Almighty Game Designer

Chapter 526: Game Characteristics and Worldview (more)

This “hey hey" keeps everyone here a little chilly.

What do you mean, "hey, hey”?

How do you feel about this?

And look at Chen Jiao's expression, how can you stop talking like that?

“Why does it feel like there's a conspiracy...” Qian Qian had to strike a chill.

“Cough, get back to business.” Chen Yu coughed dry twice.

Su Jinyu asked: "Manager, haven't you finished the sentence above? What kind of game is Dark Soul? ”

Chen explained: "Hmm... this is a game that combines several elements such as running cool, facial pinching, no pair, love cultivation, walking simulation... role-playing. ”

Everyone: “…”

What the hell!

Running cool, squeezing our faces, we all put up with it, but what is love cultivation and walking simulation?

Su Jinyu pointed to the projection screen: “But the manager, your concept draft clearly says‘ high difficulty ’? ”

Chen Jiao dry coughed twice: “Cough, don't worry about the details, you'll understand these hidden elements when the game is made. ”

“Well, let's get down to business. This game is a game that is completely different from all previous games and is tailored for Pangu systems. It is also because of this battle system that the" Dark Destruction God "story background cannot be used, because the two games have completely different characteristics. ”

“It also derives from worldviews, storylines, level designs, monster designs, and so on. Listen to me slowly on this. ”

Listen to Chen Jiao, everyone is very confused while feeling novel.

So the novelty is, after hearing about this combat system, everybody feels very interesting.

Different body parts will be cut with different judgments?

Moreover, the damage gap can be particularly wide, with each weapon having special tactics, and the same cold weapons include straight swords, curved swords, megaswords, shields of different types, and a large number of armor.

Moreover, the player has many attributes, and can freely assign attribute points for each upgrade. Different weapons have different attribute requirements, and the player's profession will not have so many limitations on how the player plays. As long as a little is added, the magician can take the sword and the warrior can cast magic. For the player, the freedom is very high.

And the vast majority of attributes are useful, even for the general force type addition, players have to consider the addition of points to several elements such as health, energy, strength, strength, etc.

This battle system has never existed before, because no one has ever made such a large RPG game before, which is a challenge for everyone.

And the confusion is that Chan Stranger deliberately emphasized the difficulty of this game: it will be harder to play than all previous games, and even a group of players may be persuaded to retreat in front of the first boss, and may not last half an hour.

Everyone is a bit obsessed. Chen Weiwei emphasized that it's very easy to get to know each other for a long time. How did the script suddenly change here?

How easy is it to get started?

Chen Qiao saw everyone's confusion and explained: “You don't have to worry too much about this right now. Now our focus is to make the game mechanism first. As for the difficulty, it can be adjusted later. ”

Nor did you ask too many questions, on the one hand out of trust in Chen strangers, and on the other hand, it is true that in game development, difficulty is something that can be adjusted at will at a later stage, and there is no need to deal with it at first.

Especially Qian Xuan, as a numerical designer, he is very clear that the difficulty of the game is a very easy thing to control, players find a boss too difficult, as long as you chop it here chop it there, it won't be difficult for a moment.

The stronger boss can't handle the designer's two knives...

In addition, the design of the entire game's worldview surprised everyone.

“With regard to specific worldviews, I will elaborate with Zheng Hongxi that for others, all you have to do is simply know the background of the game. ”

“In this world, fire is the origin of everything, and a king's soul is born in it. The people who gained the king's soul ended the reign of the dragon and began the era of fire, but the fire would gradually extinguish, and after the fire was extinguished, the whole world would fall back into darkness. ”

“So some of the mighty kings think of themselves as firewood salaries, for the duration of the flame burning, which is what the game calls the salaried king. And the protagonist is a leftover ash with a fire mission. ”

“As for some details, there will be a detailed draft of the plot later, you just need to get an overview of the world background, and when the game is made later, you can experience it in person. ”

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

In fact, many people have not really understood the meaning of the Dark Soul game, and thought it was a continuation of the Dark Destruction God style, and the Dark Worldview just wanted the players to brush it better.

Chen smiled without saying a word about it.

The next feature of the design is the transformation of the Dark Soul into the VR version, and most importantly, the design of the battle system.

In fact, when I was doing "Pioneer of the Watch," some of the designs already had clear schemes that could be used in "The Dark Soul."

In Watchpioneer, there are problems with skills that change perspectives, such as McRae's rollover, or Reaper's big move.

And the solution is actually simple, that in these skill states, the player's field of view is still freely controllable, not consistent with the hero's real field of view, which is equivalent to temporarily changing to God's perspective, until the skill is released before restoring the perspective.

There is also the question of vision.

Most 3A masterpieces on the PC end use a third-party follow-on angle, that is, the camera is above the back of the character and can see the back and movement of the character.

There are many reasons for this perspective, but the biggest reason is that it makes the player feel more comfortable.

Because the PC's first-person view is 90 degrees, and in reality, the two-eyed view is 124 degrees, which is why most first-person games make people feel severely limited.

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

The role of the field of view becomes more apparent when the 3A majors are mostly cold-weapon fights and the enemy is likely to attack players from either direction.