Game Entertainment Empire

Chapter 293: CG animation

The development progress of the game is very good. At present, several studios within Nebula Games have basically been very mature under several projects.

In terms of fine arts, Yang Chen did not mandate that it must be exactly the same as in the dream memory, giving similar style requirements to allow the artists to play freely. This is the consistent practice of Yang Chen.

And the feedback from the facts has always had a good effect.

The most important thing is the problem of numerical balance in the game. "Warcraft" doesn't have much problem here. The main thing is that the race arms and the numerical settings of various heroes.

Including the skills of the arms in the game, as well as the role of architecture, and these Yang Chen with dream memory are fully capable. If there is no reference, it must require a lot of experiments and later tests to get a closer balance. The data.

But with the existence of dream memories, Yang Chen does not have to be so troublesome, because the data in it is mature.

On the contrary, there are many problems encountered in "Assassin's Creed". The open sandbox game design is not the same as the "The Elder Scrolls: Skyrim" design in the task, but it is also included in "Assassin's Creed". There are elements of RPG.

The elements of this are related to the very strict resource allocation problem. There are similar resource allocations in "The Elder Scrolls: Skyrim", but in fact, such resources in "The Elder Scrolls: Skyrim" are not very important things. .

For example, after a robber is killed, he may have a magic skill book, a diary, and sporadic gold coins.

And after you reread the file, and kill the robber again, he may only have gold coins on his body, and no magic skill book.

These contents are only used as embellishments in the world of The Elder Scrolls: Skyrim, but in fact these resources may not be used at all.

Exploration and unknown, this is how the Elder Scrolls: Skyrim brings to players.

In "Assassin's Creed", RPG resources are involved, which is a relatively difficult process.

It is biased towards the resource allocation in "Metal Gear: Phantom Pain", and its resource output and consumption control need to have a balance.

The simplest example is that if you do a task, you can get 100 gold coins, and you need 1,000 gold coins to study a thing.

How many similar daily bounty tasks can be obtained to obtain so many resources, and then to carry out research and upgrade, these are all numerical planning for proper resource allocation.

If it is a mission architecture, rather than a normal monster drop, then it also needs to involve the architectural design of the level.

A task reward is too scarce and cumbersome, it will make the player feel uncomfortable, even irritable.

There are too many things rewarded for a task, and it is simple, it will completely destroy this resource demand and lose the idea of ​​continuing the game and exploring.

It can be said that players are always a very tangled group. If there is no clear goal, then the player will find this game boring; if you give the player a set of rules and teach them how to play hand in hand, they will also feel annoyed.

"Wow, this plot..." In the office, looking at the plot outline written by Yang Chen, Wang Yaliang beside him couldn't help but express a feeling of emotion.

Regarding the plot of "Warcraft", like the previous "The Elder Scrolls: Skyrim", the story of Yang Chen will only be a brief summary. The real detailed completion will still depend on the follow-up creation of the screenwriter team.

After all, even if there is a dream memory, if he is solely responsible for it, then he doesn't have to worry about other things.

What Wang Yaliang holds in his hand is a story description that Yang Chen just finished.

In Lordaeron’s city, Arthas returned triumphantly, and there were flowers all over the world. The people cheered him, but he thrust his hand into his father’s chest.

"This is really a great filial son." Wang Yaliang couldn't help but express his emotions: "When the players play, it must be a face of coercion, and witness the witness to a light-hearted Paladin who has fallen into a death knight."

"It's okay, there are people behind to pit father." Yang Chen smiled toward Wang Yaliang.

Listening to Yang Chen's words, Wang Yaliang pretended to look at him fiercely, and then he was a bit distressed: "However, it is very difficult to show the plot completely in two to three minutes of CG cut time."

Although it is very loud in the game circle, some people even think that "Metal Gear Solid: Phantom Pain" and the subsequent DLC "Snake Eater" have shown extremely good director lens skills.

Even the overseas "Metal Gear" represented by UEgame doesn't know whether it is a commercial propaganda of propaganda, it is still true, and there are even scenes of Hollywood famous directors supporting it.

But I know how many brushes I have. The lens of "Metal Gear" is good enough, more because it is not just a film shot.

Elements in many, many places can be technically adjusted and modified, which is much simpler than simple film shooting.

The CG cutscenes filmed in "Warcraft" can be modified and adjusted through various subsequent techniques, but the most critical thing is the time limit.

How to express the story you want to tell in two or three minutes is the most rare point.

To put it bluntly, it is the editing work after the filming. The mastering of a complete film may have several times the release time. How to edit it to a market standard for normal movies is also very difficult.

Maybe even a good movie becomes spicy chicken through this kind of editing; it may also become better suddenly through editing, these are all possible things.

Discuss with Yang Chen and Wang Yaliang how the game should be done; how this plot will be presented in the subsequent CG cutscenes.

On the other hand, I got a brief summary of "Assassin's Creed" here in Yang Chen~www.readwn.com~ and the team of Lin Jiayi who discussed the core style of "Assassin's Creed" with Yang Chen, the action is faster than Yang Chen's Too much.

The concept CG of the latest "Assassin's Creed" has been obtained by them. Of course, this cannot be the performance in the game. Don't say anything else in such a short time. I am afraid that the modeling has not been done.

This is a simple CG animation, just like most manufacturers want to play a game, they will throw out a promotional CG to tell players how amazing this game is.

There are even some cheeky manufacturers that will subtly make players mistakenly think that this CG is actually the picture of the actual game.

But actually?

The game is still a small seed, just planted and fertilized.

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