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Chapter 524 Game Features and World View

This "hehehehe" made everyone present shudder.

What does "hehehe" mean?

Why do you feel something is happening here?

And looking at Chen Mo's expression, why did he look reluctant to speak?

"Why does it feel like there is a conspiracy here..." Qian Kun couldn't help but shudder.

"Ahem, let's get back to the topic." Chen Mo coughed twice.

Su Jinyu asked, "Shopkeeper, you haven't finished the half sentence above? What kind of game is "Dark Soul"?"

Chen Mo explained: "Well... this is a role-playing game that integrates parkour, face-pinching dress-up, unparalleled, love development, walking simulation and other elements."

Everyone: "..."

What the hell!

We have endured parkour, face-pinching, and unparalleled, but what are love cultivation and walking simulation?

Su Jinyu pointed to the projection screen: "But the store manager, your concept draft clearly states 'difficulty'?"

Chen Mo coughed twice: "Ahem, don't care about these details. After the game is made, you will understand these hidden elements after you play it yourself."

"Okay, let's talk about the serious business. This game is a game with a combat system that is completely different from all previous games, and is also a game tailor-made for Pangu system. It is also because of this combat system that the story background of "Diablo" cannot be used, because the characteristics of the two games are completely different."

"There are also worldviews, story plots, level designs, monster designs, etc. About these, please listen to me and tell me slowly."

Listening to Chen Mo's story, everyone was very confused while feeling novel.

The so-called novelty is that everyone feels very interesting after hearing this combat system.

Will there be different judgment results if you cut different body parts?

Moreover, the damage gap will be very different. Each weapon has special combat skills. The same cold weapons include straight swords, curved swords, super swords, different types of shields and numerous armors.

Moreover, players have many attributes, and they can freely allocate attribute points every time they upgrade. Different weapons have different requirements for attributes, and the player's profession will not have so many restrictions on the player's gameplay. As long as the points are appropriate, the mage can take a big sword and the warrior can also use magic. For players, the degree of freedom is very high.

Moreover, most attributes are useful. Even for general-oriented power-type points, players should consider the points allocation of several elements such as health, energy, strength, and physical strength.

This combat system has never been seen before, because no one has ever made such a large-scale RPG game before, which is a challenge for everyone.

The doubt is because Chen Mo specifically emphasized the difficulty of this game: this will be a game that is more difficult than all previous games. There are even a group of players who may be persuaded to withdraw in front of the first boss, and may not be able to hold on for even half an hour.

Everyone was a little confused. Chen Mo emphasized that it was easy to get started and difficult to master for a long time. Why did the script suddenly become different when it came here?

What is it easy to get started?

Chen Mo saw everyone’s doubts and explained: “We don’t have to worry too much about this point now. Now our focus is to make the game mechanism first. As for the difficulty, we can adjust it later.”

No one raised too many questions. On the one hand, it was out of trust in Chen Mo, and on the other hand, it was true. During the game development process, the difficulty can be adjusted at will at the later stage. There is no need to worry about this issue at the beginning.

Especially Qian Kun, as a numerical designer, he knew very well that the difficulty of the game is actually something that is very easy to control. Players think that a certain boss is too difficult, and as long as you cut here and there, it will not be difficult in an instant.

No matter how strong the boss is, he can't stand the designer's two blows...

In addition, the world design of the entire game also surprised everyone.

"I will talk about the specific world view with Zheng Hongxi in detail. For others, you just need to know the background of this game simply."

"In this world, fire is the origin of everything, and the king soul was born in the fire. The people who obtained the king soul ended the rule of the dragon and opened the era of fire, but the fire will gradually go out. After the fire is extinguished, the whole world will fall back into darkness."

"So some powerful kings regard themselves as firewood and continue the time when the flames burn, which is what the game calls firewood king. The protagonist is Yu Hui, who is carrying the mission of passing on fire."

"As for some details, there will be a detailed plot setting draft later. You just need to have a rough understanding of the background of this world. When the game is made in the future, you can experience it in the game yourself."

Soon, the design concept draft was finished. Most people also understood the characteristics of this game.

In fact, many people have not really understood the connotation of the game "Dark Souls", and they think that this game continues the style of Diablo, and the Dark World View only hopes that players can enjoy it more.

Chen Mo smiled but said nothing about this.

Next is the highlight of the design, changing "Dark Souls" to the vr version, and the most important thing is the combat system design.

In fact, when I was working on Overwatch, some designs had clear plans, which can be used in "Dark Souls".

In Overwatch, there are problems with skills that bring about changes in perspective, such as McCree's rolling, or Death's ultimate move.

The solution is actually very simple. In these skills states, the player's vision can still be controlled freely and will not be consistent with the hero's real vision. It is equivalent to temporarily becoming a God's perspective. Just wait until the skill is released before the perspective is restored.

Another thing is the issue of vision.

Most of the 3A masterpieces on the PC side use a third-person follow-up perspective, that is, the camera can see the back and movements of your character above the character's back.

There are many reasons for adopting this perspective, but the biggest reason is that such perspective will make players feel more comfortable.

Because the first-person field of view of PC is 90 degrees, while in reality, the field of view of people's eyes is 124 degrees, which is why most first-person games make people feel that the field of view is seriously limited.

Therefore, including some shooting games and racing games, the first-person perspective will be changed to the third-person follow-up perspective in order to reduce the discomfort caused by the view limit on the PC on the view.
Chapter completed!
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