Traditional Culture Encyclopedia - Photography major - Sausage party raiders
Sausage party raiders
Sausage Party is an escape game. Each game will involve 65,438+000 players, who will be airdropped to Jedi Island. The game started skydiving, and everyone had nothing. Players are distributed in every corner of the island with their bare hands, using various weapons and props on the island. As time goes by, there are fewer and fewer safe areas on the island, and some areas will explode. Finally, only one person survived and won.
1 page: marksmanship teaching
launch
Sausage party is a game that many players like. Today, I will bring you a summary of sausage party raiders, including all-round gameplay raiders. Friends who like this game should not miss it.
Total weapon data summary: click to enter.
Marksmanship teaching
The proliferation of weapons and vision
Because it is too difficult, it is estimated that many students have not taught it, and they didn't know how to use a gun at first. At present, our ugliest chicken eating game can only please the core players by playing (it is different from those enchanting goods at first glance, right).
So we made a lot of efforts in shooting, trying to restore the shooting feel of PC eating chicken.
The shooting feel of PC eating chicken is different from that of CS, and the physical effects such as gun recoil will be more intense. In addition, there are only two thumbs on the phone to operate, not only role movement and lens but also aiming shooting, so the UI layout and operation logic are much stricter.
It is easy to understand that the basic diffusion of different guns is different, and the accuracy of different guns is also different.
When a character is aiming at a machine while moving, standing, squatting and lying down, the diffusion area is also different. When the mobile station squats down to aim at the machine, the spread of the machine will be very small, so it is forbidden to aim at the machine as much as possible, and it is forbidden to shoot while moving. Don't panic when you meet the enemy in front, aim at the machine and fight again.
Use the aim button and the design button.
There are aiming buttons on the left and right sides, which are symmetrically designed. The two buttons meet the needs of different occasions, especially the open button on the left. Other games don't seem to have it. Our design is to prevent players from raising their right thumb and aiming at someone roughly, and then pressing the open button with their left hand. There is an aiming button on the left. After the right hand roughly aims, the left hand directly turns on the reflector, the right hand continues to aim finely, and then the left hand presses the shooting button.
Then, what we need to pay special attention to is that our aiming key can be clicked to open the mirror, or long pressed to open the mirror.
The design of long press to open the mirror should not be found in other games. The difference between opening the mirror by long press and clicking is that after long press and release, the mirror will automatically close and one key will be lost. In the future, we may continue to optimize some long-press shooting experiences to open the mirror and not show it for the time being.
Mechanism of visual jitter and breath holding
We don't encourage players to shoot while moving, so when the machine is aiming, there will be obvious jitter when moving. If you want to shoot mindlessly, it may be more suitable for you to turn left when you go out.
Moreover, when the camera is aiming at the light, it will have a breathing effect, which is the most obvious effect when using a high-powered mirror. At the same time, we designed a button, which can hold your breath and press the shift key of PC to eat chicken. When you open the mirror, you can see that when you click this button, the character will hold its breath. At this time, the camera will not shake his breath, but there is a time limit for holding your breath, especially when you hold your breath too much, and there will be a short punishment when you recover.
Bullet dropping mechanism
The bullet in the game is only affected by one parameter, which may refer to the influence of gravity in reality. That is to say, at the same distance, A hits D and C hits B. Compared with A hitting B, the muzzle elevation should be the same, depending on the angle between the hypotenuse and the straight side of the triangle.
In reality, it depends on factors such as air resistance. It is faster to hit low and fall high, and the muzzle needs to be raised higher. In the game, it only depends on the distance between you and the enemy at 2 o'clock, and has nothing to do with the height.
Of course, if the distance is measured with reference to the map grid, whether it is low hitting or high bottom, it can be understood as horizontal shooting, but the horizontal distance at this time is higher than the muzzle raised by the actual horizontal distance of the map grid. How much depends on the contour line.
When you are familiar with it, just look at the actual distance at 2 o'clock, and look at the gun.
Page 2: Selection and use of electric rearview mirrors
launch
Selection and use of magnifying glass
Page 3: Resource Distribution Map
launch
Resource distribution map
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