Almighty Game Designer

Chapter 187: The Dark God of Destruction (5 more)

The overall planning for Dark God of Destruction can be broadly divided into three areas.

Drama and Mission Line Planning: This section mainly lists the entire drama frame, while arranging each storyline to allow the player to experience the entire drama story smoothly.

Map and level settings: This section creates scenes from the plot based on the plot, with different themes for each scene and different models, maps, etc.

Moreover, a major feature of Dark God of Destruction is random maps. Each time a player enters the same battle scene, the positions of various scene elements are randomly distributed. Elements such as underground city entrances, altars, etc. are randomly generated each time, which makes exploration an important part of the Dark Series.

Character Battle Systems and Monster Types: This section is primarily about planning the fighting skills of the characters the players control, as well as the characteristics of each level monster, to enrich the entire battle system.

After these three pieces are done, the rest are the end of the fine branch, which can be improved slowly later.

In addition, Changes to Dark God of Destruction 3 by Chen Jiao focuses mainly on art style and play.

In terms of art styles, Chen strangers consider using evil, dark, and weird styles, horror, and blood when setting up concept drafts, so that people can't help but feel bored and repressed when they see the images.

In terms of play, it also greatly enhances the player's sense of crisis.

First, reduce player attributes, increase critical BOSS skill damage, increase players' chances of failing an entire game by exposing them to more hazards when confronted with a large group of monsters and BOSS wars.

In fact, the most unreasonable part of Dark 3 is that late numerical expansion, BOSS is almost impossible to pose any threat to the player, and hiding from key skills is not harmful at all.

What really poses a major threat to players are the elite monsters, but the way to beat the elite monsters is not by walking and manipulating, but by relying entirely on equipment (heaps of elemental resistance), which greatly diminishes the tension of the entire game.

Therefore, Chen Jiao considers appropriately reducing the numerical expansion in Dark 3 to allow players to play more cautiously.

Secondly, continuing with Dark 2's design of field of view, players are more likely to suddenly encounter powerful enemies outside the field of view, especially in dark caves.

Third, in some scenario designs, refer to the design of Dark 2.

If you choose the character interface, the background of Dark 2 is a dark town, the hero character is hidden in the dark, and whoever you choose will walk from the shadows to the campfire before you can see his face.

Dark 3 is a radically diminished atmosphere of character selection in a moonlight scenario.

These features and scenes are seriously inconsistent with the Dark 2 style, and Chen Jiao is also considering replacing them all.

Fourthly, in terms of game narratives and player emotional mobility, follow the consistent style of Dark 2 as well.

Dark 2 is a master in player emotional mobility, taking Act 1 as an example, and the entire game is a complete cycle of safety - danger - nervousness - anxiety - repression - explosion - relaxation, where the player's emotions are always managed just right.

The general procedure for the first act is:

Town (Security) - Evil Cave (Danger) - Eliminate all enemies and increase vision (Security)

Cold Land (safe) - Bloodbird (nervous) - Cemetery (very dangerous)

Stone Wilderness (safe) - Underground Access (dangerous) - Dark Forest (nervous) - Underground Prison (agitated)

Interior Corridor (Temporary wheezing) - Cathedral Catacombs (Extreme depression) - Kill Andalil (burst, relax).

Throughout the process, players' emotions fluctuate and fluctuate as the plot changes, there is slack, and they can't pull themselves out while immersed in the game.

However, Dark 3 did not do well on this point, apparently not taking into account too many player mood changes when planning the level scene at the earliest opportunity.

In keeping with this pattern, Chan intends to fine-tune the scenes of Dark 3 so that the whole scene can better mobilize the emotions of the players.

In addition, Chan intends to make some changes to the "snowstorm" numerical balance, weaken some professional homogenization tendencies and make the whole seemingly chaotic gaming system orderly inside the system, rather than imposing a restriction outside the system to make it fit his expectations.

After roughly finalizing the concept setup for "Dark God of Destruction," Chen Jiao is ready to go to the Running Committee when he is officially at work, first contact Joe Hua, at least make sure that there are no major problems in the game review.

……

At the beginning of the month, the new hires officially joined the company.

All new duty stations have been arranged, and various office equipment, such as computers and hand painted boards, are in place, as well as coffee machines, refrigerators, microwaves, snack racks, etc.

Su Jinyu returned yesterday and has been busy with the new recruits.

At 11pm, Chen Jiao returned from the outside.

Su Jianyu said: "Manager, the new colleagues are here, why don't you go and welcome them? ”

Chen Jiao nodded: “Okay. ”

The new office space is next to the Experience Store, which was originally a cafe, and after the renovation, it was nice and it made people feel comfortable.

When Chen Jiao arrived, everyone stood up.

“Let's all come to the conference room and briefly explain what we're going to do.” Chen Jiao said.

The studio was separated by a conference room with enough seating for 20 people. All the new employees sat around the table, Chen Jiao was in the most central position and the three assistants sat on his sides.

Chen Jiao looked at these new joiners and was quite satisfied.

The vast majority of these people have extensive work experience, and Chen's ability to personally finalize the candidates is definitely fine.

Chen Qiaohuan looked at everyone and said seriously: “I am a person who speaks more directly, so I don't have to talk about customer talk. Regarding salary treatment and bonus benefits, when I started the job, I talked to everyone, and I will not repeat it. One sentence in total, well above the industry average. ”

“There is only one thing I ask of you, that is, the successful fulfilment of the mandate I have entrusted to you. I don't know what you guys are like in other companies, but here I'm going to go through some of the details of the game in no great detail, and I don't want to get ambiguous answers. ”

“In any case, even if you don't understand my design intentions, I hope that you will strictly follow and implement them, and when the game is made, you will naturally understand my intentions. ”

“Likewise, as long as you do your job, I can assure you that any other company will not be paid. You can rest assured that we are a good company for money. ”

New joiners have some hidden expectations.

Many of these people are older than Chen, but no one dares question what Chen Qiao has said, because Chen Qiao's two years of experience alone is enough to shock the vast majority of people who live here.

Given Chen's ability to earn money from R&D games, the reputation of the player and his growth rate, no employee dares to belittle this young boss.

——————

Please support starting point reading and genuine version.

Twitter, "Fun and Entertainment," the author is just as up-to-date as I am!