Chapter 497 A Game Tailored for Switch
"Super Mario Odyssey" has a total of 17 scenes, including Hat Country, Waterfall Country, Sand Country, Lake Country, Forest Country, etc. Each scene has a certain number of moons, which will be unlocked after customs clearance. more moons.
In "Super Mario Odyssey", the total number of all moons reaches more than 860, and the number of gold coins and special currencies is even more. These elements are hidden in various hidden locations on the map, and if you want to reproduce, you need a lot of memory playback potions.
Fortunately, Chen Mo had a lot of stockpiles before, so it was enough, otherwise he would have to plan the levels from scratch bit by bit.
"Super Mario Odyssey" is a small garden game, each small scene is relatively independent, so it is not particularly complicated to do. After planning the positions of all props and monsters, the difficulty of development is greatly reduced.
When writing the design concept draft, Chen Mo used the memory playback potion to feel that the various elements were very complicated. One can imagine how much energy it takes to actually make it?
In addition, there are a lot of Easter eggs hidden in the game. For example, in Metropolis, this level is full of Donkey Kong eggs. For example, the taxi in the city, the license plate is 1981-ND, which should commemorate the debut of Mario and Donkey Kong in 1981.
In addition, there are many background music in "Super Mario Odyssey" that are also Easter eggs, such as the mini car in the city state, the music during the challenge is the same as the card game music in Super Mario 3; , and you'll hear Super Mario Kart's background music.
Obviously, players in the parallel world cannot understand these easter eggs, which has to be said to be a pity.
However, it is definitely impossible for Chen Mo to move the entire Mario series, because some Mario series games are actually a bit outdated based on the current design concept of the parallel world, and it is meaningless to move them out.
Considering these easter eggs as part of the game content of "Super Mario Odyssey", as a diversified supplement to the game, it is actually not bad. After all, in Chen Mo's previous life, many people have never played "Super Mario" at all. The previous work, but it did not affect their love for "Super Mario Odyssey" at all.
I believe that many players will be very surprised when they encounter the two-way foil attack that turns three-dimensional into two-dimensional, even if they have not played the original Mario works.
In addition, Chen Mo also wrote very detailed in terms of art and music style.
Including the background music, Chen Mo simply wrote all the more important background music melodies in this game, but some details need to be refined.
...
soon,
The design concept draft has been written. Everyone was summoned by Chen Mo for a meeting.
For this new game, everyone has heard some rumors, but what makes everyone more interested is that Chen Mo said that this will be a handheld game, but what does a handheld game look like?
Soon, Chen Mo answered everyone's doubts.
This design concept draft consists of two parts, one part is the design concept draft of Sitch, and the other part is the design concept draft of "Super Mario Odyssey".
Obviously, talking about these two concept drafts together can give everyone a better understanding of why this game is the most suitable for handhelds.
Chen Mo first introduced the functions of each key on the two handles, such as the left joystick to control the movement of the character, and the right joystick to control the viewing angle; you can squat, run, throw hats, and jump.
At the same time, after the player makes some special gestures by waving the controller, Mario can make some special actions. For example, when climbing, if you wave the handle, you can make Mario climb faster.
In addition, there are more complex actions such as triple jump, long jump, roll, body attack, collision, back flip, side flip, etc. Each action has corresponding buttons and gestures.
This catches everyone's eyes.
Qian Kun said with some surprise: "Store manager, I feel that the actions of this game are so complicated, even more complicated than some VR games!"
Chen Mo nodded: "Yes, it is impossible for VR games to do such a complex action system, because there is too much consciousness information to be recorded. If it is done, players may be very tired."
Zheng Hongxi nodded: "Yes, I also think this game is very suitable for the handheld platform, because the capacity of this game is relatively large, and it is difficult to carry the mobile phone; but if it is placed on the PC, it is not portable enough. ."
Chen Mo smiled and added: "Also, the joystick feels better than a mouse, you'll know when it's made."
Su Jinyu said: "I also think that if it is made into a VR game, this third-person follow-up perspective may not be suitable, and it will not be able to exert the strong immersion characteristics of the VR platform."
Obviously, everyone has a very deep understanding of the game now. After Chen Mo took out this design concept draft, everyone understood Chen Mo's intention without any obstacles.
Obviously, this is a game made for Sitch. Including game capacity, game features, game operation methods, etc., all fit perfectly with this handheld.
What's even more shocking is that Chen Mo's game has a very high degree of completion. Although Chen Mo's previous design concept drafts are all very complete and rich, this design concept draft seems to be perfected to an outrageous level.
The location of the gold coins, special currency and the moon in each level, as well as the distribution of monsters, and even the placement of various objects are clearly written. Through these complex level maps, most people can even make up the challenges and clearance routes that the protagonist needs to face when coming to this level.
The art style and background music of the game are also clearly written, and there is even a special theme song.
It can be said that each level has its own unique characteristics, and each level is different.
In addition, the special gameplay related to hats also makes everyone feel very novel.
In the game, the hat is Mario's partner. In addition to being used as a means of attack, it can also be used with Mario to make some very complex actions. Moreover, the hat can also be attached to other small animals, which greatly increases the playability of the game.
That is to say, as many small animals as there are in the game, the player can manipulate as many special units. Moreover, the skills of these small animals will also cooperate with the levels to enrich the gameplay.
Chen Mo said: "This game is mainly difficult in terms of levels, and it is more complicated to do, but I believe that everyone can do it."
"Also, I hope that everyone can maintain a childlike innocence when making this game. The feature of this game is to completely strip away the heavy makeup and colorful gameplay currently on the market, and restore the most essential fun of the game."
"Super Mario Odyssey should be enjoyed by teenagers and middle-aged people in their 40s and 50s. Everyone must pay attention to this. When designing, you must always remind yourself to maintain a childlike innocence."
Qian Kun said: "Store manager, it seems that this handheld is very interesting at present. Will we transplant some large-scale games to this handheld in the future? For example, some large-scale VR games?"
Chen Mo shook his head: "There is no plan for the time being. The positioning of this handheld is completely different from VR, and it is not suitable for porting VR games that are very immersive."
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