Game Development: I Built a Game Empire
Chapter 279
With the Dark Souls project confirmed.
The entire team is also developing in an orderly manner.
The entire development of"Dark Soul" is more complicated mainly in the production of game actions.
Although"Dark Soul" is not an ACT-type game, but a level-driven game, its excellence lies in its exquisite map, fragmented story, and unique death penalty.
But that doesn’t mean that action elements are unimportant in the game. On the contrary, action elements are also a core point in the experience of"Dark Souls".
Any action game has a core combat mechanism around it.
For example, the most addictive mechanism of Sekiro in the previous life is the intense excitement of master duel simulated by parrying and blacksmithing.
The core of Nioh is to use the upper, middle and lower stances, combined with Zanshin's breathing style combat to restore physical strength.
Devil May Cry is a unique experience that combines micro-management and refreshing gameplay with the diverse gameplay combinations of Dante and Nero.
Bayonetta introduces dodge and combo into one dodge offset.
The core of the"Dark Souls" series is not how rich the combination of weapon skills is. Although it is really too rich, you can even hold a shield with both hands, but a core of its real combat system is built around the energy bar. Fault tolerance.
This makes the combat in"Dark Souls" simple and plain, different from the heaven-and-earth action in other games, but it is extremely thrilling and exciting, keeping players focused at all times, simple but interesting.
But as for this aspect, it won't be that difficult with Chen Xu's control.
At the same time, as for the action material, it needs to be constantly modified based on the material produced by the motion capture.
Then the most perfect action effect is presented in the game.
As for now, when Chen Xu was developing"Escape" before, he was also fed up with a motion capture studio in the industry.
So in this area, there is no need to outsource art output.
The entire combat system is considered a core content.
As for the other content of the game, this part does not take a lot of time.
As for the design of map levels, all areas of"Dark Souls" are linked to each other, which is relatively complicated.
Because this is a standard through-type design.
For example, a player is in area A, goes to area B, and then discovers that there is a path in area B that can lead back to area A.
After the final meeting in area C, I found a small road that could lead back to area A.
This is actually a standard Metroid map design technique.
It's just that in"Dark Souls", it changed from a 2D horizontal version to a true 3D stereoscopic mode.
Similarly, the difficulty of production has also been raised to a higher level, such as elevators, one-way doors, and locked doors.
This kind of content with some decryption and exploration has also become a unique feature of"Dark Soul".
The map design of this mode is also regarded as a classic by players.
After Chen Xu gave the sketch for this piece, the progress was pretty good.
In addition, as for art and music, it is basically not a problem.
Compared with when"Warcraft" was originally developed, today's Fengyun Games team can be said to be much stronger.
Including the work area, it has also changed from the original single floor to the current double floor.
Coupled with some tedious art materials, such as rocks and trees, which are only used as different decorative fill-in art models, it is basically the dirty work of outsourcing.
In the team, after constructing the original paintings of buildings and weapons, the output of the art model is also the dirty work that is outsourced.
But compared to the art team.
Jiang Bin and Qin Yi, who were responsible for the data and content involved, were already somewhat aware of the different content of"Dark Soul" at this time.
"Mr. Chen,"Dark Souls" does not provide mini-map design?"Jiang Bin's eyes widened and he looked at Chen Xu
"Only in this way can players better experience a real Black Soul world."Chen Xu smiled and nodded.
There is no mini-map to guide you, which is also a major feature of"Dark Souls".
Collapse in the sick village and getting lost in the French cesspit, it can be said that countless Souls series players have experienced this in a week. It’s a shared experience.
And this kind of design has good and bad qualities. If it’s bad, of course, as mentioned before, players may get lost.
But if it’s good, it can give players a stronger sense of immersion, and at the same time, they can discover the game. When you take shortcuts in the map, you can have a greater sense of accomplishment.
And the sense of accomplishment can be said to be an element that runs through the core of"Dark Soul".
Defeat powerful enemies that seem impossible to defeat, die again and again, and finally Defeat the enemy.
Gain an indescribable sense of accomplishment in the end. This is what fascinates players the most about Dark Souls. The complex and exquisite structure of the map is a major feature of the Soul series, and if you add a small map, you will be unconsciously directly This major feature has been discarded.
As for not knowing the way?
Wouldn’t you know it after dying a few times and running back and forth?
"Mr. Chen, do we really not need to lower the value of this monster? Although it is on hard difficulty, the attributes of this Lothric knight seem to be a bit too high."Qin Yi also expressed his own opinions
"Who said this is hard difficulty? There is no option to adjust difficulty in"Dark Souls"."Chen Xu glanced at Qin Yi next to him and said.
No... there is no difficulty adjustment mechanism!
Hearing Chen Xu's words, Qin Yi and Jiang Bin next to him widened their eyes and looked confused.
Qin Yi turned his head and looked Looking at the computer, there is an attribute of Lothrik Knight.
This thing is just a monster!
If you slash the player twice, the player will probably ascend to heaven!
"Mr. Chen, is this attribute really okay?"Qin Yi swallowed his saliva and said uncertainly.
"Of course, no problem. Just look at its attributes. Look at the combat system design in the game. Most monsters can backstab and deal a lot of damage. There are also settings for shields and invincible rolls. , now think about it, is it easy to solve this monster?"
"If the attributes of the mobs are not high, wouldn’t the player be invincible? If the game is not difficult at all, will it still be interesting for players to play it?"
"So actually this game is not difficult at all."Chen Xu explained to Qin Yi seriously.
Listening to Chen Xu's words, Qin Yi was a little dizzy.
It seems... it does make sense.
But the problem comes again?
Theoretically, players are invincible if they don't get hit. Kill the mobs with three punches and two kicks.
What if the player is hit?
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