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Chapter 113: The end of the test

He blushed when he was praised by Jester. Rob Pardo unconsciously touched his hair, and then said: "Actually, it was what I thought of when I reached the bottom of the third level. The design of this level seems to be very different from the previous two levels, because this game is not just a horizontal scroll or a vertical scroll, but a full-scroll game that combines the two. The characters can not only move left and right but also move up and down. In almost all map designs, the designers are also making full use of the characteristics of the full scroll to design, but the third level is the level."

"Very keen eyes." Jester was a little amazed. Although the design of the third level was the result of his discussion with Mark Seni, he did not even tell other designers about the reason for this design. Even when making the third level, several designers from the R&D team led by Mark Seni were a little dissatisfied with this. They felt that this level completely abandoned the advantages of the full scroll in design and deliberately created a bad scene that could only move back and forth, which made them a little confused.

But there is no way to explain these to them, because the purpose of designing the third level is to accumulate and verify the technology of a game that will be produced in the future - just to experiment with whether the excellent fighting effect can be completed on eight arcades.

The results of the experiment are very good. Both Jester and Mark Seni are very satisfied with the fluency and sense of impact displayed by the characters in the game. In Jester's eyes, this effect is very close to the earliest "Street Fighter". You only need to write a brand new engine specifically for fighting games, so it is not impossible to achieve the quality of the original version of "Street Fighter".

After all, the first version of Street Fighter arcade was released in 1987, and Capcom had not yet developed the legendary substrate CPS1 that made them dominate the arcade field. Therefore, although Jester did not know much about the arcade base version used by Street Fighter, he could be sure that it would definitely not be a sixteen-digit substrate.

"To be honest, Rob, I don't want to praise you, because complimenting you means complimenting myself - the planning you wrote is very primitive in the eyes of a real game planner, and the new game mode you proposed in it - fighting game was actually the idea when Seni and I first discussed how to do "Avengers", and designed the third level you said that seemed to be incompatible with the overall game style. Even this level forced the player's operation method, such as swinging the rocker upward is no longer upward, but becomes a jump, etc. This is just to verify whether such a game is feasible."

Jester didn't want Rob Paldo to be too fluttering. After praising him, he immediately waved the stick.

Sure enough, Jester's words also weakened Robert Paldo's excitement a little, but from his eyes, Jester could still see a very obvious dissatisfaction. Obviously, he did not believe Jester's statement too much.

"Haha." Faced with this situation, Jester only chuckled twice. Instead of speaking, he took out two documents from the folder and handed them to Robert Pardo. Then Jester said in a very plain tone, "You should first look at the setting drafts of these two characters. The first one was the initial setting made by Mark Seney at the beginning, and the second one was the second one made after I talked to him a few times, which is the setting you see now."

Hearing Jester's words, Robert Pardo also curiously took the two bound documents and started to look through them carefully.

The initial design is very rough, and there are even only two characters, and the moves are seriously homogenized. Although the fighting styles practiced by the two characters do not understand, the two basically only have a few attacking moves, and most of them are similar, far less rich than the version he played before, with three characters, and each character's moves are completely different.

In this version he played before, each character has a very detailed introduction to the selection interface at the beginning. These are all in the settings of the first version, but in the first version of the character moves, the differentiation of each character is completely impossible, nor can they express their genre characteristics from their moves. It seems that the previous character introduction is just a simple thing to make up numbers.

But when Robert Pardo opened the second set, he saw a completely different look from the first one.

From the beginning, the different fighting styles of the three characters belong to, and each character has different moves noted behind them. These moves are very comprehensive, covering the complete fist and foot strike skills when standing, fist and foot strike skills when squatting, fist and foot strike skills when taking off, air attack skills, throwing skills, and even in the third Interpol character, there are many close-up hitting tricks that he has never seen in the game.

This setting is not thick, but the settings of the character moves made above are much richer and more comprehensive than those he uses in the game experience. There are many tricks he has seen that he has not added to the game. Although he is not clear about various fighting styles, he can also see from the detailed setting diagram above this setting that the move styles of each character are very different and different.

While looking at the second set-up set-up handed to him by Jester, Robert Pardo couldn't help but think of the thing he wrote to Jester that should be called planning but not test feedback. He suddenly blushed. It turned out that a brand new type of game he suddenly burst out when playing "Avengers" was actually something that someone had already thought of.

Then, Jester could clearly see that Rob Paldo's face collapsed.

He didn't want to hit the passion of this talented young man for game design too much, so Jester continued to smile and said.

"Is this discouraged? Actually, there is no need. Your plan is actually very good. You can find out from a level designed by Seni and I to test the feasibility of the next game that we can use as an opportunity to create a new game. Your keenness is much better than many of my subordinates. When doing this level, they are still questioning why we should make such a level!"

As Jester said, he saw Robert Pardo's face again after hearing his praise again, a look of excitement appeared on his face. He also nodded with satisfaction. The character of a game is very important. You must have an optimistic personality. You can immediately be excited after encountering setbacks, because in the process of making a game, the setbacks you encounter are simply uncountable.

"Rob, do you know why the tricks designed in this setting are much less than what you experience in the game?" Jester asked Rob Pardo again.

This time, Rob Pardo thought for a while, then shook his head.

He really couldn't understand. Judging from the settings, these moves were all very good, which could further enhance the playability of the game characters.

"It's very simple, the hardware conditions are not enough. You should know that "Avengers" is a fighting-clear version of the game. Its engine is also developed to achieve the desired effects of this type of game. The main function of such an engine is to handle the full scrolling of the screen and the attack judgment of multiple moving characters at the same time. With the computing power of an eight-digit CPU, it is difficult to complete these two functions. It is unrealistic to make more complex trick judgments."

Jester said it very carefully, and Robert Pardo listened very seriously. Although he didn't know why Jester was going to tell him this, he knew that what Jester told him was very useful for him in designing games.

"Now you understand why our third level of BOSS battle is specially designed to be incompatible with the entire scroll, which can only move forward and backward. Besides the characters controlled by the player and the BOSS, there will be no other moveable minions. Even the front and back ranges allowed for movement in the battle scene are very small, right?"

Seeing Robert Pardo nodding suddenly, Jester continued to smile.

"That is to say, we are simulating a scene suitable for fighting games to verify. For a designer, when designing the game, he not only needs to design a variety of gameplay, but also makes the game more fun, but more importantly, he wants to design it in line with reality. There are many things that are not in line with reality in your design, which is too natural. Of course, this is not your mistake. After all, you do not have an essential understanding of the current hardware performance."

The meeting was not too long. If the time to play games together was not included, the whole process would not exceed forty minutes. At the end of this conversation, Jester solemnly said to Robert Pardo: "If you really want to work as a game designer in the future, you can come here to find me when you are in college. I will arrange for you to intern at Mars Entertainment. To be honest, I am very optimistic about your talent."

After receiving Jester's promise, Rob Pardo left excitedly.

After this closed technical internal test, different development groups must make further corrections based on the feedback from the test. Some are just minor repairs, while some of the changes that need to be made are relatively large, but at least no works that need to be remade appear.

Among these works, the most popular game among the players who came to test this time is undoubtedly "Avengers", followed by the full version of "City of Fierce War". These two games are almost highly praised by players and are praised as masterpieces. The horizontal shooting of "Sir Balotelli" is also widely praised, and many players also like it very much, but in terms of evaluation, it is still a little lower than the previous two.

The lowest rated was the Real Estate Tycoon designed by Jester, a new team formed by three core teams who produced "The City of Fierce War" that could run on IBM's compatible machine.

Of course, there are reasons for the low evaluation of this game, which is because it is a game that has only been made for more than a month.

The other ones are more like Beta versions than alpha versions. Before this test, these games have been tested by themselves many times within the company, and are basically not much different from finished products.

However, this "Real Estate Tycoon" is a real semi-finished product, with a completion rate of less than fifty, so I can only say that it can be played.

This is also a normal phenomenon in alpha testing, because the version of alpha testing should be like this, but the problem is that in comparison with so many games with high completion, this game with very low completion and not even many maps are very complete, and naturally it will not receive good reviews from players.

This was also under Jester's expectations.
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