Game Making: Start By Healing the Player

Chapter 560: Features of platform jumping game (please subscribe monthly pass)

Not only Xiaojie, many players quickly discovered the characteristics after playing for a while.

"Super Mario Creator" if you look at the game with the first impression.

So the vast majority of players will have the same feeling.

That is, this is a very harmonious and friendly game for all ages, and of course it is true, although it has only just been launched.

But according to a statistic inside the Nebula game.

The minor players in "Super Mario Creator" are second only to the game "Minecraft", which can be said to be an out-and-out 'younger' game.

But because of a battle setting in the game, plus the feature that only the first place can add points.

Many players didn't understand it at first, but as their understanding of the game deepened.

I found that there are a lot of places in the game that can be locked.

In a previous life, there was a joke describing Mazao multiplayer players.

There is a saying that any player with a bit of humanity will not be able to get an S+ and a red name.

If you want to pull out players above the S level and shoot them, there will be no S+ players innocent, and the red players will need to shoot four times.

Because of the first three shots, the red-named players will raise the other three players to block the guns.

Although "Super Mario Creator" has not been online for a long time, let alone a red name.

But the place of the gate can be said to be quite a lot.

For some levels, you need to get the key and kill the BOSS to successfully get the conditions for clearance.

At this time, some players who have a sense of gate want to start the road of capitalists.

Dedicated to guarding the door to **** the fruits of victory from other workers, it is simply saddening and tears for those who hear it, and this is only the lowest gate.

After some maps open the door and enter, if there are props such as spring, P or mine in the hand.

These players will block doors and pipes, unless they are refreshed.

Other players have no way to enter the back, and are directly deprived of their qualifications.

Various gate operations are shown to players through video and live broadcast platforms, and of course, players can experience it from the perspective of victims, which directly shocked all players.

On the Internet, more and more people are discussing the related content of "Super Mario Creator".

Although you play the battle mode in depth, you can feel the side of many players.

The cooperative mode of the game itself and the mode of making maps also make many players feel very relaxed and happy.

Ordinary players, expert players, can find fun from it.

A simple platform jumping game with a variety of rich gameplay.

And thanks to "Super Mario Creator", the platform jumping game that made itself a little lonely has rekindled some sparks.

Platform jumping games are actually quite limited.

Because of platform jumping games, it is difficult to make large-scale games.

This is a limitation of game content. No matter what game it is, it has a necessary element, that is, a complete upgrade system.

This upgrade system does not mean the kind of value in the so-called RPG, but a feedback feeling from the players.

In traditional FPS games, each round kills the opponent and wins a single game, and the accumulated economy is an upgrade feedback system.

Or there is no economic system to simply kill the enemy and harvest the number of heads. This is also an upgrade system.

The setting of the Raiders of the production of arms, peasant mining, and galgame in RTS.

These systems are actually an upgrade element.

This system is not necessarily a numerical experience on the surface, and some games also use an implicit way to give players feedback on the game experience.

Including pure plot-oriented games without skills such as "Uncharted Sea", it constantly promotes the development of the plot, which is also an upgrade element.

And platform jumping games naturally have such a feature.

Limited by the gameplay of platform jumping games, if you don’t consider the introduction of action or numerical value, platform jumping is the best place to give players a feedback experience, which is the map design that becomes increasingly difficult as the game progresses.

Just like a saying that most people have heard: Why do you want to climb Mount Everest? Because the mountain is there.

It is an instinct of all people to challenge difficulties and become stronger than ourselves.

It's just that the upper limit of pain accepted by different people is different.

For example, soul games are one of them.

For platform jumping games, the level becomes a little bit more difficult, which is a characteristic of platform jumping games.

But compared to traditional AAA games, jumping games are a big problem in terms of volume.

That is, there is no way to rely on numerical values ​​for level design.

You can only change the map design, which is why some jumping games add save points in the middle.

Because if you don't add save points, the platform jumping game will directly turn into a smashing game like sledgehammer.

Think about it if Super Mario didn't have a level set, but had to start over from 1-1 as soon as you died.

Does that mean the whole person is going to collapse?

And "Super Mario Creator" uses another mode to completely change the shortcomings of jumping platform games.

Is it difficult to make a jumping game into a large-scale game?

Then don't play big games, but win by numbers.

Use various props to let players make maps by themselves and then add multiplayer mode, so that these maps can be played to form a perfect loop.

It can be said that the fun of making horses complements each other. If there are not enough maps made by players, then the players in the game will not be able to keep the freshness all the time. The most terrible thing about jumping games is that there is no freshness.

"Rainbow Six: Siege" and "Call of Duty: Modern Warfare" type games, although each only plays the same firearms and weapons.

However, depending on the opponent and the luck of the current game, it can bring a different freshness to the player.

Jumping games focus on a level. After all, although it is a multiplayer battle, in fact, regardless of various brake operations, the game is still a jump.

If a map is memorized, even a person with poor skills can play it a hundred times a thousand times, and then he can jump with his eyes closed.

This mode made by Ma can completely make up for this shortcoming, ensuring that players can encounter a new map that they have never seen before in every game.

It can be said that the combination of these two modes is like a perpetual motion machine, self-sufficient.

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