Almighty Game Designer

Chapter 1156 How Should Novice Designers Make Games

"This ending...what the hell!!"

Lin Xue was shocked. She thought that after so many years of torture, the male protagonist finally came out of the shadow of his wife's death, but turned out to be committing suicide.

This ending is too depressing, the protagonist has only two options, either indulge in the nightmare of his wife's death and never wake up, or commit suicide

Lin Xue felt that her whole body was not good. After playing this game, she wanted to go straight to the pigeon. Go out and listen to a cross talk to relieve her...

...

Many contestants who participated in the design competition had already bought this game at the first time. They were still curious about what Chen Mo said about "better ideas to limit the field of vision".

Then when they played this game, they suddenly realized that, yes, the so-called "limited field of view" does not have to use traditional visual limitations, but can be expressed in other ways!

In fact, the traditional visual limitations have already been excavated almost, and there are only a few kinds of back and forth, and players are also a little tired of aesthetics.

For example: restricting the player's field of vision through darkness, creating unexpected dangers through narrow spaces or opening doors to kill, etc.

Around these visual restrictions, through some special "means of lifting visual restrictions", players can create a terrifying experience with relaxation and relaxation.

For example, the dark scenes and night vision cameras in the game are a very classic approach that has been learned by many horror game designers until now.

However, it is a complete creative victory to break out of the relatively solidified way of making horror games.

Is this game difficult to do?

These designers played with it and found that it is not difficult to do at all.

Horror games are actually a type of game that tests art very much. The more realistic many scenes are, the stronger the horror atmosphere created for players.

In order to give these designers a level playing field, Chen Mo also specially opened the art material library of Thunder Games for them, and all high-precision horror game art materials can be freely used.

Without these art materials, the horror games made by these designers must be very eye-catching, and even some better ideas cannot be reflected at all.

Make up my mind, if the art scenes in it are very simple, the monsters are stiff, and the textures are simple, how much of the horror atmosphere will be left...

However, it is a game that basically does not rely on art materials, and all the terrifying levels are displayed with simple lines, which is simply the most rudimentary horror game in history.

These designers all know that for a designer of Chen Mo's level, he already has almost unlimited resources, and naturally he can use top art materials to create a high-quality game.

But for designers who have just entered the industry, how to make a high-quality and innovative game while saving resources as much as possible, but it is too difficult.

Chen Mo did not use this game to show off his skills or make it so fancy. Instead, he used the least resources and the most novel ideas to tell all novice designers how to design the game according to your own situation.

Many people feel it when they play this game, this game seems to give people a completely different horror game experience

Although it can't be said that it is different, it is indeed very different from other horror games.

After a good experience, these talents suddenly realized.

It's because of the sound of the game.

In other horror games, the sound is just there to add to the atmosphere.

For example, different scenes will have different sound effects.

In a quiet scene, the player can clearly hear his footsteps, his spirit will be highly tense, and any slight disturbance may make him feel a burst of fear;

When being chased by monsters, along with the intense background sound and the howls of monsters, players can clearly hear their rapid breathing and heartbeat.

This will send his adrenaline pumping and feel the ultimate fear.

However, it has taken a unique approach and made the sound used to set off the horror atmosphere into a means for players to understand the surrounding environment, which is equivalent to combining vision and hearing into one.

Players are faced with a choice every moment: if you don’t make a sound to explore the road, you will be drowned in the darkness and cannot move an inch; if you make a sound to explore the way, it violates the self-preservation instinct of human beings, and may lead to darkness. monster in .

This unique visual limitation has resulted in a series of unique gameplay. It is no longer pure parkour, but a combination of puzzle solving, exploration and parkour. At the same time, combined with a unique art style, it provides players with Another completely different horror gaming experience.

Moreover, this game fits perfectly with the characteristics of the next-generation VR.

Players can make any sound in the game, whether it's talking, coughing, or banging on a wall, and the corresponding sound will be made, and these sounds can be used to find the way.

In this way, the player's immersion is further enhanced. He can even see that the size of his voice affects the range of sonic path detection. Every time he makes a sound, he must carefully consider and be careful, unlike other horror games. Just stay silent.

Of course, if one asks, is it a horror game beyond the classics?

Obviously not.

Among the horror games made by Chen Mo, it is obviously the simplest and least scary one, and it is not comparable to this kind of game.

But Chen Mo made this game mainly to show all novice designers the infinite possibilities of game making.

Novice designers are limited by various resources and cannot make good games

Of course not.

Make use of existing resources, tap your own brain holes and creativity, maximize your strengths and avoid weaknesses as much as possible, and do your best work. This is what a designer should do.

In other words, what makes a good designer?

Not playing a good hand, but playing a bad hand.

Excellent designers can make up for all deficiencies with excellent ideas and create works that surpass the times. This is the most attractive part of the game design industry.

These participating designers all sighed with emotion, the boss is really a boss, and we can't beat the martial arts even if we abandon our martial arts...

This kind of feeling is like in some fantasy novels, the boss said "I will suppress the realm to fight with you", but after the fight, I found that it was still rolling!

"What should I do, I feel that I will never be able to reach the height of Serent in my life...hey."

Some participating designers feel that they have never doubted life as much as they are today...

bq For more wonderful novels, welcome to visit our school

Chapter 1173/1201
97.67%
Almighty Game DesignerCh.1173/1201 [97.67%]