Game Development Giant

Chapter 469: Roguelike to Game

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Sure enough, their guesses did not disappoint them. ,

The visitor didn't knock on the door.

Instead, he pushed the door directly and entered. In the entire Mars Entertainment, even Mark Saini would not directly enter Jester's office without knocking on the door.

As soon as Jester came to the office, he saw Mike Mowaimi and Rob Pardo sitting there with formal expressions. A gentle smile appeared on his face, and then he said apologetically: " I'm really sorry that I'm so late. I was talking to Mark about some things before, but I didn't expect the conversation to take too long..."

Seeing that the two of them were about to stand up, Jester directly pressed his hand and motioned for the two of them to just sit on the sofa.

Jester dragged a chair over and sat on the other side of the coffee table, facing Mike Mowaimi and Rob Pardo.

Seeing the reserved expressions on their faces, Jester smiled first.

He knew that it would be more appropriate to let the two of them stop being so nervous before starting the development of the game. Even Jester had not told the two of them that the game that the three of them were going to make next, What kind of game is it called "Runestone Guardian"?

However, judging from the fact that there are only three developers, this game will not be a big production.

Therefore, Jester's first question is to explain to these two people what a roguelike game is.

"Have you ever heard of roguelike games?"

Jester smiled and asked the two of them. It seemed that such a question should not appear here. Because basic questions about these games will be asked by the examiner during the interview before coming to the company.

Both Mike Mowaimi and Rob Pardo know these issues very well.

Just after Jester asked this question.

Mike Mowaimi immediately began to answer: "In the early 1980s, two software engineers, Michael Tony and Green Weaham, jointly developed a software called "rogue" on the Unix system and ran it on the mainframe. game. The concept of the game itself originates from the games of the 1970s, including Adventure in 1975, Dungeon in 1975, etc., and uses some plato systems. The basics are completed Construction…”

Having said this, Mike Mowaimi paused for a moment and looked at Rob Pardo, and Rob Pardo also understood what the other person meant, so he continued.

"...Their purpose of doing this was to reproduce the dnd game experience on the computer and strictly follow the dnd game rules as a single-player turn-playing game. This game was so popular at the time that it later spawned a series similar to "rogue" Similar or same-type game works are collectively referred to as roguelike games."

After Rob Pardo finished speaking, Mike Mowaimi asked with some surprise: "Boss, are we going to make this kind of game? For a large-scale DND game, it is impossible for the three of us to do it better than Wei." Really, "Genesis" is not bad..."

After hearing this, Jester smiled and shook his head.

"How is that possible? I'm naturally arrogant. But I won't be so arrogant. We are just making an interesting little game that is somewhat related to roguelike games, so I asked about it."

After listening to Jester's words. Mike Mowaimi and Rob Pardo nodded and understood, but there was a hint of disappointment on their faces. Because they know that if Jester can lead them to make a DND game, then it will definitely be big news.

You know, so far, Jester has created many game types.

But it is the earliest type of game and is also a dnd game that is very popular among players in the United States. Jester has never been involved in it.

Jester develops dnd game, that is really big news.

Seeing the disappointed expressions on the faces of the two of them, Jester just smiled and said nothing. In fact, roguelike games have a very great influence in later generations, far beyond what can be reflected now. He not only influenced dnd games, but also influenced many other types of games.

For example, the Elder Scrolls series, the Grand Theft Auto series, and even the Diablo series can all be regarded as derivatives of the roguelike direction.

Even in later generations, rogue, the originator of roguelike games, was rated as one of the ten greatest games in history by the authoritative gaming magazine "PC-World" in 2009, which shows its great influence.

Of course, the Berlin interpretation of what a true roguelike game should have was only determined at the roguelike development conference in Berlin in 2008. People now have a very low level of understanding of this type of game. on the stage.

After asking this question, Jester continued to ask with a smile: "Do you still remember that I asked you before, have you ever played Minesweeper?"

Seeing both of them nodded.

Jester once again raised his question: "You all understand the gameplay of Minesweeper. Suppose I design an RPG game like this. The gameplay is the same as Minesweeper. It is also within a fixed space. It needs to be Players click on the hidden grids one by one like playing minesweeper."

"Note that some of these grids are safe, while others are not. For example, in this grid, there are traps, monsters, and a reward, such as equipment, spell books, etc. ——There are even passages leading to unknown areas. In this passage, players may encounter some mysterious treasures, but they may also encounter powerful demon kings..."

"Of course. When playing the game, the player will play an adventurer, maybe a mage, a warrior, or a thief. They have their own attributes..."

"These attributes cannot be complicated, but they must have distinctive personalities..."

Jester spoke in great detail, and Mike Mowaimi and Rob Pardo also listened very carefully. When they heard Jester talking about the important points, their eyes immediately lit up. Obviously, they could tell from Jester's few words that this game would be very playable.

"Is this a game we're going to make?"

After hearing what Jester said, Rob Pardo immediately asked impatiently, and Jester immediately nodded.

"Yes, we are going to make this kind of minesweeper-style RPG game."

After saying that, Jester continued to smile and asked: "Do you have any other questions?" After seeing the two of them hearing his question. He immediately shook his head, and Jester continued, "The main members of our team are the three of us, and we may need more drawings. So I will find one or two artists to help. As for you two The other one is responsible for the programming aspect. I am responsible for how to design the game and do some art work at the same time. No problem?"

The two of them still nodded, indicating that there was nothing wrong with them.

"Well."

Jester nodded and said very relaxedly: "Actually, this is a small game that is very simple to make. It is not difficult at all. I will give you one day to prepare it. Starting tomorrow, we will start making it. Our goal is to complete the game in two to two and a half months."

As he spoke, Jester looked at the two people in front of him with a scrutinizing gaze.

"Finally, I would like to ask, can you live in these two and a half months without weekends, no vacations, no fixed work end time, and even staying up late and working overtime is commonplace? If you think you can do it, then I’ll give you this opportunity. If you can’t do it, it’s best to put it forward now so that I can find a more suitable one.”

As for Jester's rules, Mike Mowaimi and Rob Pardo had already heard about it during their internship at Mars Entertainment. He was almost a tyrant, and the tyrant was also a Jester. Jester's nickname in the company, almost working under Jester, there is no free time at all.

However, despite this, it is still everyone's dream to become Jester's subordinate.

"no problem."

Mike Mowaimi and Rob Pardo answered in unison, almost without any decisive thinking. It seemed that just after Jester made his request, the two people made their decision.

"hehe."

After Jester heard the two people's answers, a smile appeared on his face: "I just like decisive people."

After the two left, Jester also started his own preparations for the game.

Although during the two months of traveling with Claudia, he recalled this game that deeply impressed him countless times when he was bored, some things still need to be written down so that they can be more intuitive.

In fact, Jester would scoff at the idea that many people say that domestically produced games will not have good games.

The quality of a game does not depend on technology, but only on mentality.

Some people are not making games with the mentality of making a fun game at all, so how can they make a good game?

Of course there are good domestically produced games, let’s not talk about those before the Great Depression, only those after 2008.

There is "Rain of Blood" in the front and "Rune Stone Guardian" in the back.

This is not a good game, so what is a good game? (A great pie-in-the-sky event, a cool mobile phone is waiting for you! Follow it ~ click on the official account (add friends on WeChat - add official account - enter dd) and participate now! Everyone will win a prize, follow dd WeChat now Public account!) (To be continued...)

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