Game Making: Start By Healing the Player

Chapter 866: You told me this is a fighting game?

Listening to Chen Xu's words, watching the countless players who will meet face to face, are full of expectations.

With Chen Xu's explanation, the corresponding demonstration screen will also appear on the big screen behind.

The first is the highly integrated key system. The keys used by players have only six functions in total.

Direction buttons, jump buttons, normal attack buttons, sure-kill attack buttons, defense buttons and catch and throw buttons.

There is no rubbing system, just simple arrow keys combined with ordinary attack buttons, different skills matched with the sure-kill attack buttons.

And each character's move release button is the same.

In addition, the knock-up percentage system in the game, as well as the prop system, were also shown to the players one by one at the face-to-face meeting.

When it comes to high-end content, such as the pursuit in the game, etc., it will naturally not be involved.

But for most players, they can understand what kind of game this is.

Ordinary players don't feel much, but some sensitive game designers and media can see the purpose of this set of designs.

Obviously, Nebula Games just wants to lower the game threshold.

Even if Nebula Games never said it, it is obvious that this is the way of fighting games.

But does this really work? Many people have doubts in their hearts.

But without waiting for them to explore too much in this direction, everyone was shocked by what Chen Xu introduced later.

'As an entertainment and casual action game, we will bring players the richest content ever in the game. ’

'In the game, the original soundtracks of various classic IPs will be included, with a total of more than 800 songs! ’

‘Hundreds of maps with different styles allow players to freely choose and become the battlefield for battle, and each map will have three different dynamic changes. ’

'And nearly a hundred popular game characters from different worlds, incarnate as fighters and let players control the fierce battle. ’

'The final game will also have a huge single-player story mode. ’

‘Hundreds of levels with different characteristics, thousands of classic characters from different IPs are incarnated as life souls for players to collect. ’

As Chen Xu's words fell, the big screen behind them showed the contents of Chen Xu's words one by one.

Global players including the media and the game industry are all shocked!

This... this Nima is a fighting game?

This content...you told me it was a fighting game!

Nebula Games Your family's fighting game turned out to be like this?

All the players, designers, and media who watched this face-to-face meeting fell into a state of shock.

Because it was too unexpected for them.

From what Chen Xu described, they can only describe this game with two words luxurious.

Yes, all use a common word, luxury.

Characters from different series have their own game maps, and each map has three different forms.

A total of more than a thousand BGM theme songs are provided to players, and even players can use this game as a music player.

In addition to the nearly 100 IP characters, it can be said that it has created the most in the history of this type of game, and each character is not simply wearing an IP skin.

Although it is a side-scrolling action game, in Super Smash Bros., each character is full of details according to his unique game culture.

As long as players have played this series of games, they can find these game cultural contents in it.

And aside from the well-designed Star of Lights level, each character has their own way of trial.

And each character will finally face their old enemy, or the hand of a mysterious master.

A fighting game.

Well, although Nebula Games claims to be an action game, it does not admit that it is a fighting game.

But most players and the media actually acquiesce that this is a fighting game.

And a fighting game with nearly 100 manipulable characters and hundreds of maps is too exaggerated, right?

I won't talk about the characters. In fact, the more the better, because fighting games actually need freshness.

And what is freshness?

Isn't it just different characters? Most players who play fighting games believe that they have such an operation.

That is, in the training mode, choose a character who has never played and feels very handsome, and see how gorgeous and awesome his ultimate move is.

This is called freshness.

I won't talk about the character, but as a fighting game map, is it necessary to have hundreds of maps?

There was not much time for everyone present to be puzzled. Soon, under the introduction of Chen Xu, the big screen behind them also played a new picture again.

Different from the previous explanation of the game mechanics, this time it is a presentation of the map in the game.

And players who are familiar with some games soon discovered the characteristics of these maps.

In ordinary fighting games, especially in side-scrolling fighting games, the map is basically just a background board.

But it's completely different in the big fight.

These maps are very well restored, the theme of the original game.

With the appearance of a map, the players below also heard all kinds of exclamations.

'This is Helgen Fortress, and there is even Alduin breathing fire! ’

‘Haha, the initial platform also appeared! ’

Different from the map that acts as a background board in ordinary fighting games, in the map of Super Smash Bros., different maps have corresponding traps and interactions.

It can be said that among the more than 100 maps, none of the features of the map are repeated.

And between the map and the map, during the battle, if the switching mode is turned on, it can be switched in different forms.

"Unique single-player story mode: Star of Lights, heroes from various IPs are controlled by Gila, and different worlds are merged together, let's rescue these trapped heroes"

As Chen Xu's words fell, countless players were excited to discover that a big map of 'The Star of Lights' appeared on the big screen on the stage.

Compared with the previous life of Star of Lights, which combined most of the IPs and formed scenes with themes of jungles, snow-capped mountains, lava, cities, deserts, etc., it is different.

Chen Xu made a slight change in this part, because it was going to be a VR version. As for the VR version of Nintendo on the switch in the previous life, it was a little tricky.

Therefore, in the background of the game, Chen Xu carried out the design of the big world of the star of lights according to the open world mode, and planned different levels reasonably.

For Chen Xu, this part is relatively easy, because most of the materials in the material library can be reused, and only need to make compromises on art.

The high wall of Locris, Yanan, Snowman City, the castle, the initial land, and scenes familiar to players appeared on the big screen, making countless players excited.

The entire face-to-face meeting has become a carnival for players.

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