Game Entertainment Empire

Chapter 501 It's over if you're happy

Compared with games like "Red Dead Redemption: Redemption", the production difficulty of "League of Legends" can be said to be simple, and the investment of team resources does not need a lot.

The key to this type of game is the gameplay, the rationality of hero skills and equipment design, and the rhythm of the entire game.

If you start from scratch, obviously the difficulty will not be as great as "Red Dead Redemption: Redemption", but it will definitely not be easy.

But for Yang Chen who has a finished product, this is too simple, too much.

Having already decided to make the game "League of Legends", Yang Chen will not add anything to the original foundation to improve anything.

Because this type of game, like "Red Dead Redemption" or other games, has defects such as technical problems, or the phenomenon that side missions are not completed due to obvious lack of money.

If there is anything to improve, Yang Chen thinks that it is the matching mechanism, making the picture better, and changing the commercial model.

As for the problem of balance, as a competitive game, even FPS games have imbalances between maps and guns, let alone this kind of tower pushing game involving hundreds of heroes and equipment. .

Even the "League of Legends" in the dream memory has gone through ten years of ups and downs, and is still constantly updating various detailed patches for the balance of the game. It can be foreseen that this type of game is completely impossible to be completely balanced.

In the office, Yang Chen sat in front of the computer and opened the file, starting to design the "League of Legends".

It can be said that "League of Legends" is extremely rough in terms of attributes.

Because DOTA was originally based on "Warcraft", the heroes themselves have attributes such as intelligence, agility, and strength.

And according to the heroes in the attributes, there are various ways to play.

The most basic thing is that in the later stage of the development of "League of Legends", a cornerstone has basically been determined, that is, the support + shooter around the two-player lane. Of course, with the version change, the shooter is easy to evaporate instantly. It will also be replaced by heroes such as mages and warriors.

But under normal circumstances, it is still mainly long-handed shooters.

But in DOTA, the attributes of the hero must also be considered. It doesn’t mean that you can play the big brother position because you have long hands.

He is also divided into a series of so-called sensitive cores, meat cores, and so on according to the growth of attributes.

Considering that "League of Legends", which lowers the threshold for getting started, obviously simplifies this complexity, and it is very simple to determine the positioning of each hero.

For example, support position, shooter position, fighter position, tank position, and the positioning of jungler position, assassin, mage, etc.

Although players do not necessarily have to play according to the attributes you give, it is obviously clearer for novices.

In addition to the difference from DOTA, the biggest change is the last knife mechanism, there is no card slot and no deny.

At the beginning, it was because of the characteristics of the engine of "League of Legends" that there were no these functions, but in fact, it was precisely because of the absence of these functions that one position in the game became particularly important, and that was the jungle position.

Of course, maybe the developers of "League of Legends" have already considered this, or maybe it's just a wonderful coincidence, but there is indeed a very critical connection between them, and that's enough.

Damage is mainly divided into physical AD damage and magic AP damage. At the same time, defense is also only divided into armor and magic resistance. The attribute mechanism of dodge is cancelled.

Yang Chen recalled the main attributes of "League of Legends" in the dream memory, and determined the basic rules for the core attributes of heroes on the design document.

At the same time, the summoner can carry two different talent skills to help in the game.

For example, it is easy to evaporate instantly and is targeted by various assassins for the ADC position mainly as a shooter, and can carry such life-saving summoner skills as flash, barrier, healing and even weakness.

Heroes who play instant burst can carry Ignite to make up for the damage.

As a team's strong single belt point, or the furthest top lane compared to other lanes, it can carry teleportation to the battlefield as soon as possible to fight more and less, helping the team determine the victory.

Reduce the size of the map, speed up the pace of the game, and make the jungle position more functional, which can be played better, instead of being an auxiliary role or an invisible development role.

Of course, in addition to these, there is the most important point, that is, heroes with great game characteristics, which is very, very critical.

No matter how good your balance design is, no matter how good your idea is, if the hero design is not good, then this type of game is a failed game.

There is no doubt that there are too many interesting heroes in League of Legends. From a balance point of view, these heroes are aside, but for ordinary players, obviously those heroes are too interesting.

Shuttle back and forth in the small soldiers, claiming that as long as the E is fast enough, the question marks of teammates can't keep up with my Gale Swordsman.

Fly up, fly back, and fly over again, a trick witch who is like magic.

For novices, it seems simple and rough to them. Open R, open E, then rush into the crowd with Q, then close your eyes and A, either hacking the opponent to death, or I was beaten to death by the opponent, the Promise Sword Master.

From simple and rude to extremely happy, heroes who can show in various ways can be said to be very representative.

In DOTA, there are also many heroes who can be happy.

Walking at a pace that no relatives recognize, walking extremely arrogantly, but the paper-like Shadow Demon Nevin Moore has no escape skills and is still fragile.

Has more than a dozen skills, but most of the time he spends wildly in the triangle field to show that this wave has no me, high-level Skyfire Karl;

Regardless of whether the hooked one is a father or not, as long as someone is in front of him, he can't help but hook him back;

What's yours is mine, and what's mine is mine, the great magister Rubick who can steal other people's skills, even stronger than other people's original skills.

And the bomber who secretly planted landmines somewhere for engineering.

It can be said that the fun of heroes is the most critical in this type of game.

After all, the strength can be changed by modifying the attributes, and whether the hero skills are fun or not is the most important thing.

Why are some people 1-21, still happy to E to E in the army, playing the wind sword hero?

Why do some people have only one high-level Skyfire during the whole process of being beaten, and they can only cut invisible Karl in team battles, and they still have a lot of fun?

Get blown up? Is this the key? Be happy and be done!

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