Game Entertainment Empire

Chapter 78: Is this possible?

  For the relationship with the players, Yang Chen still has to maintain it well, for example, to give them some new news and tell them not to worry, our game is doing your first wait, this is more critical information.

  As for what the game industry thinks, Yang Chen is not concerned about it. After all, the game is not sold to them after development.

   Holding the plot and art style of the game, Yang Chen communicated with the relevant departments. The final answer was that he could do it, but it should be controlled in terms of bloodiness.

   The main character in the game chooses the model, which is the same as the setting of the art style in the game. This is actually the place where Yang Chen feels the most difficult or the most entangled in the game.

   For the memories of the past, or the beauty of the first meeting, people will always beautify it in their minds.

   There is no doubt that Yang Chen, who has a dream memory, has a valuable memory wealth, but he also has a preconceived concept for the characters of "Resident Evil" and the game art style.

  The characters in the dream memory are really too classic, the heroic and handsome Li Sanguang, the heroic Claire, and the mysterious and **** sister Wang.

These characters really left Yang Chen with too deep memories. Even if he chose the model as the face model of the game character, Yang Chen still made a subconscious comparison with the dream memory, and finally picked out the visual appearance. There are several similar models.

  …………

  In the Nebula office, Yang Chen is talking to everyone about the art style in the game, including the outsourced art projects, and Chen Shu and they have summed up many times. Basically, the overall art style of the game has been determined.

  At the same time, Wang Ye and them are the basic development of the game, and at the same time, they think about the dynamic difficulty of Yang Chen.

"Don’t use the big data in the game to reduce the difficulty after the player has died several times, based on the player’s existing materials, including the damage on the road, and the combined data of the killed enemy to determine the current Game difficulty."

  In the office meeting, Yang Chen made a request.

   The true dynamic difficulty is not just a simple difficulty, and then after the player dies a few times, the monster attribute decreases.

   is based on the player's own performance in the game so that the difficulty of the game has always been balanced with the player's own strength.

  Although it is a type of action adventure, its theme is still horrible, which makes players feel a little threat of fear. This is an element that must be possessed, otherwise, the story of "Resident Evil" will not be done at all.

   The requirement of dynamic difficulty is not very difficult, but the logical operation of data is a great test for them.

  …………

   The rest is not so difficult about game development. The perspective problem Yang Chen decided to set it to an over-shoulder perspective.

   Many people raised questions about Yang Chen's decision.

   "Mr. Yang, is this shooting mode too risky?" Chen Qing, who newly joined the team, hesitated.

  Chen Qing just joined the Nebula team, mainly responsible for the planning of the weapon shooting part of "Resident Evil". Before that, he also served as the core planning of an FPS online game with 500,000 online users.

  Chen Qing still has a unique perspective on shooting games.

   Currently shooting games on the market are basically two perspective modes, one is the FPS mode which is the first person mode, and the second is the TPS mode which is also called the third person mode.

   Among them, the first person is the most widely cited, and although the operation of the TPS mode is the third person when running, most of these games will also be switched to the first person mode when aiming.

   ""Resident Evil" is not a pure shooting game." Yang Chen said with a smile.

  At the beginning, Yang Chen also thought about whether to replace this over-shoulder perspective with a third person or first person.

   But after careful speculation, Yang Chen found that this game makes sense using the over-shoulder style.

   First of all, it's the problem of substitution. Just like "Escape", it's the first-person perspective, which brings players an immersive substitution.

   But the problem also appears, that is, the immersion substitution is too strong, which makes the player feel too horrible, resulting in sales not going up.

   uses a third-person long-distance lens, which will cause the details to be unable to be viewed, resulting in a lot of elements in the game that cannot be immersed.

   instead is a shoulder-shoulder perspective, which can perfectly neutralize these elements. In addition, the characters that the player can control in the game, or the characters of the friendly camp, are all handsome men and women, which is also a very outstanding setting.

   Because of the over-shoulder viewing angle setting, it is determined that the protagonist manipulated by the player will occupy a large proportion on the screen, which is the player can often see.

  If the characters are the same as the Western-style RPG, the ugly batch, that is definitely a torment for the player.

  After listening to Yang Chen's explanation, although Chen Qing understood it, he still had some worries in his heart. After all, this was not a small innovation.

  Even if the shooting mode is not the main gameplay in the game, it is also one of the core systems. Whether the player can accept this innovation~www.readwn.com~ This is definitely a challenge.

   is just like why the four buttons to control the direction, most of the cases are ↑↓←→, WSAD; this has become almost the habit of players, breakthrough and innovation is not a very wise choice.

  …………

   The preliminary work was completed, and various departments quickly entered the tight development cycle of the game.

   And the progress of the development is much faster than Yang Chen thought.

After all, for everyone in the game industry, overtime is already a habit. Even if there is no mandatory overtime requirement in Nebula, there are many interesting ideas in many cases that cannot be stopped with the progress of the development. Kind of.

   An interesting game, for game industry development practitioners, the attraction is absolutely extraordinary.

On the other hand is the temptation of bonuses. The high bonuses brought by the release of "Eight Travelers" and the high bonuses brought after the launch of "Escape" are all expected by everyone, and they are spontaneously needless to say. I am working overtime and want to complete "Resident Evil" as soon as possible.

  And during this period of game development, Yang Chen, Wang Yaliang and Chen Yu were also discussing some issues about the development of Nebula Studio.

  Yang Chen started to draw a little bit of water after completing the GDD document of "Resident Evil" in these time periods. Wang Yaliang was taking care of the official blog and learning about game development experience. In fact, it is still in a state of half a half.

  But Chen Yu, who currently holds the position of general manager of Nebula Studio, can be said to be conscientious.

  In the office, Yang Chen and Wang Yaliang listened to Chen Yu's eyes on Chen Yun's development.

   Are they not a game company?

  Is this possible?

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