Chapter 524 Game Features and World View
This "hehehe" made everyone present shudder a little.
What does "hey hey" mean?
How do you feel like something is wrong here?
And looking at Chen Mo's expression, why is he so hesitant to say anything?
"Why does it feel like there is a conspiracy here?" Qian Kun couldn't help shivering.
"Cough, return to the topic." Chen Mo coughed twice.
Su Jinyu asked, "Store manager, haven't you finished that half sentence above? What kind of game is Dark Souls?"
Chen Mo explained: "Well, this is a role-playing game that integrates various elements such as parkour, face pinching, unparalleled, love development, and walking simulation."
People: ""
what the hell!
We all endured parkour, face pinching, and unparalleled, but what about love development and walking simulation?
Su Jinyu pointed to the projection screen: "But the store manager, your concept draft clearly says 'high difficulty'?"
Chen Mo coughed twice: "Cough, don't pay attention to these details. After the game is made, you will understand these hidden elements by playing it yourself."
"Okay, let's get down to business. This game is a game with a completely different combat system from all previous games, and it is also a game tailored for the Pangu system. It is also because of this combat system that Diablo cannot be used. The background of the story, because the characteristics of the two games are completely different.”
"There are also aspects such as worldview, storyline, level design, monster design, etc. derived from this. About these, please listen to me slowly."
Listening to Chen Mo's narration, everyone felt very confused while feeling novel.
The so-called novelty is that everyone feels very interesting after hearing about this combat system.
Will slashing different body parts have different judgment results?
And the difference in damage will be very different. Each weapon has special combat skills. The same cold weapons include straight swords, curved swords, extra-large swords, different types of shields, and a large number of armors.
and,
Players have many attributes, and they can freely allocate attribute points each time they upgrade. Different weapons have different requirements for attributes, and the player's occupation will not have so many restrictions on the player's gameplay. Swords, warriors can also put magic, for players, the degree of freedom is very high.
And most of the attributes are useful, even for the general strength type, players should also consider the distribution of points of life, energy, strength, physical strength and other elements.
This kind of combat system has never been seen before, because no one has made such a large-scale RPG game before, which is a challenge for everyone.
The doubts are because Chen Mo specially emphasized the difficulty of this game: this will be a game that is more difficult to play than all previous games, and even a group of players may be persuaded to quit in front of the first boss. Couldn't last even half an hour.
Everyone was a little confused. Chen Mo emphasized that it was easy to learn and difficult to master for a long time. Why is the script suddenly different here?
Is it easy to get started?
Chen Mo saw everyone's doubts and explained: "On this point, you don't need to worry too much now. Now our focus is to make the game mechanics first. As for the difficulty, we can adjust it later."
No one asked too many questions. On the one hand, it was because of their trust in Chen Mo. On the other hand, it was true. During the game development process, the difficulty can be adjusted at will in the later stage. There is no need to worry about this problem at the beginning.
Especially Qian Kun, as a numerical designer, he is very clear that the difficulty of the game is actually a very easy to control thing. Players think that a boss is too difficult.
No matter how strong the boss is, it can't stand the designer's two knives
In addition, the world view design of the entire game also surprised everyone.
"As for the specific worldview, I will talk to Zheng Hongxi in detail. For others, you only need to know the background of this game."
"In this world, fire is the origin of everything, and the king's soul was born in the fire. The people who obtained the king's soul ended the reign of the giant dragon and opened the age 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 burning time of the flame, which is called the king of fire in the game. And the protagonist is a ash who bears the mission of spreading fire."
"As for some details, there will be a detailed plot setting draft later. You only need to have a general understanding of the background of this world. After the game is made, you can experience it in person."
Soon, the design concept draft was finished. Most people also understand the nature of this game.
In fact, many people have not really understood the connotation of the game Dark Souls, and thought that this game is a continuation of the style of Diablo, and the Diablo Worldview just wants players to play more cool.
In this regard, Chen Mo smiled and said nothing.
Next is the highlight of the design, changing the dark soul to the VR version, and the most important thing is the battle system design.
In fact, when I was working on Overwatch, some designs already had clear plans, which can be used in Dark Souls.
In Overwatch, there are issues with abilities that change perspective, like McCree's roll, or Reaper's ultimate.
The solution is actually very simple, that is, in the state of these skills, the player's vision can still be freely controlled, and it will not be consistent with the hero's real vision, which is equivalent to temporarily becoming a god's perspective, and then restore it after the skills are released. Just the angle of view.
Another point is the issue of vision.
Most of the 3a masterpieces on the PC side use the third-person follow-up perspective, that is, the camera is above the back of the character, and you can see your character's back and actions.
There are many reasons for using this perspective, but the biggest reason is that it makes the player feel more comfortable.
Because the PC's first-person field of view is 90 degrees, in reality, the human's binocular field of view is 124 degrees, which is why most first-person games make people feel that the field of view is severely limited.
Therefore, including some shooting games and racing games, the first-person perspective will be changed to a third-person follow-up perspective, in order to reduce the discomfort caused by the limited field of view on the PC.
Most of the 3a masterpieces are cold weapon battles, and the enemy may attack the player from any direction. At this time, the role of vision becomes more obvious.
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