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"Holy crap, this shooting feel is amazing!"
"It has a disarming system; you can shoot an enemy's arm or weapon and knock the weapon off!"
"You can also just shoot them in the head!"
"what!?"
"That flanking attack is amazing!"
As soon as the battle began, the first one to get a feel for the game's shooting mechanics was Lao Liu.
As a long-time shooter, he couldn't quite explain what shooting feel was like.
But he can clearly sense whether a game's shooting feel is good or bad.
If we let Lao Liu make the judgment...
Girls' Frontline: Siege is one of the Chinese games he's played... no, I should say it's one of the games he's played that has a better feel to it.
"How did they do that? Is this really a Chinese-made game?"
In fact.
The feel of a shooting game can be difficult to achieve, but it can also be easy to achieve.
The difficult part.
It's because this thing is very mysterious, just like the so-called "feel of impact" in many action games; everyone's subjective experience is different.
We agreed to do it.
It's because the employees at Spark America are all industry veterans and are quite familiar with this area.
In addition, Lin Li also participated in this part of the content.
A good shooting feel.
It refers to sound effects, shooting feedback, impact feedback, and visual feedback.
These four major elements blend together.
Sound effects seem simple, but many domestically produced games fail at this step.
Although after more than a decade of development, there are now many gun sound effects available on the market, whether purchased or downloaded.
Real, hybrid, electronically simulated.
But finding the right sound effects from the vast array available depends on the developer's skill and experience.
Besides sound effects, shooting feedback is also important.
The so-called shooting feedback is not the feedback of being hit, but the feedback that the gun gives to the character after the character pulls the trigger.
In "Girls' Frontline: Siege", the character will tremble slightly when the trigger is pulled, and her hair and skirt will react accordingly.
Chapter 377 Siege System
The feedback mechanism is the simplest.
What happens when a bullet hits an enemy?
Is there no change? Or will it be repelled? Or will blood and gore fly everywhere? Or even a slow-motion X-ray like an elite egg-bursting attack? These are all called impact feedback.
In Battlefront Girls, the enemy is an Omnic.
Therefore, Spark has put a lot of effort into the hit feedback section, so there's no need to worry about censorship.
First, the concept of dismemberment was introduced, with module-based health points set for the enemy's limbs and special areas.
Once the health bar is depleted, these parts will break off and be knocked away when the player pulls the trigger.
Guo Qingqing is feeling great right now.
Because when facing regular enemies, the WA2000 can deliver a real headshot if you get a headshot.
One shot, and mechanical parts flew everywhere.
Even if you don't hit the head, it's even more satisfying to hit the enemy's hand. One shot can not only break the opponent's hand, but also make you see the opponent's gun fall to the ground due to the severed hand, losing the ability to attack.
When the opponent is hit in the waist, you can see obvious knockback and damage to their waist.
This feels so good.
It perfectly exemplifies what violent aesthetics is.
It feels great to control the generics of 95.
The bullets from the Type 95 rifle struck the enemy, not only shattering their outer armor but also sending fragments flying everywhere.
You can still clearly feel the gun in your hand, the enormous kinetic energy of the bullet as it flies out, pushing the enemy backward.
Even if a whole magazine of bullets hits the head or arm, you can see head explosions and severed limbs.
The sixth brother, who ran around to the back, also felt great.
With a slight recoil, Suomi fired a barrage of bullets at the red crystal behind the six-legged robot, watching it shatter and explode.
The hydraulic system of the six-legged limbs failed, causing it to fall forward.
Don't say it, really don't say it.
"Damn, it feels so good to just take down one minion..."
"Let's go! Let's quickly loot everything."
The feel of shooting comes from feedback.
In addition to the physical impact feedback, Spark also does a great job with the visual feedback.
Whether it's the sparks that occasionally fly when a bullet hits an enemy, the crosshair jumping slightly with the rhythm of the shot, or the sound effects that follow when you hit an enemy.
A series of details blend together to create the shooting feel that players experienced during the battle just now.
To adjust the shooting feel of different weapons.
Spark America spent a lot of time on it.
It's fair to say that most of the time has been spent on this project since it was first launched.
But both Lin Li and Xinghuo America felt that the time spent was well worth it.
The shooting feel of a shooting game is like the foundation of a building.
A towering building rises from the ground up, relying on its foundation.
Just like the reason why the Mingchao in the previous life was able to have a chance to turn the tide despite countless high-level management's head-pinning operations, it was because of the sense of impact it had accumulated since the Punishing: Gray Raven era.
Although... this last remaining bright spot was also extinguished by the higher-ups of Mingchao in order to forcibly reduce the difficulty during the initial game experience.
Players have to keep consuming stones until the roguelike mode is released, only then can they experience a little bit of sweetness.
It can only be said that his sudden death was self-inflicted.
Unlike Kuro.
Linli's game development philosophy has always been to first showcase the best aspects of the game, and then attract players to gradually explore this world.
"Huh? You can pick up this rocket launcher!"
"Holy crap, that actually works..."
Fan Shi saw a rocket launcher next to the six-legged android corpse on the left, picked it up on a whim, and found that it actually worked.
I instinctively pressed the fire button.
"R!P!G!"
Watching the rocket launcher explode.
"Hahaha, with this thing, won't we be invincible later!"
At this moment, Huang Wenfeng glanced at the comments and replied.
"Try again? The weapon should be locked on by now."
I tried the paradigm.
"Huh! Really? How did you know?"
"Because in Girls Frontline: Colleagues, there is a setting where using weapons will result in being locked on."
"what!?"
"But it's okay, I still have one left, hehe."
~~~
After looting the initial battlefield, the group began to follow the markers forward.
By this time.
They finally understood why the game was called "Girls' Frontline: Siege".
Because in this city, many places have been encircled by high walls or surveillance towers built by omnipotentiaries.
Either take a detour, eliminate the target, or simply use an RPG or explosives to blow up the high wall.
What they are going through now.
This is actually the core gameplay of the game.
Map route planning.
As a large-scale game, even for Starfire, the speed of map development cannot keep up with the speed at which players consume resources.
In addition, this is another game that involves grinding and replaying.
Lin Li had to come up with a way to allow players to play the game repeatedly without getting bored.
Finally, after brainstorming,
In the original setting of Battlefront Girls, omnics build high walls to isolate urban areas in order to control humanity.
This setting is not only present in the main game, but also in Battlefront Girls: Companions.
Based on this premise, Lin Li created the Siege System.
simply put.
On this map.
Each time a player enters the game, the map doesn't change, but which areas are fenced off and which aren't is random.
Based on this basic setting, the system is supplemented by the random spawning of cores, monsters, and resources.
This effectively turns the map into a random map.
The high walls are divided into several levels.
Correspondingly, it requires the use of explosives of the corresponding three levels to destroy it, such as grenades, rockets, and C4 bombs.
Imagine.
Unless a player is a hoarder who suddenly decides to have a blast, it's impossible for them to carry a large number of explosives in a single game.
Since it's impossible to destroy all the high walls inside the city.
Therefore, players need to plan their routes.
Which path to take to obtain the core, and which path to take to reach the extraction point the fastest—these are all things players need to consider.
In later stages of PVP speedruns, the movements of friendly forces must also be considered.
of course.
This core gameplay element is not very obvious at present.
Huang Wenfeng and his group made no route planning whatsoever, and after destroying two camps in succession.
The group arrived at the third camp.
There are a lot of monsters in this omnic camp.
In the center is a two-story square tower, surrounded by four watchtowers.
It just lies across the map like that.
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