Almighty Game Designer Chapter 524: Game features and world view


This "hehehe" made everyone present shudder a bit.

What does "hehehe" mean?

How do you feel something is going on here?

Furthermore, looking at Chen Mo's expression, why didn't he stop talking?

"How do I feel like there is a conspiracy here" Qian Kun couldn't help but shiver.

"Ahem, return to the subject." Chen Mo coughed dryly.

Su Jinyu asked: "Manager, you haven't finished that sentence? What kind of game is Dark Souls?"

Chen Mo explained: "Well, this is a role-playing game that integrates many elements such as parkour, face-squeezing and dressing, Wushuang, love formation, and walking simulation."

Everyone: ""

What the hell!

We have tolerated parkour, face pinching, and Wushuang, but what about love formation and walking simulation?

Su Jinyu pointed to the projection screen: "But the store manager, your concept draft clearly says'high difficulty'?"

Chen Mo coughed dryly: "Ahem, don't pay attention to these details, you will understand these hidden elements after playing the game yourself."

"Okay, let’s talk about business. This game is a game with a fighting system that is completely different from all previous games. It is also a game tailored for the Pangu system. Because of this fighting system, it cannot be used. The background of the story of Diablo, because the characteristics of the two games are completely different."

"There are also worldviews, story plots, level design, monster design, etc. derived from this. About these, please listen to me slowly."

Listening to Chen Mo's narration, everyone felt strange while also feeling very confused.

The so-called novelty is that everyone felt very interesting after hearing about this combat system.

There will be different judgment results for different body parts?

Moreover, the difference in damage will be particularly wide. Each weapon has a special combat technique. The same cold weapons include straight swords, curved swords, extra-large swords, different types of shields, and a large number of armors.

Moreover, players have many attributes, and each upgrade can freely assign attribute points. Different weapons have different requirements for attributes, and the player’s occupation does not impose so many restrictions on the player’s gameplay, as long as the addition is appropriate , The mage can take the big sword, the warrior can also use magic, for the player, the degree of freedom is high.

Moreover, most of the attributes are useful. Even for the general strength type, players have to consider the distribution of points such as health, energy, strength, and physical strength.

This kind of combat system has never existed before, because everyone has not made such a large-scale rpg game before, which is a challenge for everyone.

The doubt is because Chen Mo specially emphasized the difficulty of this game: this will be a game that is more difficult to master than all previous games, and even a group of players may be persuaded in front of the first boss Retire, maybe even half an hour can't persist.

Everyone is a little confused. Chen Mo emphasized that it is easy to learn but difficult to master for a long time. How come the script is suddenly different here?

Is it easy to get started?

Chen Mo saw everyone’s doubts and explained: “About this, everyone don’t have to worry too much now. Now our focus is to make the game mechanics first. As for the difficulty, we can adjust it later.”

Everyone did not raise too many questions. On the one hand, it was because of their trust in Chen Mo, and on the other hand, it was true. During the game development process, the difficulty can be adjusted at will in the later stage, and there is no need to entangle at the beginning. this problem.

Especially Qian Kun, as a numerical designer, he knows very well that the difficulty of the game is actually very easy to control. Players think that a certain boss is too difficult. As long as you cut here and cut there, it will not be difficult in an instant.

No matter how strong the boss is, it can't stand the designer's two swords.

In addition, the world view design of the entire game also surprised everyone.

"Regarding the specific worldview, I will talk to Zheng Hongxi in detail. For others, you only need to know the background of this game."

"In this world, fire is the origin of everything, and the king's soul was born in the fire. The people who obtained the king's soul ended the rule of the dragon and opened the age of fire, but the fire will gradually die out. After it goes out, the whole world will plunge into darkness again."

"Therefore, some powerful kings regard themselves as firewood, and continue the flame burning time, which is called the king of salaries in the game. And the protagonist is a leftover with the mission of spreading fire."

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

Soon, the design concept draft is finished. Most people also understand the characteristics of this game.

In fact, many people have not really understood the connotation of the game of Dark Souls, and they think that this game is a continuation of the style of Diablo, and the dark world view is only hoped that the players will be more refreshed.

In this regard, Chen Mo smiled and said nothing.

Next is the highlight of the design, changing the Dark Souls to the VR version. The most important thing is the design of the combat system.

In fact, when I was doing Overwatch before, some designs already had clear plans, which can be used in Dark Souls.

In Overwatch, there are problems with changing perspectives caused by skills, such as McCree's roll, or death's ultimate move.

The solution is actually very simple. In these skill states, the player’s vision is still freely controllable, and will not be consistent with the hero’s true vision, which is equivalent to temporarily becoming the God’s perspective, waiting for the skill to release Just restore the angle of view after that.

Another point is the issue of vision.

Most of the 3a masterpieces on the PC side use a third-person follow-up perspective, that is, the camera is above the back of the character, and you can see the back and movements of your character.

There are many reasons for adopting such a perspective ~IndoMTL.com~, but the biggest reason is that this perspective will make players feel more comfortable.

Because the PC’s first-person field of view is 90 degrees, and in reality, the human’s binocular field of view is 124 degrees, which is why most first-person games make people feel severely restricted.

So, including some shooting games and racing games, the first-person perspective is changed to the third-person follow-up perspective, in order to reduce the discomfort caused by the limited field of view on the PC.

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

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