so real, even Wang Luo carefully found that the player who was interviewing for the game used a set of punches to hit the enemy's arm. After the end, he even saw the enemy's hands on the arm. Trembling slightly.

Details, the details of the production team can be seen everywhere in "Jianghu", and this seems to be just an ordinary small battle.

The hope of domestic games!
Suddenly, seven characters appeared in Wang Luo's mind.

In the past, most of the details of domestic games were experienced in some small Easter eggs, such as nostalgia and feelings, but how many people have delved into such details that no one has even discovered?
Of course, to be blunt, how many manufacturers will invest money in research?

"It's okay!?"

"Wow! It's against the sky, it's all right!?"

"cool!!"

"What game is this?"

While Wang Luo was feeling emotional, suddenly his eyes widened, as if he saw something that shocked him.

At the same time, the onlookers looked at the screen in the game and let out a burst of exclamation.

It also included some foreign companions who were dragged here by local Chinese students.

It's incredible, this game can still do this?

Could it be that in the game, everything can be like this, rather than a specific battle scene?
 I showed it to a friend, and the other said that I didn’t know about the broken chapters, and there was no suspense at all, so I’ll give it a try~ Those who watch it later should vote. Thanks(ω)

  
 
(End of this chapter)

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