Dimensional studio
Chapter 129 Production schedule of biography of heroes at the end of Han Dynasty
Chapter 129 Production schedule of biography of heroes at the end of Han Dynasty
Chu Tiange had no idea that he rejected Xia Tian's cryptic date invitation, and had a big meal with a bunch of tool people.
It's also because Chu Tiange doesn't have any airs at ordinary times, everyone is very comfortable when eating, and the guests and hosts enjoy the meal.
At the dinner, Chu Tiange also mentioned the company's follow-up work plan.
Recently, the tool people of Leiting Studio have been more relaxed, and they have maintained the status of [-] blessings entirely because the company's computer configuration is too good, and they dislike their own spicy chicken configuration.
However, after Chu Tiange proposed a new game development plan, this group of tool people immediately patted their chests and promised to complete "Transformers" as quickly as possible.
Chu Tiange hasn't written a detailed development plan yet, but it's okay to talk about the general direction.
This is a strategy game that Chu Tiange decided to make very early on.
This game is also a war chess game, but it is no longer the style of the Q version. It can be regarded as a combination of Total War Three Kingdoms and Three Kingdoms.
The game adopts a large map mode. There are more than 200 cities and camps on the map, which restores the distribution of cities in the Three Kingdoms era in Chu Tiange's memory as much as possible.
The terrain also restores the real terrain in proportion as much as possible, which will have different effects on different arms.
As for generals and civil servants, Chu Tiange referred to the characteristics of God III. In fact, the settings of God III are very good for the game itself.
In the follow-up, there are related settings including the internal affairs of the arms, and Chu Tiange already has plans.
These contents can be written out and handed over to the tool people to do.
Finally, there is the most important strategy of the game, and Chu Tiange decided to do it himself.
The game adopts a real-time turn-based system, with days as the unit. Of course, sometimes you can freely control the number of days to advance if you need to advance time quickly, and you can stop at any time.
This is naturally done to prevent players from farming at home for a month and then discovering that their home has been beaten.
There is nothing to say about internal affairs. The six elements of agriculture, business, public security, popular science, technology, and urban defense, combined with money, food, soldiers, and population, will be done.
What is more distinctive is that each city can build a different number of buildings according to the size of the city.
Some special cities also have unique buildings to choose from. These buildings will strengthen the characteristics of the city and the strategic value of the city.
For example, Baima Yicong, under the command of General Baima, can only be recruited through the special building Baima Training Camp in Youzhou.
For example, special arms such as ascending the dead first and falling into the camp can only be trained by obtaining the corresponding general Ju Yi Gaoshun.
These arms with special requirements naturally have power proportional to their training difficulty, and will bring more changes to the battlefield.
All of this will also affect the starting protagonist chosen by the player, the direction of subsequent operations, and even the style of war.
In addition to the types of arms, Chu Tiange also decided to add a lot of strategic tactics to the content of the battle, such as water and fire tactics, or ambushes to intercept food and the like.
Blue Star's many Three Kingdoms games are not well designed in this aspect. For example, in Romance of the Three Kingdoms, most of the Chinese officials are in charge of internal affairs, and their performance on the battlefield is not outstanding.
But in the Legend of Heroes at the end of the Han Dynasty, Chu Tiange wanted to provide these counselors and officials with more opportunities to shine.
Using the terrain to hide and ambush, a powerful strategist can reduce the chance of being seen through. Correspondingly, when the troops approach an area with an ambush, a powerful strategist has a chance to find out in advance and give a reminder.
Finally, there is the most important point of war. The so-called three armies go first without using food and grass. According to the biography of the heroes at the end of Han Dynasty, the food road will become a key point that can determine the direction of the war.
Any unit will carry rations for different days according to its own nature. When the rations are exhausted, the morale of the team will drop, and the offense and defense will decrease over time, resulting in non-combat attrition.
There are only two ways to supply food and grass, one is to enter your own city, and the other is the food road.
Starting from one's own city, set up a grain road leading to the marching destination, and determine the loss and arrival time of grain and grass according to the distance from the grain road and the terrain.
Near the food road that has been opened, your own troops can get supplies.
There is no doubt that food and grass are the lifeline of war, and ensuring the safety of food roads will determine whether the army ahead can successfully complete its strategic goals.
The most important thing here is the setting of AI intelligence, AI intelligence should not be too high.
At the end of the Han Dynasty, the heroes were separated, and the AI intelligence was too high, so players had to always consider what kind of reaction their actions would bring to the Quartet.
Step by step is of course a strategy, but too hard-core gameplay is actually not suitable for promotion.
But the AI is too low. If the player can push it randomly, many gameplay designs will lose their meaning.
For example, the characteristics of the three brothers Liu, Guan and Zhang in the whole war, is it true that the original intention of the designer is to let the players send Liu Bei first when they start the battle?
Admittedly, this is also a way to play, and it is very interesting.
Chu Tiange felt that he needed to find some "stupid" players to help. After all, he with a high IQ really couldn't understand how ordinary players perceive the difficulty of the game.
The group of tool people at Thunder Studios is definitely not good. They don’t have any AC numbers in their hearts, and they can’t even pass the game they made. How can you expect them to understand the balance of difficulty?
However, stand-alone games are different from online games. Internal testing is not a good idea at all. After thinking about it, it is better to divide the difficulty, such as simple computers, cruel computers and so on.
The difficulty of other games is generally increased by providing data blessings to AI, while Chu Tiange increases the difficulty through AI behavior patterns while ensuring that the resource bonus is consistent.
The AI action mode of the former under different difficulties will not change much, and all actions are determined according to the resources of the faction.
The latter is a combination of many reasons, such as resources, such as the strength of the opponent next door, and even whether the war situation within the field of vision can make one's own side effective.
Under this kind of AI logic judgment, the AI's behavior pattern will be closer to the player, and it is possible to play the same weird style of play as the player, which requires high control of the difficulty of the game.
Just like the three brothers in the whole war, after Liu Bei is defeated, the attributes of closing Zhang will rise. If the AI calculates that the benefits of Liu Bei's death are greater than its own existence, it will decisively send Liu Bei to die like a player.
If Liu Guanzhang is on the opposite side, the AI will also actively ignore Liu Bei sent by the player to die.
After finishing the rough plan, Chu Tiange decided to make a demo first. As for the difficulty, let Ye Buxiu try it first.
Ye Buxiu is very talented in making games, but he is a bad player in games. At least he is bad at action games. In terms of strategy games, "The Legend of Cao Cao" is a little better, but he can't even pass the level without retreating.
While Chu Tiange was busy working on the CG and development plan for Legend of the Heroes of the Late Han Dynasty, the three giants in the game industry were also holding their special meeting.
The theme of the meeting was to discuss the advantages and disadvantages of "Sword Conquering Demons".
(End of this chapter)
Chu Tiange had no idea that he rejected Xia Tian's cryptic date invitation, and had a big meal with a bunch of tool people.
It's also because Chu Tiange doesn't have any airs at ordinary times, everyone is very comfortable when eating, and the guests and hosts enjoy the meal.
At the dinner, Chu Tiange also mentioned the company's follow-up work plan.
Recently, the tool people of Leiting Studio have been more relaxed, and they have maintained the status of [-] blessings entirely because the company's computer configuration is too good, and they dislike their own spicy chicken configuration.
However, after Chu Tiange proposed a new game development plan, this group of tool people immediately patted their chests and promised to complete "Transformers" as quickly as possible.
Chu Tiange hasn't written a detailed development plan yet, but it's okay to talk about the general direction.
This is a strategy game that Chu Tiange decided to make very early on.
This game is also a war chess game, but it is no longer the style of the Q version. It can be regarded as a combination of Total War Three Kingdoms and Three Kingdoms.
The game adopts a large map mode. There are more than 200 cities and camps on the map, which restores the distribution of cities in the Three Kingdoms era in Chu Tiange's memory as much as possible.
The terrain also restores the real terrain in proportion as much as possible, which will have different effects on different arms.
As for generals and civil servants, Chu Tiange referred to the characteristics of God III. In fact, the settings of God III are very good for the game itself.
In the follow-up, there are related settings including the internal affairs of the arms, and Chu Tiange already has plans.
These contents can be written out and handed over to the tool people to do.
Finally, there is the most important strategy of the game, and Chu Tiange decided to do it himself.
The game adopts a real-time turn-based system, with days as the unit. Of course, sometimes you can freely control the number of days to advance if you need to advance time quickly, and you can stop at any time.
This is naturally done to prevent players from farming at home for a month and then discovering that their home has been beaten.
There is nothing to say about internal affairs. The six elements of agriculture, business, public security, popular science, technology, and urban defense, combined with money, food, soldiers, and population, will be done.
What is more distinctive is that each city can build a different number of buildings according to the size of the city.
Some special cities also have unique buildings to choose from. These buildings will strengthen the characteristics of the city and the strategic value of the city.
For example, Baima Yicong, under the command of General Baima, can only be recruited through the special building Baima Training Camp in Youzhou.
For example, special arms such as ascending the dead first and falling into the camp can only be trained by obtaining the corresponding general Ju Yi Gaoshun.
These arms with special requirements naturally have power proportional to their training difficulty, and will bring more changes to the battlefield.
All of this will also affect the starting protagonist chosen by the player, the direction of subsequent operations, and even the style of war.
In addition to the types of arms, Chu Tiange also decided to add a lot of strategic tactics to the content of the battle, such as water and fire tactics, or ambushes to intercept food and the like.
Blue Star's many Three Kingdoms games are not well designed in this aspect. For example, in Romance of the Three Kingdoms, most of the Chinese officials are in charge of internal affairs, and their performance on the battlefield is not outstanding.
But in the Legend of Heroes at the end of the Han Dynasty, Chu Tiange wanted to provide these counselors and officials with more opportunities to shine.
Using the terrain to hide and ambush, a powerful strategist can reduce the chance of being seen through. Correspondingly, when the troops approach an area with an ambush, a powerful strategist has a chance to find out in advance and give a reminder.
Finally, there is the most important point of war. The so-called three armies go first without using food and grass. According to the biography of the heroes at the end of Han Dynasty, the food road will become a key point that can determine the direction of the war.
Any unit will carry rations for different days according to its own nature. When the rations are exhausted, the morale of the team will drop, and the offense and defense will decrease over time, resulting in non-combat attrition.
There are only two ways to supply food and grass, one is to enter your own city, and the other is the food road.
Starting from one's own city, set up a grain road leading to the marching destination, and determine the loss and arrival time of grain and grass according to the distance from the grain road and the terrain.
Near the food road that has been opened, your own troops can get supplies.
There is no doubt that food and grass are the lifeline of war, and ensuring the safety of food roads will determine whether the army ahead can successfully complete its strategic goals.
The most important thing here is the setting of AI intelligence, AI intelligence should not be too high.
At the end of the Han Dynasty, the heroes were separated, and the AI intelligence was too high, so players had to always consider what kind of reaction their actions would bring to the Quartet.
Step by step is of course a strategy, but too hard-core gameplay is actually not suitable for promotion.
But the AI is too low. If the player can push it randomly, many gameplay designs will lose their meaning.
For example, the characteristics of the three brothers Liu, Guan and Zhang in the whole war, is it true that the original intention of the designer is to let the players send Liu Bei first when they start the battle?
Admittedly, this is also a way to play, and it is very interesting.
Chu Tiange felt that he needed to find some "stupid" players to help. After all, he with a high IQ really couldn't understand how ordinary players perceive the difficulty of the game.
The group of tool people at Thunder Studios is definitely not good. They don’t have any AC numbers in their hearts, and they can’t even pass the game they made. How can you expect them to understand the balance of difficulty?
However, stand-alone games are different from online games. Internal testing is not a good idea at all. After thinking about it, it is better to divide the difficulty, such as simple computers, cruel computers and so on.
The difficulty of other games is generally increased by providing data blessings to AI, while Chu Tiange increases the difficulty through AI behavior patterns while ensuring that the resource bonus is consistent.
The AI action mode of the former under different difficulties will not change much, and all actions are determined according to the resources of the faction.
The latter is a combination of many reasons, such as resources, such as the strength of the opponent next door, and even whether the war situation within the field of vision can make one's own side effective.
Under this kind of AI logic judgment, the AI's behavior pattern will be closer to the player, and it is possible to play the same weird style of play as the player, which requires high control of the difficulty of the game.
Just like the three brothers in the whole war, after Liu Bei is defeated, the attributes of closing Zhang will rise. If the AI calculates that the benefits of Liu Bei's death are greater than its own existence, it will decisively send Liu Bei to die like a player.
If Liu Guanzhang is on the opposite side, the AI will also actively ignore Liu Bei sent by the player to die.
After finishing the rough plan, Chu Tiange decided to make a demo first. As for the difficulty, let Ye Buxiu try it first.
Ye Buxiu is very talented in making games, but he is a bad player in games. At least he is bad at action games. In terms of strategy games, "The Legend of Cao Cao" is a little better, but he can't even pass the level without retreating.
While Chu Tiange was busy working on the CG and development plan for Legend of the Heroes of the Late Han Dynasty, the three giants in the game industry were also holding their special meeting.
The theme of the meeting was to discuss the advantages and disadvantages of "Sword Conquering Demons".
(End of this chapter)
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