Almighty Game Designer

Chapter 524: Game features and world view (one more)

This "嘿嘿嘿" made all the people present shudder.

What does “嘿嘿嘿” mean?

How do you feel that something is happening here?

And look at the expression of Chen Mo, how can the expression of a face stop?

"How do you feel that there is a conspiracy here?" Qian Qian could not help but shudder.

"Cough, return to the topic." Chen Mo coughed twice.

Su Yuyu asked: "The manager, you haven’t finished the half sentence above? What kind of game is Dark Soul?"

Chen Mo explained: "Well... this is a combination of parkour, face-changing, unparalleled, love development, walking simulation and other elements... role-playing games."

Everyone: "..."

What the hell!

Parkour, pinch, and unparalleled we also endured, but what is the relationship between love formation and walking simulation?

Su Yuyu pointed to the projection screen: "But the manager, you have written ‘high difficulty’ on this concept draft?”

Chen Mogan coughed twice: "Cough, don't care about these details, you will understand these hidden elements after playing the game."

"Okay, let's talk about business. This game is a game that is completely different from all previous games. It is also a game tailored for Pangu system. Because of this kind of combat system, you can't use Diablo. The story background of God, because the characteristics of the two games are completely different."

"There are also world views, story plots, level design, monster design, etc. With regard to these, let me listen to me slowly."

Listening to Chen Mo’s remarks, everyone feels very confused while feeling novel.

The so-called novelty is that everyone feels very interesting after hearing this battle system.

Slamming different body parts will have different judgment results?

And the gap between injuries will be particularly disparate. Each weapon has special combat skills. The same cold weapons include straight swords, curved swords, extra large swords, different types of shields, and a large number of armor.

Moreover, the player has many attributes, and each time you upgrade, you can freely assign attribute points. Different weapons have different requirements for attributes. The player's occupation does not have so many restrictions on the player's gameplay. As long as the point is appropriate, the wizard can With a big sword, the warrior can also put magic. For the player, the degree of freedom is very high.

And most of the attributes are useful, even for the general power-type point, the players should also consider the life point, energy value, strength, physical strength and other elements of the point allocation.

This kind of combat system has never been seen before, because everyone has not produced such a large rpg game before, which is a challenge for everyone.

The doubt is because Chen Mo specifically emphasized the difficulty of the game: it will be a game that is harder to get started than all the previous games. Even a group of players may be persuaded in the first boss. Maybe I can't hold on for half an hour.

Everyone is a little bit arrogant. Before Chen Mo emphasized that it was easy to get started, it was difficult to master. How did the script suddenly become different?

Say good is easy to get started?

Chen Mo saw everyone's doubts and explained: "On this point, we don't have to entangle too much now. Now our focus is on making the game mechanics first. As for the difficulty, we can adjust it later."

Everyone did not ask too many questions. On the one hand, it was out of trust for Chen Mo, and on the other hand, in the process of game development, the difficulty of this thing can be adjusted at will in the later stage. At first, there is no need to entangle this problem.

Especially Qian Hao, as a numerical designer, he is very clear, in fact, the difficulty of the game is a very easy to control things, the player feels that a boss is too difficult, as long as the cut here to cut down there, it is not difficult in an instant.

Strong bosses can't stand the designer's two knives...

In addition, the world view design of the entire game is also amazing for everyone.

"With regard to the specific world view, I will talk to Zheng Hongyu in detail. For others, you only need to know the background of the game."

"In this world, fire is the origin of everything. The soul of the king was born in the fire. The people who got the soul of the king ended the rule of the dragon and opened the era of fire, but the fire will gradually go out. After the fire is extinguished, The whole world will fall back into the darkness."

"So some powerful kings regard themselves as firewood and continue the time of flame burning, which is the salary king in the game. The protagonist is a ash that carries the mission of the fire."

"As for some details, there will be a detailed plot setting later. You only need to have a general understanding of the background of the world. After the game is made, you can experience it in person."

Soon, the design concept draft was finished. Most people also understand the qualities of this game.

In fact, many people have not really understood the meaning of the game "Dark Soul", and thought that this game is the continuation of Diablo's style, and the dark world view is only hope that the players will brush more cool.

In this regard, Chen Mo laughed and said nothing.

The next step is the highlight of the design. The "Dark Soul" is changed to the vr version. The most important thing is the combat system design.

In fact, when I was doing "Watching Pioneer", some designs have already had a clear plan, and "The Soul of Darkness" can be used completely.

In Watching Pioneer, there are problems with the ability to change perspectives, such as McRae's rollover, or the big trick of death.

The solution is actually very simple. In these skills, the player's field of vision is still freely controllable. It does not match the true vision of the hero. It is equivalent to temporarily turning into the perspective of God. When the skills are finished, they are restored. The perspective is fine.

Another point is the problem of vision.

The 3a masterpiece on the pc end, most of them adopt the third person to follow the angle of view, that is, the camera is at the top of the character's back, you can see the back and movement of your character.

The reason for adopting such a perspective is multifaceted, but the biggest reason is that such a perspective will make the player feel more comfortable.

Because the PC's first-person view is 90 degrees, in reality, the person's binocular vision is 124 degrees, which is why most first-person games can make people feel that the field of view is severely limited.

Therefore, including some shooting games and racing games, the first-person perspective will be changed to the third-person follow-up perspective, in order to reduce the discomfort of the player on the PC.

Most of the 3a masterpieces are cold weapons battles. The enemy may attack the player from any direction. At this time, the role of the field of vision becomes more obvious.

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