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The new interactive ideas brought to me by the domestic emotion stand-alone "Xianjian 7"

2025-01-15 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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Introduction in October last year, Xianjian 7 was released, and the game adopted a different way of fighting from previous dynasties. On steam, the intentions of the production team can be seen in many details from the players' mixed praise to the current high praise. As an interaction designer, it also brings me some thinking after customs clearance. This paper mainly looks at the advantages and disadvantages of Xianjian 7 in game design from the perspective of interactive experience.

First, combat skills operation generally domestic fairy games will have a lot of skill keys, such as figure 1, there are many skill keys at the bottom of the screen, there are two long rows at the bottom of the screen, more than a dozen skills, commonly used skills are put on the game screen, may be functional, but a dozen eyes in the past, always feel that the look is not very good, there is a sense of low quality.

(figure 1, screenshot of the game of sword net 3 (just take this as an example, no intention to step on). There are also many skill keys in MMO mobile games, and there are nine and ten skill keys that can be operated in the lower right corner of the mobile phone.

(figure 2, screenshot of the game of Tiandao (just take this as an example, unintentionally stepping on). Every time I encounter a game with so many skill keys, I wonder, if you play with the feeling with the handle, the basic operation keys of the right hand should be put up to 4, but also dodge and jump, if you do the handle adaptation, how to put the skill keys.

Then I played Xianjian, according to his method can put 10 skill keys, basic operation, X and Y are ordinary attacks and heavy blows, click RT can release skills, and after the use of special skills will also have a cooling mechanism, press RT, click LT can switch the second page of skills page, special skills can be put up to 8, plus ordinary attacks, that is, 10 skills. As shown in figure 3, it is the skill setting page of Xianjian, and these skills can also be customized, which is a good solution for games with a lot of skills.

(figure 3, Xianjian 7 skill setting interface) and I feel very smooth during the game, does not make me feel that the operation is very tedious, the overall combat skills are still very comfortable and convenient.

Second, the mechanism of arousing the spirit in the process of the plot, the game has the mechanism of arousing the spirit, and the god that each character can call is different, which is very interesting, but the operation after the call is really not very good. I feel that the character model is very stiff and the performance effect is not very good.

And the progress bar UI in the upper left corner of God. At first, I didn't realize that it was a progress bar that called God. At first, I didn't remember it when I guided the teaching. Later, my friend reminded me to use a big move before I found out.

After thinking about it, the solution that can be optimized here is that when the progress bar is full, a key prompt appears in the upper left corner, so that the player can know that this is the progress bar of the big move, and can make clear the situation of saving enough big moves at present.

Third, the image identification interface Xianjian map evaluation system has done a lot of classification, the monster system map saw that it is relatively general, such as figure 0, the right edge of the model has a strong sense of sawtooth, always feel that the picture is not scratched clean, the model can not be rotated to view, can only look in one direction, the only interaction with the model is that you can see the monster's combat action.

The music collection in the picture book coincides with my idea. In the Teana option, I can play the music I collected on different maps in this system, and even if I cut to the details page of other songs, I can still play the songs I played before. and there's a line of text at the bottom of the interface.

Music is a wonderful thing, if you don't feel it seriously, you may stop playing this song when you switch the details of the song when you do the interface, so you will have a strong sense of assertion. Learning more about the interactive way of music App can also bring some inspiration to the design.

Although it coincides with Xian 7, there are still some drawbacks in its music interface.

Only music does not create the atmosphere of the interface.

When you switch to view other music, there is no function to return the current playing song.

Fourth, Yuling interface with the advance of the plot, there are more lovely Yuling interface, these little guys are really so cute, cute me, but also can touch and interact with them, it is still very interesting. However, after experiencing the experience, I feel that there are two small problems:

The level of ① switching this interface has more left and right switching situations, if you play with the handle, every time I switch left and right, I have to think for a long time, or it may be a problem of my operation habit. I always feel that LT and RT are big shoulder keys and should be controlled for higher-level switching, but here it is used to switch Yuling fruit, while the small shoulder keys LB and RB are supposed to be low-level switching, but they are used to switch Yuling. I feel the opposite when I operate it myself. In fact, this is not necessarily a problem, some games also use the opposite operation, may also be caused by different operating habits.

The selection of the ② Imperial Spirit is not strong enough for the Imperial Spirit in the battle, if you can change the posture in the performance, or there is a magnifying effect on the model, it may make the player have a stronger sense of partner to the Imperial Spirit of his choice. At present, only a tag tag is used to reflect it. Although it satisfies the general functionality, the experience is weak.

Fifth, partner interface partner team interface when I first opened the interface is still very surprised, four characters standing in the scene, it will be more of a team of people feeling.

Back to the interface itself, compared with the Imperial Spirit, I feel that the partner interface has a better effect in the selected state. The partner interface represents the selection with smoke under the feet, which not only achieves the functionality, but also is more in line with the feeling of the fairy. Compared with the Imperial Spirit interface, they do not distinguish the selected state of the Imperial Spirit, but simply add the displacement on the UI.

Sixth, plot dialogue this should not only I have complained, I feel that a lot of fairy 7 players have complained. It is in the character dialogue, the player can not control the movement of the character, can only stand and wait for the end of the dialogue before the follow-up operation can be carried out, the sense of blocking here is also very strong. For example, at this time, the character is talking to my teammate NPC, but I can only stand in the hallway motionless, can not see the face, to have a plot dialogue.

My guess is that in order to avoid players who can move their characters normally during the dialogue, they will talk to other NPC in the middle of the plot dialogue, so it is easy to produce multi-situation bug, so a blunt solution is used. There should be other ways to avoid the occurrence of multiple situations, and at the same time to improve the game experience, such as the player's movement speed slows down during the dialogue, and only after the dialogue is finished can the player run at a sprint. In the process of the key conversation, limit the scope, even if the scope is out of the plot, pull back to the origin or directly end the plot here, and then play here need to re-play the plot, other players' interactive keys shielded, and so on. Can make the experience here more flexible, will not have a strong sense of blocking.

In the end, I share some screenshots of me in Xian 7. It's really fun to play with 4k. I feel very beautiful. I'm not an old player of Xianjian. I feel that the scene is still very good (but character modeling is very beautiful) ~ ~ so beautiful, it's a pity not to have a photo system.

This article comes from the official account of Wechat: GameTube (ID:GameTube), author: Jiang Jiang

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