Game Making: The Latest Chapter Begins With Healing the Player
Chapter 95 If the player is not allowed to have an immersive experience, is he still a human being?
The background of the story is taken out separately for the time being.
Only in terms of gameplay.
Whether it's numerical value addition, equipment, and the rolling, shield, backstab, and other elements of the combat system.
In fact, in other ACT and RPG games, there is basically nothing new.
But one of the biggest features of "Dark Souls" is that these existing content, combined with a map level and a BOSS shape, are perfectly combined into a distinct level-driven game.
All of this is for the player to push the level, defeat powerful enemies, and then gain a sense of pride in achievement.
With the memory capsule, the entire concept draft took Chen Xu almost a full day.
And it's not a complete concept draft.
I only briefly mentioned the core elements of the game, but there is no more extensive content, including detailed plots.
After all, it is only a first draft, and there are still some details that need to be improved before proceeding.
Everyone in the conference room arrived early and sat in their respective positions to discuss in a low voice.
However, as Chen Xu pushed in the door, everyone immediately became quiet.
"I believe that everyone basically has a guess about the content of today's meeting. Yes, it is a new game."
"I won't say anything extra. Let me first introduce the project of the game to you. The subject matter is a Western magic-themed story."
"In terms of art style, there is a big difference from the games we have made so far."
"The whole is based on the deep and dark realistic art, and the impression of the whole game is based on Western European architecture. At the same time, the game has different areas, Flange Fortress, Undead Town, Cold Valley, etc., which will cover different cultures. Elements, such as Baroque architecture, but also Romanesque churches."
Chen Xu's hands were on the table, and the projection screen behind him displayed various original paintings that he hand-painted.
If the story of "Dark Souls" is the skeleton and the gameplay is the soul, then an artistic expression of the game is obviously the skin.
This is also the first thing players can touch, so Chen Xu made the CG so well, and then released it at the exhibition.
Classic Western European architecture, with a dark art style, as well as medieval-like cold weapon armor and weapon shapes.
Obviously, the art style revealed by Black Soul at the exhibition has hit the players' hearts directly.
Next, Chen Xu told everyone about some systems in "Dark Souls".
For example, in the combat system, in addition to the invincible roll, shield counter, backstab, and durability, there are actually settings in most ACT games.
Everyone is not very unfamiliar, and basically there is a concept in their minds, but it is just a small adjustment and change in the follow-up actions.
In addition, there will be some special settings.
For example, various weapons have their own special combat skills.
At the same time, different from the previous life, the technical power of the parallel world can also allow Chen Xu to make the visual expression of the game better.
Of course, this is not the main core, but the details of the experience.
"In addition, our main work in the early stage will be on the output of art resources, and for Qin Yi, I need to make the game's actions better."
Chen Xu looked at Qin Yi and said.
Hearing Chen Xu's words, Qin Yi and everyone nodded.
Although Dark Souls is not an ACT type game, but a level-driven game.
But it doesn't mean that the action element is not important in the game. On the contrary, the action element is also a core point in the experience of "Dark Souls".
Or any game that involves action has very strict requirements for its effects.
Regarding the action feedback, it is more straightforward to say that it is the so-called impact and fluency.
For example, the famous old Roll 5 in the previous life, his sense of blow is basically equivalent to cutting the air.
As an ARPG game, although it does not hinder his excellence, in terms of combat experience, it is really not good, and it has even become an option for some players to persuade him to quit.
The most common way to create a sense of attack, in addition to sound effects, is the so-called frozen frame.
To put it simply and clearly, that is when the weapon is cut into the monster. If it takes 60 frames from the move to the retraction, it will stop for a few stitches when it is cut, creating the feeling of the knife cutting into the flesh. This is the so-called sense of blow.
Such as the previous life's monster hunter, God of War, Street Fighter, etc. are among the best.
But for "Dark Soul", if you want to create a suitable sense of blow, instead of cutting air, you need to debug various parameters.
Karou is not suitable for all games, such as the smooth rhythm of ninja dragon chopping tofu in the previous life, and the combination of Devil May Cry series, which are basically not suitable for Karou's use.
These all require constant revision by the team. It would be a little unrealistic to rely on Chen Xu to do all of them in person.
And he will definitely not say that he will not develop games involving action in the future.
Therefore, it is still necessary for the team to continuously try to optimize. When developing "Escape" before, Chen Xu had this intention.
At the same time, in the two months of developing "Jelly Bean Man" and "Three Kingdoms Killing", Qin Yi's main work here is to continuously optimize the action feedback.
The results so far are not satisfactory, but there is still a lot of room for improvement.
In addition, other content of the game is more convenient, mainly through outsourcing to produce art resources.
For example, in the design of the map level, the various areas of the entire "Dark Soul" are linked to each other, which is relatively complicated.
Because this is a standard through design.
For example, the player is in area A, goes to area B, and then finds that there is a path in area B to return to area A.
Finally, after going to the meeting in area C, I found another path, and I could even go back to area A.
This is actually a standard Metroid-style map design approach.
It's just that in "Dark Souls", it has changed from a 2D horizontal version to a true 3D three-dimensional mode.
With some deciphering exploration content, this is also a unique feature in Dark Souls.
"Dark Souls 3" in the previous life made many old players who have played Soul 1 dissatisfied. UU Reading www.uukanshu.com thinks Soul 3 is not as good as Soul 1, which is mainly due to the change in map design.
As for new players, this design can be regarded as a kind of mercy.
But even so, listening to Chen Xu's introduction to the details of the game, Ruan Ningxue, who was in charge of the map level, was still confused.
"The minimap design will not be provided in the game?" Ruan Ningxue asked with a confused expression, noticing a core point mentioned by Chen Xu.
"Yes, so that players can feel the charm of the map in the game. Why do more and more games make the UI of the game smaller, and even try not to let the UI appear in the game?"
"The purpose is to increase the player's sense of substitution, think about the background of Dark Souls, this is a hopeless world, the design without a small map is to increase the player's sense of substitution, and the design of the map throughout can also make Players feel the surprise of the harvest." Chen Xu explained with a smile.
There is no small map guide, which is also a major feature of soul games.
Even though the follow-up Ring of Eldon has a map system, it still requires players to manually collect fragments, just like the Hollow Knight, which can be said to be quite a classic design.
As for not knowing the way?
Die a few more times, don't you know it by running back and forth?
This is all for the players!
Players spend money to buy games and don't think about how to make them more immersive, so is he still human?
(I ask for a recommendation ticket and a monthly ticket every day! In addition, the update will be later tomorrow. The reason is that the book may be on the shelves tomorrow, but it may not be on the shelves~ If it is on the shelves, then I can release the update, so that you will never again. Can't say the three words 'hello short'.)
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