Almighty Video Game Designer
641 A more complete action system
As for many people who felt that the "battle royale mode" was unpresentable, and many large FPS manufacturers would not do it ... It was obviously nonsense.
It wasn't just domestic game manufacturers that were competing to imitate this model, but foreign game manufacturers were also learning the big escape model.
EA's CEO, Andrew, praised PlayerUnknown's Battlegrounds for injecting fresh blood into the industry. He was very impressed with the R & D team. He also expressed that the future "battlefield" might have a similar escape mode.
In response to the questions during the company's financial conference call, the CEO of Ubisoft, yvus Guillemot, also said that the big escape game was currently a very interesting game mode, and they might also launch such a mode in future game downloadable content.
If even these classic FPS players placed so much importance on PlayerUnknown's Battleground, it was clear that this model was an unprecedented success.
……
To Chen Mo, PlayerUnknown's Battleground was the most cost-effective game, especially since it was a VR game, and its resources were controllable.
In terms of game mechanics, PlayerUnknown's Battleground was a game where 100 players parachuted to every corner of an isolated island, found weapons, vehicles, and supplies with their bare hands, and survived to the end.
There were nearly thirty types of guns in PlayerUnknown's Battlegrounds, but they were still within Chen Mo's acceptable range.
As for the various props and vehicles, they had already been made in many FPS games, just for the sake of adding some more variations.
The most difficult part was the replication of the entire map.
Unlike League of Legends, PlayerUnknown's Battleground's maps were not something that could be memorized. The size of the entire map was 64 square kilometers, and there were various complex terrains and buildings on the map. It could be said that most of the work was done on this map.
Luckily, Chen Mo had done some research on this game in his previous life. Some websites like <anno data-annotation-id ="3333D0a-10a1-B3d3 - 13d3 - 3d5a233993d"> SNF </anno> VR had the full picture of the map, so he should be able to restore it with memory playback potions.
It didn't matter if there were some deviations, as Chen Mo could make up for them with his level abilities.
Of course, it didn't matter even if he couldn't remember it at all. Level design was something that could be polished over time. With the design ideas and basic rules already clear, it was nothing more than a matter of how the terrain was divided, how the houses were placed, and how the resources were farmed.
The second was about the basic settings of the game.
In terms of actions, PlayerUnknown's Battleground had a certain survival aspect to it. Therefore, the actions were definitely richer than those in traditional FPS games. It even included actions such as tilting one's head to the left and right, jumping over walls, and so on.
Chen Mo was considering adding more actions to a VR game to make the experience more realistic.
On one hand, it was to add the 'find cover' operation. At this time, the players would lean their backs against the cover and could shoot out of the cover at any time. After shooting, they would automatically return to the 'close to the cover' state.
(There is a similar operation mode in GTA 5 and mysterious sea.)
On the other hand, it was to add in the "blind shooting" operation. When the player was hiding behind cover and was unwilling to reveal his head to shoot accurately, blind shooting could be used, which meant that the gun could be extended outside the cover to shoot. Of course, under such circumstances, the accuracy of shooting would be greatly reduced.
In addition, it could also add a "butt attack" operation. When the player was very close to the enemy, he could use the butt to hit the enemy, causing a relatively short hit recovery effect and a small amount of damage to the enemy.
In terms of movement, the "climbing system" was further enhanced, allowing players to climb steep slopes or walls of houses. However, during the process of climbing the system, the player would be in a state of withdrawal, and when falling, they would receive damage according to their height. There would also be physical limitations when climbing, and once one's physical strength was exhausted, they would fall.
Moreover, not all places could be climbed. Only a few Hills with relatively soft soil and walls of houses where the climbing force was present could be climbed.
Obviously, this climbing system was to allow players to choose more routes. It was a high-risk, high-reward behavior.
In addition, players would receive more tactical movements, such as rolls, pounces, and so on. These movements would also consume the player's stamina system, and they had a certain cooldown that could only be used at critical moments.
These actions could be combined with physical triggers. For example, when a player was sent flying by a fragment grenade, or when they fell from a high place, they could roll to avoid falling damage while adjusting their position.
Jumping down from a vehicle and rolling could also avoid some damage, but if the speed was too fast, he would still die.
In addition, the game would also use some classic settings, such as the different recoil force of the gun when the player adopted different postures (standing, squatting, lying), and the drop of the bullet when flying, etc.
In the end, there were two main purposes for the changes.
The first was to make the battle situation in the game more complicated, so that the players who liked to use their brains had more winning strategies. In addition, it made the whole game closer to real combat. At least, when the enemy found you first, you could roll for cover and wait for an opportunity to counterattack.
In terms of the audit, there was actually no big problem.
Not only were the policies in this world different from his previous life, they were also more lax in their checks. Chen Mo was also an honorary member of the committee, and even killing prototype had passed the checks, let alone PlayerUnknown's Battleground. On the other hand, even if the card was approved, it was nothing more than a change of packaging. The background of the story would be changed to a simulated military training, and at the beginning of the game, it would be explained that the game was virtual and people would not die.
If it really did not work out, they could also pull out a banner in the game and write slogans like "train hard, protect the country, strive for excellence, keep improving". They could do whatever they wanted to do. Anyway, it would highlight positive energy ...
Of course, Chen Mo didn't have to purposely set up mines. PlayerUnknown's Battleground was still set on an isolated island, and the character models had features of different races and regions, trying to reduce the game's background as much as possible.
……
Very quickly, the design concept for the game was completed, and the meeting began.
It was obvious that everyone was looking forward to it. After all, this was Chen Mo's first game for the new year, and no one could guess what Chen Mo was going to do.
Most people would have guessed that Chen Mo would continue with Dark Souls and super Mali Odyssey, focusing on bigger classics. After all, Chen Mo had just won TGN's Game of the Year award, and his goal was the sea of stars, so making money was his secondary goal.
Chen Mo smiled at everyone. The projection screen hadn't shown the concept draft yet,""Our next main research and development mission is PlayerUnknown's Battleground."
Everyone present was stunned.
Qian Kun asked weakly,"uh, manager, didn't we already do" excavating the earth for Ascension "?" You're going to release a sequel?"
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