Almighty Video Game Designer
525 The game's features and world-building
This "hehehe" made everyone present shudder.
What did "hehehe" mean?
Why did it feel like there was something going on?
And why did Chen Mo look like he wanted to say something but didn 't?
"Why do I feel like there's a conspiracy behind this ..." Qian Hua couldn't help but shiver.
"Ahem, back to the main topic." Chen Zhao coughed.
Su Jinyu asked,"manager, you haven't finished the first half of your sentence." What kind of game is Dark Souls?"
"Yeah ..." Chen Mo explained,"it's a role-playing game that combines parkour, face changing, Musou, love development, walking simulation, and many other elements."
Everyone was speechless.
What the hell!
We've tolerated parkour, face-pinching, and unparalleled, but what are love cultivation and walking simulation?
Su Jinyu pointed at the projection screen."But manager, your concept draft clearly says 'high difficulty'."
Chen Mo coughed dryly."Ahem, don't mind the details. You'll understand the hidden elements after you play the game."
"Alright, let's get down to business. The combat system of this game was completely different from all the previous games, and it was also a game tailored for the Pangu system. It's also because of this combat system that we can't use Diablo's story as the background, because the two games have completely different characteristics. "
"From this, there is also the world view, story plot, level design, monster design, and so on. As for this, everyone, please listen to me slowly. "
Hearing Chen Mo's story, everyone was curious and confused.
The so-called novelty was that everyone found the combat system very interesting after hearing about it.
Slashing at different body parts would have different results?
Moreover, the difference in damage would be particularly great. Every weapon had a special combat technique. The same cold weapons included straight swords, curved swords, large swords, shields of different models, and a large number of armors.
Moreover, players had many attributes. Every time they leveled up, they could freely allocate attribute points. Different weapons had different attribute requirements. The player's class also did not have many restrictions on the player's playing style. As long as the attribute points were appropriate, mages could hold large swords, and Warriors could also cast spells. For players, they had a lot of freedom.
Moreover, most of the attributes were useful. Even for the general strength-type attributes, players had to consider the allocation of health, energy, strength, stamina, and other elements.
This type of combat system had never been seen before, as no one had ever made such a large-scale rpg game before. This was a challenge for everyone.
They were confused because Chen Mo emphasized the difficulty of the game: This was going to be more difficult than any of the previous games. Some players might even be dissuaded at the first boss and might not even last half an hour.
Everyone was confused. Chen Mo had emphasized that it was easy to get started but hard to master, so why did the script suddenly change?
Didn't you say it was easy to handle?
Chen Mo saw everyone's confusion and explained,""Regarding this point, you guys don't have to worry too much about it now. Our main focus is to create the game's mechanism. As for the difficulty, we can adjust it later."
No one asked too many questions, partly because they trusted Chen Mo, and partly because it was true that the difficulty could be adjusted later in the game development process, so there was no need to worry about it in the beginning.
Especially Qian Kun, as a system designer, he knew very well that the difficulty of the game was something that was easy to control. If players felt that a boss was too difficult, they could just hack it here and there, and it would instantly be easy.
No matter how strong the boss was, it couldn't withstand two strikes from the designer ...
Other than that, the design of the entire game world also surprised everyone.
"I'll tell Zheng Hongxi the details of the world. For others, you just need to know the background of the game."
"In this world, fire is the origin of everything, and a King's soul was born from fire. The people who obtained the king's soul ended the rule of the giant Dragons and started the era of fire. However, the fire would gradually die out, and after the fire died out, the whole world would fall into darkness again. "
"That's why some powerful kings use themselves as firewood to extend the burning time of the flame. They are also known as the Lords of Cinder in the game. And the main character is a remnant ash who carries the mission of passing on the fire. "
"As for the details, there will be a detailed script design later. Everyone just needs to roughly understand the background of this world. When the game is produced, you can experience it in the game yourself."
Soon, he finished the design concept. Most of them understood the game's characteristics.
In fact, many people didn't really understand the meaning of Dark Souls. They thought that this game was a continuation of Diablo's style, and that the Diablo world-building was just for the players to enjoy.
Chen Mo smiled and didn't say anything.
The next step was the most important part of the design, which was to make Dark Souls into a VR version. The most important part was the combat system design.
In fact, when they were working on Overwatch, they had already come up with some clear plans for some of the designs, which could be used in Dark Souls.
In Overwatch, there were problems with changing the perspective of a player with skills, such as McRae's roll or death's big move.
The solution was actually very simple. Under these skills, the player's vision could still be freely controlled, and it would not be the same as the hero's actual vision. It was equivalent to temporarily having a God's perspective, and the player could recover the vision after the skills were used.
Another problem was the field of vision.
Most 3a masterpieces on the PC side used a third-person perspective, which meant that the camera was behind the character, so that the player could see the character's back and movements.
There were many reasons for using this perspective, but the biggest reason was that it made players feel more comfortable.
This was because the first person's vision on PC was 90 degrees, while in reality, the human's vision was 124 degrees. This was also why most first person games would cause the user's vision to be severely limited.
Therefore, some shooting games and racing games would change the first-person perspective to the third-person perspective to reduce the discomfort caused by the limited field of view on the PC.
On the other hand, most of the AAA games involved cold weapons. The enemy could attack the players from any direction, and the effect of vision became even more obvious.
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