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However, the combat system in Combat Action 2 still has its merits.
Based on Combat Action 2
Spark Group 79 conducted the first version of the gameplay verification.
Lin Li also participated in the demo testing and verification at the time.
The demo map is very simple; it's just a large grassy area that Starfire Engine defaults to, with some buildings dragged from the asset library of the neighboring game "Girls' Frontline: Siege" placed on the grass as cover.
This version of the gameplay demo still has many issues.
But it already looks quite good.
Even some of the details are done very well.
For example, the hands, feet, and head of the machine have independent health bars. Once the health bars are depleted, there is a certain chance that they will be damaged and the machine will become disabled.
If the legs are disabled, the body will kneel; if the hands are disabled, the body will be unable to use weapons; and if the head is disabled, the body will be unable to see distant enemies.
For example, each weapon of the machine is mounted on its back when not in use, instead of simply "disappearing".
During combat, there is feedback for firing a gun, landing, and being hit.
When the beam weapon is fired in sniper mode, you can see the distortion of the surrounding scenery caused by the refraction of light due to the heat of the air.
When the bullet hits a building on the map, the building will be "burned red" and then cool to a charcoal black color.
Sparks will be generated when the aircraft flies close to buildings.
You will hear a unique sound effect when the beam of light fired by the opponent passes by you.
The main weapon of the machine is strongly bound to the machine.
Players can upgrade or change their characters, but the changes are limited to a certain range.
For example, the Zaku can carry a dedicated machine gun or rocket launcher as its main weapon, while the Ground Gundam can carry a machine gun, beam gun, or rocket launcher.
Therefore, the absurd situation of the original Gundam holding a Zaku rocket launcher will not occur.
Simultaneously.
This version of the demo also adopts a realistic approach.
The "realistic" style means that the gameplay pace is relatively slow, as Gundam mainly moves by foot and has a strong sense of solidity.
The primary method of damage is through ranged weapons.
Furthermore, the thicker frontal armor and thinner side and rear armor greatly enhances the effectiveness of flanking maneuvers and side attacks in the game.
It also gave rise to the possibility of the weak defeating the strong.
Chapter 371: I want to play the demo! [Bonus chapter for smoother storyline]
Melee combat doesn't have as many combos, but it's very powerful, while retaining melee combat mechanics similar to Mount & Blade.
Overall, this game is much slower-paced than the VS series.
Because it's "slow," players have a longer reaction time.
Furthermore, because of its "slow" pace, the sheer weight of the tens of tons of the machine can be conveyed more easily.
More than reaction time, it tests your grasp of the offensive rhythm and your positioning.
If the VS series is likened to a battle of wits with a light sword, then this game from Starfire is more like both sides wielding a heavy Guan Yu's broadsword.
Both sides need to get used to the heaviness of the machine and master the offensive and defensive strategies under this rhythm.
It stands to reason.
At this point in the game, the entire framework is already complete.
So why didn't they release a demo at this year's carnival and instead just showed a glimpse of what was to come?
Very simple.
When Wang Wei excitedly finished verifying the initial version of the gameplay and started to deduce it on his mobile phone, he discovered that the logic that worked perfectly on the PC did not work on the mobile game.
Although Spark's development of both PC and mobile platforms had by then shifted under Lin Li's guidance to prioritize PC graphics quality while optimizing and lowering the graphics quality of the mobile game to a playable level.
Expand the broader gaming community through mobile games, retain core players through PC games, and expand the Spark platform.
but..
Two-end means two-end.
Data can be shared between the two platforms, but it's impossible to match PC and mobile players together for PvP.
They don't match, but the operational logic must be compatible.
Players can switch between the two platforms, but for high-quality graphics, high immersion, and even some complex modes such as space battles, only the PC version is available.
If you want to have a game anytime, anywhere, you can just take out your phone and play with your friends.
~~~
Furthermore, even without considering mobile devices.
From the perspective of customer acquisition models alone, there is no doubt that the more complex the operation, the narrower the target user base.
But if it's too simple, it will lead to cutting and slicing.
The middle ground needs to be considered.
If we consider it from this perspective, the previous method of verification is still too complicated.
For example, the initial demo also retained the setting from Combat Action where pilots could exit the cockpit, as well as a whole series of extended gameplay elements.
Meanwhile, the melee combat game has also extended to multi-directional sword-fighting games.
These things are all very good.
It can enhance the immersion in the game.
But in games, especially on mobile devices, these things aren't really the core fun.
For example, the pilot exiting the cabin.
It's somewhat similar to adding a system in World of Tanks or War Thunder where crew members get out of their vehicles to repair tanks.
Is it more realistic now?
of course.
But is it more fun now?
not necessarily.
Therefore, last month, Spark 79 Group began to compress the content while retaining the core fun.
For example, that set of melee combat strategies with different moves depending on the direction.
The compression was used to differentiate between light and heavy blows.
On your phone, pressing the melee button is a light attack, while holding it down is a heavy attack.
However, at the same time, the core gameplay is retained, with both sides attacking simultaneously, and heavy attacks can ignore light attacks.
However, heavy attacks have a noticeable wind-up and can be interrupted by ranged weapons.
Light attacks deal low damage but are fast, and if the first hit lands, it can trigger a combo.
In addition, a "knife clash" will occur when both sides launch heavy attacks or light attacks.
A light tapping of the swords results in both sides being forced to retreat due to the clash of their blades.
Heavy strikes during a sword exchange may trigger a cool sword exchange animation, adding some visual appeal to the game.
In addition to the compression of the melee system, the pilot's role has also been completely removed.
It also incorporates the World of Tanks repair kit feature, allowing players to repair their tanks simply by using a repair kit after they are damaged.
Of course, if you run out of repair kits, you'll have to wait for a CD repair.
There are many more optimizations like this.
By the time it reached Lin Li, this version of the operation had changed.
WASD controls the mech's forward, backward, left, and right movements; SHIFT controls the backpack's power output. Pressing SHIFT will cause the backpack to propel the mech forward. At the same time, the spacebar is unlocked. Only when the power output is activated can the mech jump and briefly remain airborne.
The mouse wheel or the keys 1, 2, 3, and 4 can be used to switch weapons, while keys 5, 6, 7, and 8 can be used to access items such as repair kits.
Right-clicking allows you to aim down sights, a light tap of the left mouse button fires single shots, and holding down the button on some weapons allows you to charge up, such as the beam cannon.
The Q key is used to quickly switch melee weapons, the left mouse button is for light attacks, and holding it down is for heavy attacks.
On mobile phones, the UI for these operations is not too complicated.
to this point.
The overall framework for "Gundam Battlefield" is complete, and the ideas are in place.
But at the same time, it was already early April.
The time for the Spark Carnival is already very close.
Moreover, even though the project has progressed to this stage, it can only be said that the foundation has just been laid.
There is still a lot of work to be done for Group 79.
Which mobile suits should be selected for the first batch of UC Tech lines?
What are their respective ranks?
The Federation faction's Tier 1 Steel Tank and Tier 2 GM?
Or should we start from level one and get Jim early on?
Or perhaps the improved Steel Tank at Tier 2 could push the GM to Tier 3?
For top-tier Gundam models, which mobile suits should I use, and what models should I choose for the remaining lines?
What comes after the Zaku in the Principality of Zeon? And what is the top-tier Gundam?
What about SEED's technology line?
How can the advanced technology from Gundam 00 be incorporated into a unique gameplay element without affecting the game's mechanics? Should it enhance mobility while reducing the mobile suit's strength? Or should something else be added?
The classification of mechs, how to set up the matchmaking system, numerical values, model animations, weapon balance, map design, map balance, and whether there are additional gameplay elements on the map.
Now that all that's settled, what about space warfare? Will the unit stats need to be changed in space mode? Is the gameplay separate, or is it added to the standard mode and looped around?
A whole host of questions awaited Spark Group 79.
It's already quite impressive that they can show a promotional video at the carnival.
The entire team simply didn't have the energy to release a playable demo.
Even so, Spark 79 will still hold a 2V2 exhibition match at the carnival tomorrow, which is a way of making the promise a little more complete.
On the other hand, it's also to gather feedback from the players.
Gundam fans at the scene were still shouting.
Next song.
The theme song from Galaxy Paradise
Information about Galaxy Park: Discovery 2 has also been released.
However, unlike Gundam Battlegrounds, Galaxy Paradise Exploration 2 is a game that continues Starfire's journey in the indie game genre.
The end credits announced that the game would be available for trial the following day.
Several songs in a row like that.
A series of information leaks.
This brought the atmosphere of the entire event to its peak.
~~~
How would you describe the eve of Spark's global carnival?
Very simple.
Just look at the media reporters who just returned from the scene, snapping away frantically and constantly releasing news, and you can get a sense of it.
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