Almighty Game Designer Chapter 1156: How to make games for novice designers


"This ending...what the hell!!"

Lin Xue was shocked. She thought that after so many years of torture, the actor finally emerged from the shadow of his wife's death, and turned out to be suicide

This ending is too depressing, the protagonist has only two ways, either to indulge in the nightmare of his wife's death and never wake up, or to commit suicide

Lin Xue feels that her whole person is not good. After playing this game, she really wants to go straight to the pigeon. Go out and listen to the cross talk to ease...

……

Many contestants who participated in the design competition had bought this game for the first time. They were quite curious about what Chen Mo called "a better idea to limit vision".

Then when they played this game, they suddenly realized that, yes, the so-called "restricted vision" does not have to use traditional visual restrictions, it can be expressed in other ways!

In fact, the traditional visual limitations have already been explored almost, and there are only a few back and forth, and the players are also a bit aesthetically tired.

For example: restricting the player's field of vision through darkness, passing through a narrow space or opening doors to create unexpected dangers, etc.

And around these visual restrictions, through some special "removal of visual restrictions", you can create a relaxed and horrible experience for players.

For example, the dark scenes and night vision cameras in here are a very classic method, which has been learned by many horror game designers until now.

However, it is a complete creative victory to break a new path in the relatively solidified horror game production method.

Is this game difficult to make

These designers found out after playing it, it’s not difficult at all.

Horror games are actually a type of game that tests art very much. The more realistic many scenes are, the stronger the horror atmosphere created for players.

In order to give these designers a level playing field, Chen Mo also specially opened up the art material library of Thunder Game for them. All high-precision art materials for horror games can be accessed at will.

If there is no such art material, the horror games made by these designers must be very eye-catching, and even some better ideas can't be reflected at all.

Replenish your brain, if the art scenes here are all made incomparably crude, the monster movements are stiff, and the textures are crude, then how much horror is left...

However, it is a game that basically does not rely on art materials. All horror levels are displayed with simple lines. It is simply the simplest horror game in history.

These designers all know that for a designer of Chen Mo's level, he already has almost unlimited resources, and he can naturally use top art materials to create a high-quality game.

But for designers who are new to the industry, how to make a high-quality and innovative game while saving resources as much as possible is too difficult.

Chen Mo did not use this game to show off his skills, did not make it so fancy, but used the least resources and the latest creativity to tell all novice designers how you should design the game according to your own situation .

Many people feel it when playing this game, this game seems to give a completely different horror game experience

Although it's hard to say that it is different, it does have a very obvious difference from other horror games.

After experiencing it again, these talents suddenly realized.

Because of the sound of this game.

In other horror games, sound is only used to set off the atmosphere.

For example, in different scenes, there will be different sound effects.

In a quiet scene, the player can clearly hear his own footsteps, his spirit will be highly tense, and any slight disturbance may make him feel a bit of fear;

When being chased by a monster, with the fierce background sound and the howling of the monster, the player can clearly hear his rapid gasp and heartbeat, which will make his adrenaline surge and feel the ultimate fear .

However, it has taken a unique approach and made the sound used to set off the horror atmosphere into a means for players to understand the surrounding environment, which is equivalent to combining vision and hearing.

Players are faced with a choice every moment: If you don’t make a sound to find the way, you will be submerged in the dark, and you will be unable to walk; making a sound to find the way is against the human instinct of self-preservation, and it may Attract monsters in the dark.

This unique visual limitation gives a series of unique gameplays. It is no longer a simple parkour, but a fusion of puzzle understanding, exploration and parkour, combined with a unique art style, giving Players provide a completely different horror game experience.

Moreover, this game perfectly fits the characteristics of next-generation VR.

Players can make any sound in the game~IndoMTL.com~Whether it is talking, coughing or knocking on the wall, it will make corresponding sounds, and these sounds can be used to find the way.

In this way, the player’s sense of immersion is further enhanced. He can even see that the size of his voice affects the range of sonic path exploration. Every time he makes a sound, he must carefully consider and be careful, unlike other horror games. , As long as you can't make a sound.

Of course, if someone asks, is it a horror game beyond the classics

Obviously not.

Of the horror games made by Chen Mo, it is obviously the simplest and least scary one, and it is not comparable to this kind of game.

But Chen Mo made this game mainly to show all novice designers the infinite possibilities of game making.

Novice designers are limited by various resources, so they must not make good games?

Of course not.

Using existing resources, digging out your own brains and creativity, maximizing your strengths and avoiding weaknesses as much as possible, and doing your best work is what a designer should do.

Or, what is a good designer?

Not a good hand, but a bad hand.

Excellent designers can make up for all deficiencies with excellent creativity and create works that exceed the times. This is the most attractive part of the game design industry.

The designers who participated in the competition sighed, the big guys are really big guys, and we can't beat self-abuse martial arts...

This feeling is like in some fantasy novels, the big guy said "I suppress the realm to fight with you", but after finishing the fight, I found that it was still crushed!

"What should I do, I feel that I will never reach the height of Serente in my life...Hey."

Some designers who participated in the competition feel that they have never doubted life like they are today...

bq more wonderful novels, welcome to visit everyone's reading academy


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