Seeing that everyone was hesitant to speak, Chen Xu smiled and added:"Don't worry, it's not what you think."

"It is not that the bonfire in the game cannot be completely teleported. After the player passes through the Immortal Hospital and the Disease Village and successfully rings the bell, he can then go to the royal city and obtain a prop called the 'King Weapon', and then he can start teleportation. Got it"

"In addition, in the game, players can upgrade directly at the campfire."

Chen Xu smiled and said

"That's it!"Qin Yi and others showed expressions of sudden realization.

So there is still a teleportation function, but it is set on a prop.

This main design is mainly to reflect the subtlety of the map in the game.

Various interconnected Map scenes, through elevators and shortcuts, players can go from one area to another in a very short period of time.

If the pinnacle of map design in the Soul series is said, then there is no doubt that it is the map scene design of Soul One..

And if the teleportation function is turned on at the beginning, then this exquisite map design experience will be greatly compromised.

In addition, Chen Xu also designed some other details.

For example, Chen Xu did not have any props in the game. Deliberately lower the explosion rate of certain items.

Chen Xu also hopes that players will continue to strengthen themselves, hone themselves, defeat the BOSS, and find ways to break through in order to obtain a rare item.

And finally successfully obtain it Props.

Instead of spending hours tediously grinding the same enemy for a hidden prop.

After all,"Dark Souls" is a level-driven game, not an equipment-driven game.

What if we make one? , all the props dropped by monsters are randomized.

In fact, it loses a core point of the game.

The sense of accomplishment and gains after defeating powerful enemies.

This is all positive feedback to the players.

But if the dropped items are If the falling mechanism becomes a random mode, then positive feedback will be turned into negative feedback.

According to the normal mode, the player defeats a powerful enemy and spends several hours to finally win.

The achievements brought by defeating the enemy, There are also physical achievements brought by the excellent dropped props, which will make players feel very happy.

But if a mode of random item dropping is added, the player will spend several hours and finally defeat a strong enemy.

But. The things dropped are hot chicks that are not even as good as mobs.

That is definitely a blow to the player's positive feedback.

And the player's focus will inevitably be on the harvest of props.

The entire"Dark Soul" prequel A design idea, the entire team is basically very clear.

Of course, Chen Xu still taught Qin Yi and the others another lesson in details

"It’s just a trap design, don’t make it superficial. For example, there are two enemies in front of this area."

"Under normal circumstances, when players enter this place, there is a dead center of the perspective, so players who are not alert may be suddenly attacked. This kind of corner kill has been used before"Dark Soul", and it can be regarded as a basic entry trap."

"Therefore, you need to let the players discover this trap, but in fact there is another trap hidden behind this trap. Just like the layer cake, the outside is specifically for the players to discover, but there is another trap hidden on the treetops and in the corners. There is an enemy, this is the real foreshadowing"

"And another advantage of doing this is that it gives the player the illusion that I died here just because I was careless."

"Therefore, players will become more careful after death, using subtle and subtle guidance to let players enter deeper traps little by little, giving them a new challenge to gain a sense of accomplishment."

Chen Xu sat in front of the computer and used the game editor to build a simple scene model.

Qin Yi swallowed.

This trap, this level design, is this not a human being?

"So it’s just boiling a frog in warm water, and by the way, it makes the player feel like they’ve been sold and still counting their money?"Chen Qingzhu said that he understood.

Chen Xu glanced at the other party.

If you can speak, why don't you speak more?

But, well, it's actually quite vivid.

………………

《The development progress of the prequel to Dark Souls is much faster than expected.

Because a lot of the content that takes time to determine has already been completed.

For example, the art in the game, the background world view, and the framework of the combat system.

These main cores have already been determined.

So what really involves is the shaping of a map and the shaping of levels.

The main work in this area is carried out by Chen Xu.

Under Chen Xu's current ability, it is basically a small problem, and the progress is also very fast.

During this period, the popularity of"League of Legends"-related event news is still a major hot spot.

But the news content of"Dark Souls" is also burning.

Mainly because of something publicly expressed in the video of Chen Xu’s interview before the World Finals.

It means that the prequel of"Dark Soul" will have relevant news after the World Championship.

Now, some time has passed since the World Championship.

Naturally, many players are looking forward to the news of the prequel to"Dark Souls".

After all,"Dark Soul" itself was also the best game of the year last year, and"Dark Soul" is also a very popular game online.

Even now, major video websites and live broadcast platforms still have some content about"Dark Soul".

Therefore, countless players are also looking forward to the content of the"Dark Soul" prequel.

And just when countless players came to Chen Xu's official blog and the"Dark Soul" game community forum as a routine check-in.

Suddenly they discovered something exciting.

That is Fengyun Games, and Chen Xu actually announced a CG promotional opening animation for the prequel to"Dark Souls"!

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