Almighty Game Designer Chapter 497: Games tailored for Switch
"Super Mario Odyssey" has a total of 17 scenes, including hat country, waterfall country, sand country, lake country, forest country, etc., each scene has a certain number of moons, and the level is cleared More moons will be unlocked later.
In "Super Mario Odyssey", the total number of all moons has reached more than 860, and the number of gold coins and special currencies is even more. These elements are hidden in various hidden locations on the map. If you want to reproduce, you need a lot of memory replay potions.
Fortunately, Chen Mo had a lot of stocks before, so it was enough. Otherwise, I had to plan the level from scratch bit by bit.
"Super Mario Odyssey" is a box garden game, each small scene is relatively independent, so it is not particularly complicated to do. After planning all the props and the location of the monsters, the difficulty of development is greatly reduced.
When writing the design concept draft, Chen Mo used the memory playback potion to feel that the various elements are very complicated. Can you imagine how much energy is needed to make it?
In addition, there are a lot of easter eggs hidden in the game. For example, in Metropolis, this level is full of Donkey Kong's easter eggs. For example, a taxi in a city has a 1981-ND license plate, which should commemorate the debut of Mario and Donkey Kong in 1981.
In addition, there are many background music in "Super Mario Odyssey" that are also Easter eggs, such as the mini car of Metropolis, the music during the challenge is the same as the card game music in Super Mario III; During the car race, you will also hear the background music of Super Mario Kart.
Obviously, it is impossible for players in the parallel world to understand these easter eggs, which is a pity.
However, it is definitely impossible for Chen Mo to move the entire Mario series over, because some of the Mario series games are actually a bit outdated based on the current parallel world design concept, and there is no point in moving them out. .
Think of these Easter eggs as part of the game content of "Super Mario Odyssey". As a diversified supplement to the game, it is actually not bad. After all, in Chen Mo's previous life, many people have never played "Super Mario Odyssey". The predecessor of Mario, but it did not affect their love of Super Mario Odyssey.
I believe that many players should be very surprised when they encounter a two-way foil attack that turns three-dimensional into two-dimensional, even if they have not played the original Mario work.
In addition, Chen Mo also wrote very meticulously about art and music style.
Including background music, Chen Mo simply wrote all the more important background music melody in this game, but some details need to be refined.
……
Soon, the design concept draft was written. Everyone was called by Chen Mo for a meeting.
As for this new game, everyone has already heard some rumors, but what makes everyone more interested is that Chen Mo said that this will be a handheld game, but what does the handheld look like?
Soon, Chen Mo answered everyone's doubts.
The design concept draft this time consists of two parts, one part is the design concept draft of Sitch, and the other part is the design concept draft of "Super Mario Odyssey".
Obviously, these two concept drafts can be explained together so that everyone can better understand why this game is most suitable for handhelds.
Chen Mo first introduced the functions of the keys on the two handles. For example, the left joystick controls the movement of the characters, and the right joystick controls the angle of view; you can squat, run, throw your hat, or jump.
At the same time, after the player makes some special gestures by waving the handle, he can make Mario make some special actions. For example, when climbing, if you swing the handle, you can make Mario climb faster.
In addition, there are more complicated actions such as triple jump, long jump, roll, body attack, hit the ground, backflip, side somersault, etc. Each action has a corresponding button and gesture.
This made everyone's eyes shine brightly.
Qian Kun said with some surprises: "Manager, I feel that the action of this game is so complicated, more complicated than some VR games!"
Chen Mo nodded: "Yes, it is impossible for a VR game to do such a complicated action system, because there is too much consciousness information to be recorded. If it is done, the player may be particularly tired to play."
Zheng Hongxi nodded: "Yes, I also think this game is very suitable for handheld platforms, because the capacity of this game is relatively large, it is difficult to drive mobile phones; but if you put it on a PC It’s not portable enough."
Chen Mo smiled and added: "Moreover, the joystick feels better than a mouse. You will know when it is finished."
Su Jinyu said: "I also think that if it is made into a VR game, this kind of third-person follow-up perspective may not be suitable, and it will not be able to display the strong immersive characteristics of the VR platform."
Obviously, everyone has a very deep understanding of the game now. After Chen Mo took out this design concept draft, everyone understood Chen Mo's intentions without any obstacles.
Obviously, this is a game tailored for Sitch. Including game capacity, game features, game operation methods, etc., all fit perfectly with this handheld.
And what shocked everyone is that Chen Mo's game is very well completed. Although Chen Mo's previous design concept drafts are all very complete and very rich, this design concept draft seems to be perfected to an outrageous level.
The locations of gold coins, special currencies, and moons in each level, the distribution of monsters, and even the placement of various objects are clearly written. Through these complex level maps, most people can even make up for the challenges and clearance routes that the protagonist needs to face when they come to this level.
The art style and background music of the game are also clearly written, and there is even a special theme song.
It can be said that each level has its own unique characteristics, and each level is different.
In addition, the special gameplay related to hats also makes everyone feel very novel.
In the game, the hat is Mario’s partner. In addition to being a means of attack, it can also be used with Mario to make some very complex moves. And the hat can also be attached to other small animals, which greatly increases the playability of the game.
In other words, as many small animals as there are in the game, the player can manipulate as many special units. Moreover, the skills of these small animals will cooperate with the levels to enrich the gameplay.
Chen Mo said: "This time the game is mainly difficult in terms of levels, and it is more complicated to do, but I believe everyone is fully capable of it."
"There is also hope that everyone can maintain their childlike innocence when making this game~IndoMTL.com~The feature of this game is to completely strip away the current gameplay with heavy makeup and restore the most essential fun of the game."
""Super Mario Odyssey" should make those teenagers and middle-aged people in their forties and 50s enjoy it. Everyone must pay attention to this. When designing, always remind yourself to keep Childlike heart."
Qian Kun said: "The store manager, it seems that this handheld is very interesting at the moment. Will we transplant all large games to this handheld in the future? For example, some large VR games?"
Chen Mo shook his head: "There are no plans for the time being. The positioning of this handheld is completely different from VR. It is not suitable for transplanting those very immersive VR games."
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