Page 125
Page 125
The enemy on the right is on guard. Let's take out the one below first; he's carrying a sniper rifle.
Lin Shuyin did as instructed, clicked on the main character's actions in the bottom row, selected normal attack, and moved the mouse over the monster.
"Huh, high ground against low ground? The bonus is that high?"
Lin Shuyin clicked the attack button.
The protagonist pulls out a rifle, and several shots are fired. The gun flashes, bullets fly out, and crash into the monster.
Sparks flew from where the bullets hit the monster, and then its health bar was depleted, causing it to collapse to the ground.
"Phew, it feels pretty good."
Creating a feel for strategy games is much simpler than creating a feel for action games.
The most important thing is actually the smoothness of the animation.
The coordination between sound effects and visuals.
And in this respect, Spark Games has undoubtedly done a very good job.
After all, Lin Li has been genuinely willing to invest in the research and development of Battlefront Girls for over a year. There are even content creators on Bilibili who have compared the initial version of Battlefront Girls with the version released in April of this year.
From a complete overhaul of the game engine to minor adjustments to character illustrations and optimizations to the feel of combat scenes.
They are no longer comparable.
Moreover, this content creator is quite amazing. He analyzed the different monsters' hit animations frame by frame and found that after a year of iteration, the hit animations of these monsters have almost doubled.
Chapter 163 This game is too addictive! [Bonus chapter for smoother plot development, please vote!]
The video sparked widespread discussion at the time, and one of the uploader's remarks resonated with many players.
"This kind of optimization and iteration is actually a very low-cost-effective thing for manufacturers, because it can't make money like releasing new characters, new illustrations, or new skins."
"But Spark Games continues to iterate and improve, providing players with a better experience..."
"Perhaps this is why Spark Games is so popular with players."
This video once reached the top spot on Bilibili, and later some players even compared it to FGO.
The comparison with FGO is even more exaggerated.
The difference of one year is like playing two completely different games.
The video also got a lot of views.
It's easy to see from the player comments below these videos that these detailed optimizations have had a very positive effect on Spark Games' reputation.
Even people who don't play Spark Games developed a strong liking for the game after watching this video.
Of course, in Lin Li's view...
Besides optimization, refining the game is also a way to accumulate technical expertise.
The smooth combat interactions in "Girls' Frontline: Companions" are directly related to the continuous iterations of the game itself.
The camera zooms out.
After killing a monster, Lin Shuyin began to have a problem.
Because there are three more monsters to come.
Moreover, after killing the first monster, exclamation marks appeared above the heads of the remaining three monsters.
Clearly, these enemies have been alerted.
If the round ends at this point...
It looks like it's going to be a flop.
Just as Lin Shuyin was wondering if the game was too difficult.
The protagonist spoke again.
Next, let's try to take out the one on the right as well. That guy's on guard, so going straight at him is too risky. We can try borrowing some enemy weapons.
If the speed is high enough, it should be able to fire once before the omnic locks on.
! ! ! ?
Lin Shuyin was stunned when she saw this sentence, and then she realized that the protagonist could actually move twice.
Moreover, this second action is a complete movement + attack.
Follow the instructions.
Lin Shuyin moved the protagonist next to the monster she had just killed and picked up the sniper rifle.
In the sniper rifle's description, besides the model number, there's also a note saying "[1 round remaining until lock-on]".
Lin Shuyin didn't look closely, picked up her sniper rifle, and fired a shot at the enemy on the mound to her right.
It was still a very well-crafted performance.
The sniper bullet pierced the enemy, blasting a large hole in his head. The monster fell to the ground, kicking up a cloud of dust.
Cool!
After the second operation, the protagonist actually has one more operation.
Next, we'll return to the high ground and wait for our prey to come to us.
Back to the highlands.
Lin Shuyin switched her weapon back to a rifle and then followed the prompts to activate the surveillance operation.
According to the description, the character will attack when a monster enters the monitoring range.
After completing this series of operations.
The protagonist's action bar has completely turned gray, leaving only the end of the turn option.
But at this point, Lin Shuyin was no longer worried about the upcoming battle.
Press the button after the round ends.
Two monsters walked over from a distance, and as soon as they entered the surveillance area, the protagonist called them out one by one from top to bottom.
Watching the monster come up to its death.
Lin Shuyin felt inexplicably good.
This concludes the beginner's battle.
With the grid disappearing, the protagonist can move freely again.
However, Lin Shuyin did not act immediately, but instead pondered the entire battle process.
Lin Li demonstrated the entire combat gameplay of "Girls' Frontline: Companion" with a short beginner battle.
Although there are relatively few controllable characters, currently only the main character, there may be an additional maid in the future.
But the entire combat system is anything but boring.
First of all, the core resource of strategy games is actually the number of turns a player has.
Normally, to add this resource, you need to add a character.
Because in conventional games, each character takes one turn.
However, in the game "Girls' Frontline: Companions", Lin Li made significant optimizations to this system, changing the protagonist's actions to three rounds.
The options are: one move followed by one attack, a second move followed by an attack, and a third move followed by the option to end the action.
In this way, although there are fewer characters, the amount of control is not reduced.
In addition, the game also includes the ability to use enemy weapons.
Although enemy weapons are often locked on after only one or two uses.
However, this restriction did not reduce the strategic nature of the game; on the contrary, it greatly enhanced it.
Combined with the protagonist's high mobility, just like the beginner battle demonstration just now.
The core gameplay and player strategy have become...
Who to kill first, where to go, and whose weapon to take for what purpose.
The more monsters there are, the more you need to think about this strategy.
In addition, there are terrain features and cover.
There are countless ways to solve the same game.
Do you want to kill a nearby sniper unit to get a sniper weapon? First, eliminate the enemy's core units.
Kill a unit with a grenade launcher first, and then clear out the cluster of monsters nearby.
These are all part of the strategy.
In addition, once the player unlocks the maid, the two characters and six actions can create even more combinations.
Finally, Lin Li also extracted several core gameplay elements from XCOM.
For example, surveillance, terrain, guarding, etc.
After such a combination.
The gameplay essentially boils down to how players use their action points to eliminate as many enemies as possible in each round.
At the same time, you should use your last action point to move your character behind either a fully shielded cover or to a high vantage point to set up surveillance.
If players have basic logical thinking skills, then even if there are many enemies, they will only get more and more excited as the battle progresses.
Especially after the player can use the enemy's weapons.
After killing elite monsters, the exhilarating feeling of using those weapons, the satisfying sense of mowing down enemies, will become the player's greatest motivation to kill enemies in this battle.
When players see an elite monster's weapon, their first reaction is likely not "How could the designer be so insane?", but rather, "I want that weapon!!"
You! Are already dead!!
The weapon lock-on system effectively prevents players from getting a good weapon and immediately clearing the game due to a bug.
This also indirectly forces players to constantly change weapons and try various strategies.
And when players try different combinations and make mistakes, they eventually win against overwhelming odds.
That sense of accomplishment is hard to describe in words.
These gameplay elements, combined with the storyline of "Girls' Frontline: Companions," should provide a lot of fun for players who aren't inherently averse to strategy RPGs.
Not to mention that Lin Shuyin herself is a fan of strategy games.
So I started from the very beginning.
Lin Shuyin quickly became engrossed in it.
They can play for hours on end.
Until noon.
Fishball came to talk to her about something, but she was still playing.
Lin Shuyin's first words upon seeing the fish balls were...
"This game is so addictive."
Chapter 164 The Great Battle
Yuwan glanced at Lin Shuyin.
Then he said something.
"You didn't play it during the game's internal testing?"
"Huh!? There's internal testing too?"
Lin Shuyin was shocked.
Fishball sighed.
"Don't you ever read internal emails?"
chsdbacks