Game Making: Start By Healing the Player

Chapter 406: Art gameplay settings of Breath of the Wild (please subscribe to a monthly pass)

Looking at the team in the conference room, Chen Xu connected the screen on the computer to the projector.

On the big screen, there is a design concept draft that has been written in advance, and the above name "The Legend of Zelda: Breath of the Wild".

However, there are some unexpected points that make everyone show the most, that is, the following annotations, and two colored concept drafts.

A blond young man in a blue coat, with a bow and arrow in his hand and a sword and shield in his hand, stood on the top of the mountain and looked into the distance.

Regarding Link's setting, Chen Xu adopted the setting of Breath of the Wild.

First of all, Link is not left-handed, his dominant hand is right-handed. In the early past life, Link was set to be left-handed, because the early producer Shigeru Miyamoto was left-handed, but later in the supporting body sensation 'Twilight Princess' and 'Sword of the Sky' Changed to right hand.

As for the green hat or something, it was thrown aside. After all, the meaning is not very good, and in Breath of the Wild, Link's setting is that a guard does not have a hat. Of course, the green hat in the game is still available as a collectible. Items that the player can also collect and wear if they so desire.

Is this art style, animation style?

There is also a point of play: decryption.

Everyone is a little confused.

Does the open world have anything to do with decryption?

Seeing the confused look of everyone, Chen Xu smiled.

The labyrinth also has decryption, which is actually one of the core of the Zelda series.

The same is true for Breath of the Wild. By decrypting various temples, obtaining corresponding trial certificates, and collecting all four can increase blood volume or energy. This is also a characteristic system in the Legend of Zelda series.

Of course, in a certain game, the producer had a whim, and changed the trial certificate from four to five, which made countless players feel gloomy.

As an open world game developed on the switch, like "Red Dead Redemption", it is obviously impossible to use multiple NPCs and a lot of realistic details to create a world that can immerse players.

What about The Legend of Zelda: Breath of the Wild?

That is the interaction of combat, decryption, and the environment.

In terms of combat mechanics, "The Legend of Zelda: Breath of the Wild" can be said to be rich enough to make people feel terrible.

From the most basic shield counter, dodge into link time (slow motion bullet time).

There are also a variety of high-end action skills in the game. Use the built-in remote control bomb to perform bomb shield countermeasures, and use the bow and bow to enter the Link time after dodging out of thin air.

How to judge whether a picnic player is a master player or an ordinary player mainly depends on how he fights monsters.

The one who would only go up and chop chop was obviously Hyla Rulink, who had just woken up to save the princess.

The one who has matured to use all kinds of skills, entered Link's time and even played with golden glitter, must be the master Link who honed his skills for fifty years before going to save the princess.

And players who can not only use Link's time superbly, but also use the environment and Link's special props, such as remote control bombs, time locks, ice machines, and magnets to play all kinds of tricky operations, must be wandering in Hyrule. For more than a hundred years, the old hooligan of Hyrule who has forgotten what the princess looks like.

"Before developing "The Legend of Zelda: Breath of the Wild", there are two prerequisites that everyone needs to do. The first is Qin Yi and you are responsible for creating a unique environment interaction mechanism framework. Water freezes into ice. , the wind and the fire, and the impact of electrical conductivity, temperature and weather on the environment." Chen Xu looked at Qin Yi and said.

Listening to Chen Xu's words, as well as some of the characteristics listed briefly, Qin Yi and the others were all stunned.

Because in Chen Xu's introduction, they have been able to clearly detect some features of this game.

If "Red Dead Redemption" is to make players feel real through countless details.

Then the game "The Legend of Zelda: Breath of the Wild", according to Chen Xu, is to make players feel real through the interaction of the environment.

When the wooden weapon touches the flame, it will automatically burn, and it will be destroyed after burning for a period of time.

Each weapon has a unique durability that will break down over time.

When the player goes to the cold area, the blood will be deducted because it is still available.

You need to have cold clothes, and cold food such as chili peppers or holding a torch to make yourself feel better and not bleed.

There are also weapons with different attributes in the game, the ice attribute can freeze, the electric attribute can paralyze...

In addition, in the game, players will also be shivering from the cold. Only by wearing cold-proof clothing, eating cold-resistant food, or relying on fires and torches will they not continue to lose blood.

In addition, players have many special abilities that can absorb the magnetic energy of metals.

In this way, the player can **** up some iron boxes and throw them on the monster's head to smash the monster to death.

Freeze the surface of the water into ice so that you can walk and climb on it to reach areas that are normally inaccessible.

The round and square remote control bombs can blow up some monsters.

There are also special abilities that can freeze time, such as freezing the stone, and then using the weapon to continuously attack, you can make the stone fly farther.

Continuously chop down trees, freeze time at the moment when it is about to be cut down, and then continue to attack and climb up the trees, you can fly out like riding a rocket.

In addition to a lot of content, almost anything in the environment can interact with the player.

At this moment, Meng Zuo, Qin Yi and others all understood why Chen Xu would say that this was a decryption game.

This decryption is different from the traditional way of finding a way and finding clues.

Just like "Minecraft", this decryption is to stimulate the imagination of players to the greatest extent, and use various means to kill monsters.

Steal the monster's weapons, set the mountain on fire to burn the monster to death, or use various organs and special abilities to kill the monster.

Listening to Chen Xu's introduction, everyone was a little excited, because just by imagining it, they could already feel the characteristics of this game.

The only thing left to do is to build this system and framework, and this is not an easy task, especially on the switch platform.

"In addition, in terms of art, because it needs to be developed on the switch platform, the art of the game will use animation style, which can save a lot of resources for the development of game content." Chen Xu looked at Yang Xin and Ruan Ningxue. said.

At the same time, the picture on the big screen enlarges the original concept painting, as well as some key explanations.

The art style of the game in The Legend of Zelda: Breath of the Wild will be animated.

At the same time, a special effect in the game is not a particle effect, but a frame-by-frame animation sticker.

The biggest advantage of this method is that it fits the animation style of Zelda itself, and the other point is that it saves resources.

In addition, in this case, in order to allow players to fully accept the style of this art.

In the game, large color blocks are needed to show the exterior style of the game.

Whether it is the blue sky and water surface, and the clouds with very hand-painted materials.

The exaggerated atmospheric perspective gives players a sense of sight when looking at gouache paintings.

The advantage of this approach is to use artistic colors and styles to show the entire game world.

Instead of purely pursuing realism, it is different from the low saturation of the real world.

This makes the tonal style of the entire game tend to be romantic, and takes into account the overall color perception and the beauty of color matching.

Of course, there is another point, that is, saving resources.

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