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Chapter 14 On How to Correctly Copy a Game(1/2)

The idea of ​​plagiarism in the planning case of "Fighting Mountains and Seas" comes from two games.

One is the one with the largest number of computer games, the most popular, the most popular, and the most profitable... "Heroes League". A multiplayer online tactical competitive game is also the top spot in moba games now.

Another is a frequent visitor to the mobile game sales rankings, one of the most popular mobile games in the world... "Royal War". An innovative card battle game, the best among mobile card games.

"Fighting Mountains and Seas" is a simplified version of real-time strategy game that combines these two major game ideas.

What is real-time strategy games? Real-time strategy games are called RTS, and the more classic ones include "Warcraft·Clash", "Star·Clash", "Red·Alert", "Imperial·Age", etc.

The general way of playing is to collect various resources, build production buildings, build defensive buildings, build scientific and technological buildings, then upgrade technology, build soldiers, produce hero units, produce mechanical units, and then fight against each other until one side is defeated.

This type of game was of course very popular in the past, especially in Internet cafes, where LAN battles and battle platforms were built, countless players were playing in the dark. Among them, the best ones were even on the path of professional players. It can be said that almost all the first batch of professional players in China were real-time strategy game players, and among them, there were many who had made great success on the international stage.

But real-time strategy games are still lonely after all. The only active "Star Battle 2" is now a niche among the niches. There are very few game players, and most of them are professional players. In other old games, you will be less than one person in a long time if you want to go to the battle platform and fight with others.

The fundamental reason for the desolation of real-time strategy games is that there are many online games now, and everyone has chosen more people, especially the rise of multiplayer online tactical competitive games, or the rise of moba games, has captured a large number of players. These games are simpler and more exciting, and the process of a game is shorter, which is more in line with the current requirements of players to pursue short, fast and refreshing. Everyone is used to playing these fast-food games, so naturally they are unwilling to touch those old, complicated, slow and old games.

But in Li Ang’s opinion, real-time strategy games are not dead yet! There are still great prospects for development!

However, if you want to revive real-time strategy games, you must make certain changes.

First of all, it must become an online game. Since the original real-time strategy games are all old games, they are mostly stand-alone, with limited LAN link functions. The network combat function is just a decoration. If players want to fight with netizens online, they must also use various online combat platforms. This is really unfriendly to players. Therefore, the new real-time strategy games can have stand-alone combat gameplay, but their network combat functions must be complete and powerful! As powerful as "Heroes", "do·ta2", and "Royal War"! It has real online combat attributes.

Secondly, it must be simplified! Any game that is successful and popular must have the same attribute, that is, it is easy to get started! If you want to do it for a long time, you have to add the difficulty of mastering. For example, the success of "Heroes League" is a good example, perfectly achieving these two points. Why can "Heroes League" surpass "do·ta2" and become the most popular computer game now? In addition to being more powerful behind the back, there is another crucial reason, that is, it is simpler than "do·ta2"! Whether it is its own game experience or consumption system, it is simpler! It has no positive and negative compensation, no outdoor stores, no messenger to operate... Even buying skins is simpler than the jewelry system that needs to be matched in "do·ta2"!

What most players like is simplicity. After all, most players do not have good operations, have extremely calm minds, and have a forward-looking overall situation. When they play games, they pursue a stimulation and a refreshing feeling. What they pursue is the release of suppressed emotions and the relief of mental fatigue. Simple games allow them to avoid spending much brains on thinking and operations, but can enjoy more stimulation and excitement.

After all, high-playing is a minority. Most of the people who are willing to spend money in the game are ordinary players who are determined to pursue excitement, refreshing, and unwilling to use their brains. Hard-core games are only developed for high-playing players, and hard-core games are naturally synonymous with niches and low sales.

The real-time strategy games in the past were too complicated! Players needed to command farmers to mine resources, arrange the location of buildings, plan the time for upgrading technology, plan the order of various types of troops to send troops, open maps to test opponents, and sometimes they also needed to open a base, grab resources, and fight neutral monsters... There are too many things that players need to consider in the game! There are too many operations to do! If you want to play well, there are too many requirements for players! This is too unfriendly to ordinary players today! According to the current standards, it is too hard-core. In the past, those players had no choice, but now they still did this, which would only be abandoned by most players.

Therefore, it must be simplified to keep only the most important parts of real-time strategy games!

Finally, the quality of the game. Real-time strategy games have not been new for a long time. Even G Fat Family's Stimli has very few new real-time strategy games, and these very few new works have not sold well. Therefore, if you want to make a real-time strategy game that can be sold well, its game quality must meet certain standards. For example, the standards of "Heroes League", "do·ta2", or "Royal War".

"Hero League" is a multiplayer online tactical competitive game, but the same type of games are not uncommon on the market. After "Hero League" became popular, many of the same type of game works have sprung up at home and abroad, but without exception, none of them can compare with "Hero League". Many of them went bankrupt, and most of those who survived are still unstoppable. Why is this? Because "Hero League" has excellent quality! It has a perfect system, stable game, very few plug-ins, and excellent optimization. In actual games, the impact feel is very good and the operation is very smooth and smooth. Although the picture is not the best, it is one of the best in the game experience! In the same type of games, only "do·ta2" can be compared with it.

This is also the embodiment of the technical strength of the Miligan Palm Company, the developer of "Heroes·League", Miligan Palm Company. How do you get the technical strength? Two methods, one accumulates, and the other spends money! Needless to say, there are countless technical experts in Palm Company, and there is no need to mention the money. "Heroes·League" earns nearly 2 billion meters of gold a year. If you spend a lot of money, it will naturally be far more than those small companies and small studios.

...

The "Fight of Mountains and Seas" that Li Ang wanted to do was a simplified version of the online real-time strategy game he carefully planned.

This game abandons most of the complex systems in old-fashioned real-time strategy games, such as collecting resources, building buildings, upgrading technology... It only leaves the most basic, core, and the most intense, exciting and refreshing... to send troops to fight!

Yes, in "Shan Hai", players only need to constantly build troops and then fight! To do specific operations, players only need to choose which troops to build first, and then what troops to build, and then send these troops out to fight.

One of the things that players in real-time strategy games felt the most exciting was to create a large number of soldiers at home, and then the whole family went out to push the opponent!

Therefore, since we need to simplify it, we should simply save players time in accumulating troops and get to the point!

You can fight as soon as you come up, and you can kill as soon as you come up!

This is very similar to the battle mode of "Royal War", but unlike "Royal War", the battles of various units are automatically and cannot be controlled or affected in "Royal War". In "Fighting Mountains and Seas", the type of troops created is controlled by players, just like the old real-time strategy game. Players can send troops to attack the opponent, or return to defend, and can also control the types of troops to attack neutral units, explore ways, reconnaissance, harass, ambush, and attack aggression... Using the combination of various terrains and types of troops to create fantastic tactics!

The map in "Fighting Mountains and Seas" is very large, and it looks similar to "Heroes League". There are three main roads, upper, middle and lower. Each road has various paths and rivers connected, and is well connected. Among them are various outdoor terrain composed of grass, highlands, depressions, etc. that can be used for ambushing.

There are also various neutral wild monsters in the wild. The so-called neutral wild monsters are similar to "Heroes League". If you don't attack them on your own initiative, they won't attack you. After killing these wild monsters, you will get a certain amount of "soul stones".

"Soul Stone" is the only resource in "Fighting Mountains and Seas". Just like the holy water in "Royal War", it will slowly increase over time. Use "Soul Stone" to summon various types of troops. Of course, the number of "Soul Stones" spent on summoning different units of troops is also different. By killing neutral wild monsters, you can obtain additional "Soul Stones" and summon more units of troops.

The manifestation of the troops is similar to "Royal War", and it is in the form of a card. Players can choose ten cards from the units they own for formal battles. In the battle, players can only summon the ten units they choose for their "soul stones" and spend "soul stones" to summon the selected ten units. Therefore, how to cooperate with each other requires players to carefully consider the arrangements.

There are many quality levels of the military unit cards, and the rarity ranges from low to high are: white ordinary cards, green elite cards, blue rare cards, purple epic cards and gold mythological cards.

Like "Royal War", these cards can also be upgraded. With a certain amount of the same cards, plus some gold coins obtained from in-game battles, the cards can be upgraded. For each level of upgrade, the attack power and health of the units represented by the card will increase by 10%. At the beginning, from level one to level two, only two identical cards are required, while from level two to level three, four, and so on, the number increases in turn. When it comes to level eight or nine, hundreds of identical cards are required to upgrade.

When players first enter the game, they will receive ten different units of arms given by the system, but they are all the lowest-level white ordinary cards, and the level of the card itself is only one level.

White ordinary cards represent the most common units of troops, for example.

【Spike (Level 1)】

Vitality: 100

Attack power: 10

Movement speed: 2

Attack speed: 1 second

Attack range: 2

Basic attributes: melee units can only attack ground targets.

Special attributes: Increase damage to cavalry types by 50%.

Number of soul stones required to summon: 10

【Archer (Level 1)】

Vitality: 60

Attack power: 6

Movement speed: 2

Attack speed: 1 second

Attack range: 10

Basic attributes: Random units, which can attack ground and air targets.

Number of soul stones required to summon: 15

Of course, there are other ordinary types of ordinary white cards, including [Sword and Shield Soldier], [Cavalent], [Scout], [Banditman] and other ordinary troops, each with their own characteristics. For example, [Sword and Shield Soldier] can offset a certain amount of damage far exceeding the damage. [Cavalent] moves fast and has high attack power, but also spends more soul stones. [Scout] has the fastest speed, but has weak attack and blood volume. [Banditman] Compared with [Arrowman], the attack speed is slower, but the damage is high, and the start is fast.

Green cards are elite troops, for example:

【Tang Dynasty Modaowei (Level 1)】

Vitality: 250

Attack power: 25

Movement speed: 2

Attack speed: 1.2 seconds

Attack range: 4

Basic attributes: melee units can only attack ground targets.

Special attributes: Double the damage to cavalry types.

Number of soul stones required to summon: 50

[Shu Zhuge Crossbowman (Level 1)]

Vitality: 100

Attack power: 8x2

Movement speed: 2

Attack speed: 1.2 seconds

Attack range: 10

Basic attributes: Random units, which can attack ground and air targets.

Special attributes: Each attack can shoot two crossbow arrows at the same time, and the attack power will be doubled.

Number of soul stones required to summon: 35

The green elite cards are all famous elite troops in Chinese history, and the names of the troops are prefixed, such as [Han·Baima Yicong], [Wei·Tiger and Leopard Cavalry], [Ancient Wei·Reheld Armor Army], [Tang·Laojia Army], [Ming Dynasty·Mandarin Duck Formation], etc., which are also unique, and the "soul stones" they spend are even higher.

The blue rare cards are historical figures, such as:

【Hua Tuo (Level 1)】

Vitality: 200

Attack power: 1

Movement speed: 3

Attack speed: 1 second

Attack range: 1

Basic attributes: Advanced physician unit, can restore 10 vitality points of friendly forces within a 5x5 range per second.

Special attributes:

"Ma Fei San", active skill, attack range of 15, no damage, can cause the enemy within the 5x5 range to be paralyzed for 2 seconds after use.

Number of soul stones required to summon: 125

【Gaoshun (Level 1)】

Vitality: 1000

Attack power: 50
To be continued...
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