Almighty Game Designer

Chapter 20: Memory playback potion

Chen Mo took a good rest for one night. The next morning, after washing, he finished eating early, waited for the clearest stage of the brain, and used memory to play back the potion and began searching for memories that had been forgotten in his mind.

The Plants vs. Zombies game has been around for a long time, and many memories have been blurred, and many of these memories are directly related to the quality of the game. Chen Mo is not vague.

The effect of memory playback syrup quickly came into effect, and Chen Mo’s thoughts slowly returned to many years ago.

The first thing I remembered was a classic botanical image. It looks like a pea shooter like a dragon mom, like a tall surname musician, a rocker with a rocker on the head, a sunflower with a smile of mystery, eyes. A nut wall that looks like a light bulb...

Then there are various zombies, ordinary zombies, roadblock zombies, pole vaulting zombies, iron barrel zombies, rugby zombies, dancing king zombies...

There are also various scenes, such as classic scenes, night scenes, swimming pool scenes, and so on.

The memory became clearer and clearer. Chen Mo quickly took a hand-painted plate to record the appearance of these plants and zombies, mainly to restore some key features and details of these classic images.

After that, Chen Mo began to recall the entire process of the game.

From the moment I entered the game, the words of the crazy Dave said, to plant the first plant, defeat the first zombie, and then continue to open new levels, unlock new plants, defeat new bosses...

Chen Mo recalled and recorded all the points of each level in detail. For example, which plants are unlocked in the first few levels, the special mode is unlocked in the first few levels, and so on.

Then I will write down the data of some games.

For example, how long does a pea shooter launch a bullet? How much damage can be provided by the flame stake? The slowdown effect of the frozen watermelon is probably how many zombies will die in the face of different attacks...

Although these data seem inconspicuous, they will directly affect the numerical structure of the entire game. Chen Mo can only use this stupid method when the numerical ability is limited.

For four hours, a blink of an eye passed.

Chen Mo grew a sigh of relief. His spirits were highly concentrated during these four hours, and he felt very tired when he relaxed.

However, he still can't relax, hurrying to the impression that still remains in his brain, and fill in some data and details, for fear of any omissions.

People's memory will continue to decline. Using memory to play back the syrup can only guarantee free search for memory within four hours. Once four hours have passed, these memories will slowly disappear again.

After another two hours of tossing, Chen Mo grew a sigh of relief, and the whole man sat in a chair and took a cup of water to drink some water.

On the computer desktop, Chen Mo opened a design document recording game with some details, a total of thousands of notes, as well as a large number of sketches in the drawing files, plants, zombies, scenes and even the game's ui layout style, and so on.

This memory playback syrup was finally thoroughly utilized by Chen Mo, and the last trace of value was drained.

"Emma, ​​I am exhausted."

Chen Mo wiped the sweat on his head. In the past six hours, his spirit was very tight, and it was a bit confusing.

But then again, why are you so embarrassed? Still not because there is only one copy of the memory playback syrup! If there are two copies? It can be done with ease. Today, one bottle, one bottle tomorrow, eight hours is enough to record the details of the game, not so tight.

Therefore, Chen Mo is clear that he still has to make money, and then he will pay for it!

Chen Mo stood up and walked away, ate something, licked a few pieces of chocolate, soaked a cup of coffee, and continued to work after a break.

The next step is to refine the design document, and to finalize some of the previous design details and record them in the document. These details seem inconspicuous, actually affecting the game experience very much, Chen Mo can not ignore.

The refinement of the document used Chen Mo for a whole week.

A week later, the entire game's documentation was basically finalized, and the details were refined. The basic rules, interface layout, plant and zombie types of the game were all completed.

After that, Chen Mo put these rules into the editor, the editor will automatically generate a game project according to the rules, and then Chen Mo can be directly modified on this project.

It takes about 1-3 days to build a project. The more rules, the longer this time.

During this period, Chen Mo intends to finalize the game's numerical system.

Some basic attributes of plants include: attack power, health, range, attack interval, attack range, preparation time (how long after placement), cooling time (time to place after placement), price, damage point (mainly Is used for damage effects) and so on.

For every kind of plant and zombie, Chen Mo has to list their attributes and keep verifying them.

The game data recorded before has helped a lot, and some data details between different plants and zombies can be mutually verified, which makes Chen Mo's entire numerical design more effective.

In two days, the entire numerical system was finalized. Since Chen Mo has a large number of numerical details as a reference, this numerical system should be very close to the original work of the past, even if there is a deviation.

Next, it's verification and constant fine-tuning.

During this time, the illusion editor has generated the game project, and Chen Mo temporarily named the project pvz. The project name is just a code name. When the game is officially released, the real name needs to be finalized.

Open the project, Chen Mo checked the rules and mechanisms, the problem is not big. There are some minor rule errors and logic loopholes, and Chen Mo will soon fill it up.

After that, Chen Mo introduced various numerical values ​​and added corresponding art resources to various zombies and plants. In this way, a game demo that can be easily run is ready.

Now, the entire project has no novice guidance and no levels.

Chen Mo built a new scene, trying to plant a pea shooter and put down a normal zombie on the opposite side.

"砰,砰,砰..."

Under the constant attack of the pea shooter, the zombie fell to the ground.

The rhythm is OK, Chen Mo tried another zombie and plant, basically no problem, except for some minor adjustments that feel the numerical deviation is relatively large, the others are ok.

After that, Chen Mo began to make the interface and set the level.

Setting the level is also a technical activity. The entire level process must be constantly increasing in difficulty. It is necessary for the player to feel different and not to increase too fast to get the player stuck.

Chen Mo has already recorded a lot of checkpoint details. How many zombies are brushed in each level, and which new plants are unlocked, which are recorded, so the problem is not big.

After spending five days, Chen Mo completed all the interfaces and the main level process, and by the way, the newbie was also guided. In this way, the adventure mode of "Plants vs. Zombies" was basically completely restored by Chen Mo.

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