If the game craze in China belongs to Red Dead Redemption in April and May, then it will be World of Warcraft in June.

Although it was introduced into the domestic World of Warcraft, it took a few knives to pass the review and meet domestic players, but the vast continent of Azeroth still fascinates all MMORPG fans.

Of course, what is more interesting is not just the game itself, the faction, guild, including dungeons, and various game content strengthen the concept of team to the extreme.

In the past games, there were actually not so many restrictions on occupations. Even though there were large-scale dungeons in DNF, most of them were casual groups.

Unless it's that version of the sewer profession.

Even if it is a group of output, as long as you grasp the rhythm and the skills of the boss, you can still pass the level easily.

But in World of Warcraft, the traditional method of warfare, animal husbandry, is fully utilized.

Social communication is a very important part of World of Warcraft, or it should be said that it is the most important part of all MMORPGs.

Under everyone's amazed eyes, the official website of Wangyi World of Warcraft released the latest announcement, the highest daily active users exceeded 3 million, and the highest concurrent online users also reached 1 million.

You must know that this is a paid game based on point cards. What kind of mechanism is the most sticky to gamers?

There is no doubt that they are players with the point card mechanism, the reason is very simple, it is because of the cost of abandoning the pit.

The second is the buyout system game. This type of game usually maintains a high popularity when it first comes out. The game will also lose popularity very quickly, leaving only a small number of players.

…………

"Of course balance needs to be considered, but first we need to consider a question, how to attract players' interest? Aside from the brand of our Tianhe network, this game is similar to DOTA and similar DOTA games like Dream Three Kingdoms. What attracts players? place?"

In Tianhe Network's office, putting down the document plan submitted by Cheng Yu, Chuhe looked at Cheng Yu standing in front of him, and tapped his fingers on the table.

"DOTA takes a competitive route, with a hundred flowers blooming. More than 90% of the heroes can see them play in the game. At the same time, the tactics can be described as diverse, such as team battles with big moves, double big brothers development, three brothers Highland Fighting Landlords, oppression The GANK style is based on the fact that DOTA has millions of players around the world. After years of experience, it has slowly evolved. Even if we are working hard, we must admit that there is one thing that we cannot do in a short time. Same as DOTA."

Chuhe looked at Cheng Yu and said.

"Entertainment!" Listening to Chuhe's words, Cheng Yu nodded, and the three words pointed directly to the core content.

There is no way to surpass in terms of competition, so let's start with entertainment.

Why do players like playing games?

Isn't it just for entertainment?

Why do players like competitive games?

Because competitive games = both sides are equal = fair.

In competitive games, players will not be affected by any factors, and the complete test is the high ground of the strength of both sides.

For example, PlayerUnknown's Battlegrounds, although various official and third-party authorized games are in full swing, in fact, PlayerUnknown's Battlegrounds itself is not a real competitive game, because in PlayerUnknown's Battlegrounds, luck is a very important element.

"On the premise of maintaining fairness, increase the entertainment of the game, reduce the overall map, remove a position from the double support, so that it can easily use the wild area in the early stage. Resource development, so as to achieve the purpose of allowing players to roam quickly, shorten the laning period, and let the rhythm enter the mid-term promotion group as soon as possible.”

Through the communication with Chuhe, Cheng Yu's thoughts were completely opened soon. Although he didn't have a concept in his mind, he was already excited.

Faster rhythm and more interesting heroes are the characteristics of this game of League of Legends.

Compared with the ever-changing DOTA, League of Legends lacks some changes, such as bonuses to spell power and attack.

In DOTA, the hero's skills are basically fixed values. For example, if a skill panel damages 300 points, then he will hit 300 points, and then decay according to the type of skill damage.

So it can often be seen that the skills in the late stage of DOTA, unless they are explosive big moves and combos, are more used for control, damage or self-protection.

But in this way, you will fall into a problem, that is, the damage in the later stage is all based on level A, and even some mages who rely on skills to make a living will basically give up the equipment that mages should produce in the later stage, and start to take the physical route instead. .

In League of Legends, according to Cheng Yu's design, since entertainment is to be guaranteed, skills are a key element.

Combining skills with one's own attack power and spell power has the ability to grow, so as to achieve a long-range shooter with a good enough output environment. Most heroes basically rely on skills to deal damage, whether in the early or late stages.

Compared with general DOTA-like games, League of Legends is actually much simpler in terms of game skill design.

Because there is a ready-made source engine here.

For others to make a game like DOTA, the skill design alone is enough to cause headaches.

The design of a skill is basically divided into several modules: target selection, attack preparation, attack start, special effects and actions of being hit, damage settlement, floating blood bar, blood bar reduction, skill interruption, and interspersed with animation playback to form The effect of the entire skill.

If you don’t have money, it’s basically a top-down structure according to a skill tree, and design from the process control layer, atomic function layer, and logic layer. Simply put, the skills of the logic layer are combined by the atomic function layer.

For example, the atomic function layer has a stun and a blood deduction, and then the logic layer has a skill such as stun first and then a blood deduction, in which the atomic function only provides the most single responsibility processing, and the logic layer will combine these atomic operations to form a A series of actions, and then put these actions on the time axis of the skill to execute and finally achieve the skill effect.

Or develop a process editor that can generate the logic layer, import the atomic function layer and the control layer reflection, and generate the logic layer code. This is something that developers with some funds will do.

In Tianhe Network, it is obvious that there is no need to take care of these things. The design of skills in League of Legends is much simpler with the Origin Engine.

Among them, the bottom layer uses c++ to write the api, and then the corresponding skill design, you only need to write lua at that time, you can achieve a lot of effects, and because of the relationship between the source engine, even if there is no way to achieve the desired effect through lua, you can directly Modified from the engine side.

It is good to enjoy the shade under the big tree, which probably means this.

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