这是我重新整理的本学期课程NewArcade 期中作业的blog,按照每周更新的方式更新,整体上或许会有一点混乱,可以直接跳到最后观看最终成果。

Week 4

Overview

Infinity Blade defined the standard for mobile parry games, but it was limited by the two-dimensional nature of the screen. This project attempts to bring this game back to three-dimensional space through the design concept of "embodied cognition" and the use of infrared positioning technology. I solved the problem of feature point recognition using a brightness gradient scheme and borrowed the real-time mapping visual language of Fruit Ninja to allow players to feel the perfect fusion of physical inertia and digital feedback with every swing of the sword. This is not only a tribute to the classic, but also an exploration of the boundaries of alternative controller (Alt.Ctrl) interaction.

概述 《Infinity Blade》定义了移动端招架格斗游戏的标准,但受限于屏幕的二维本质。本项目尝试通过"具身认知"的设计理念和红外定位技术,将这款游戏带回三维空间。我使用亮度梯度方案解决了特征点识别问题,并借鉴《水果忍者》的实时映射视觉语言,让玩家在每一次挥剑时都能感受到物理惯性与数字反馈的完美融合。这不仅是对经典的致敬,也是对替代控制器(Alt.Ctrl)交互边界的探索。

Game Mechanical

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This week I happened to catch Nintendo Sports on sale, so I gave it a try. I discovered one of the fencing games bears a striking resemblance to my project. I believe I can directly adapt some of its core gameplay mechanics.

这周刚好看到 Nintendo Sports 在打折,就买来玩了一下。我发现其中的击剑模式和我的项目在交互/攻防节奏上非常相似,所以我觉得可以直接借用它的一些核心机制来完善我的玩法设计。

Core Combat Logic: Vertical Parry System

The decisive factor in fencing is “opposing angles”.

击剑/格挡的关键在于 “对立角度”:你的防御方向必须与对手的攻击方向形成“相互垂直/对抗”的角度关系。