Reborn Game Pioneer
Chapter 241 Wen Meng's Courage, Challenging the Meat Pigeon Game
Chapter 241 Wen Meng's Courage, Challenging the Meat Pigeon Game
It has been a month since Wen Meng was assigned the task of making a game alone.
In fact, Gu Feng has always been puzzled. Wen Meng had approached him alone a long time ago and said that if his design draft was completed, he hoped that he could help take a look.
But he didn't expect that even after his own game was released, the other party's design draft hadn't been released yet.
After all, he said that Wen Meng would be allowed to complete it independently. Although he was curious and worried, Gu Feng still held back and did not ask.
During work hours, he also noticed that Wen Meng sat at his workstation most of the time, sometimes looking at the screen intently, probably looking up some information, sometimes biting the end of his pen and frowning. In this regard, Gu Feng could only comfort himself. This is the process for normal people to make a new game.
It wasn't until four or five days after the paper wedding dress was released that he finally saw the design draft of the other party.
To be honest, Gu Feng's expectations for this matter are not small. After all, he really treats Wen Meng as his top leader when it comes to making games.
But when he actually saw the design draft, Gu Feng realized that the answer sheet Wen Meng handed in actually exceeded his expectations.
I don't know what the name of the game is, and it wasn't written in the design draft. Gu Feng guessed that maybe Wen Meng hasn't figured it out yet.
The theme of the game is cultivating immortals, and the genre is a meat pigeon game that Gu Feng never expected.
I originally thought that Wen Meng would have the highest chance of choosing to make the puzzle game that he has always been best at, but he didn't know that the other party was so courageous. He directly chose the meat pigeon game when there was only one "Dead Cells" to learn from.
Gu Feng is naturally appreciative and happy about this. Young people should have such courage in doing things. Whether the game design is good or not, with his help to figure it out, what is there to be afraid of?This attitude of daring to challenge oneself is at least commendable.
Seeing that this is a meat pigeon game, that is, a Dclike game, although the content of the game still needs to be looked at, how well it is done is no longer that important.
Wen Meng's attitude in doing things has always been serious. Unlike Gu Feng who just spent a day or two on the first draft and then started to establish the project, Wen Meng's design draft was so detailed that it could be used directly as a detailed requirements specification. .
Gu Feng also respected the other person's work for what he had spent more than a month working on, and spent half a day carefully reading it word for word.
There are indeed a lot of problems, after all, it is a new genre that I have never done before, but the overall quality once again gave Gu Feng a big surprise.
The combination of meat pigeon and horizontal jumping action gave birth to "Dead Cells".
Meat pigeons and cards gave birth to "Slay the Spire".
The combination of meat pigeons and real-time strategy gave birth to "Fast Light Speed".
Meat Pigeon and Cthulhu Dungeon Running Group gave birth to "Dark Dungeon".
Although the game designed by Wen Meng also has some elements of horizontal jumping action, the main body is more like a product of meat pigeon and 2D Zelda.
This style made Gu Feng subconsciously think of a game, "The Binding of Isaac".
As the best roguelike game that has been launched for ten years, it is still considered by most players and game media to be the best roguelike game. The power of "The Binding of Isaac" does not need to be said.
In Wen Meng's conception, the game's map will be divided into two styles. One is to make small rooms in a 2D plane style like "The Binding of Isaac". In the small rooms, except for a few that are indestructible, The obstacles, moving space and operating space are actually very large.
This style is actually a type of classic dungeon style. Each small room is connected to one to four other rooms, and the passage directions are generally up, down, left, and right.
However, in Wen Meng's conception, there are still some differences here. Not only are there four more directions, southeast, northeast, southwest, and northwest, but there is also a probability that there will be a secret entrance or a downward hole in the room.
The entrance of the secret realm can be transferred to a brand new map. Depending on the size of the secret realm, there may also be multiple rooms that can be explored in the secret realm.
The downward opening is to go to some maps similar to dungeons, caves, underground palaces, etc. Under the ground, the operation style of the game will become a 2D horizontal version of the platform jumping action type, which is the style of "Dead Cell". It's just that the map won't be as big as Dead Cells, it will still be randomly generated small rooms, and players can go to other rooms by climbing ladders or drilling holes.
There is no doubt that the underground operation mode will definitely have higher operational requirements for players.
The gameplay is like this, but to be more precise, in this game, although the small rooms are indeed not big, they actually represent a type of terrain.
Grasslands, wetlands, mountains, forests, lakes, deserts, etc. on the ground, caves, dungeons, etc. underground. Although the refresh settings of monsters and treasures adhere to the characteristics of the meat pigeon game and are random, this randomness is based on the terrain. Random, which means that fire-attribute monsters will definitely not appear in the snowfield.
Apart from the map, there are also many highlights in other aspects of the game.
At the beginning of each game, players can randomly shake the character's initial attributes without any restrictions. This link is very important, because these attributes will greatly affect the player's choice of cheats and magic weapons in subsequent games.
For example, a very critical attribute, spiritual roots. If the player randomly receives a high-grade fire spiritual root, then if he practices the fire attribute cheats, the power and effect of the skills will be much stronger than ordinary spiritual roots. But if he It is not impossible to practice the water attribute secrets, which can cause touching injuries at the least, go crazy in the worst, or directly explode to death at the worst.
In addition to spiritual roots, there are other attributes that affect other aspects. Some may decide which type of magic weapon is better to use, and some may decide whether it is better to practice internal skills or external skills.
In addition, according to Wen Meng's vision, the game may have a variety of different endings, such as proving Taoism and flying immortals, becoming a big devil after going crazy, failing to cross the catastrophe, dying and disappearing, failing to cross the catastrophe against the righteous way, etc. wait.
With such a general idea in mind, Gu Feng thought about it a little and felt that the game was definitely attractive and playable.
This game is somewhat similar to Isaac and is quite different from Isaac. If it is really done well, it may not be able to surpass Isaac's achievements.
As for whether the theme of cultivating immortals will be acclimated to foreign markets, in Gu Feng's opinion, it is probably not the case. After all, the main selling point of this game is the meat pigeon gameplay. Based on this gameplay, this game may really be able to provide players with It brings a sense of expectation that anything can happen in the process of cultivating immortality.
After reading it, Gu Feng called Wen Meng to the conference room to discuss it together. While helping her point out some issues, Gu Feng also raised some doubts of his own.
Among them is why the map on the ground is designed with eight directions.
After Wen Meng explained, he realized that it turned out that Wen Meng did not strictly follow the principle of spawning high-level monsters in later maps. To give a simple example, players may encounter monsters when they are still a rookie in the foundation building stage. A monster that reaches the Mahayana stage.
The eight-channel design is based on this design consideration, allowing players to have multiple routes to choose from while avoiding high-level monsters.
Considering that after the player bypassed some monsters in the early stage, it would be too troublesome to rush back later. When entering the game, the first skill that the player learns is the escape technique. As long as the player has visited the room, he can directly reach the room instantly through the escape technique. , simply more useful than the teleportation array in "Dead Cells".
With the help of Gu Feng, Wen Meng revised the manuscript five times and finally the project was officially approved.
The World Chess Championship of the first season of "Pokémon Chess" just ended two days ago. Unfortunately, the Chinese players only won the runner-up and third place, and the championship was taken away by a European player.
But after all, it is a game that depends on skill and God's will, so no player is too harsh on it.
The second season will be released in two days, and the manpower here will be slowly available. Considering that the content of Wen Meng's game is more or less, he still transferred a dozen people to her.
(End of this chapter)
It has been a month since Wen Meng was assigned the task of making a game alone.
In fact, Gu Feng has always been puzzled. Wen Meng had approached him alone a long time ago and said that if his design draft was completed, he hoped that he could help take a look.
But he didn't expect that even after his own game was released, the other party's design draft hadn't been released yet.
After all, he said that Wen Meng would be allowed to complete it independently. Although he was curious and worried, Gu Feng still held back and did not ask.
During work hours, he also noticed that Wen Meng sat at his workstation most of the time, sometimes looking at the screen intently, probably looking up some information, sometimes biting the end of his pen and frowning. In this regard, Gu Feng could only comfort himself. This is the process for normal people to make a new game.
It wasn't until four or five days after the paper wedding dress was released that he finally saw the design draft of the other party.
To be honest, Gu Feng's expectations for this matter are not small. After all, he really treats Wen Meng as his top leader when it comes to making games.
But when he actually saw the design draft, Gu Feng realized that the answer sheet Wen Meng handed in actually exceeded his expectations.
I don't know what the name of the game is, and it wasn't written in the design draft. Gu Feng guessed that maybe Wen Meng hasn't figured it out yet.
The theme of the game is cultivating immortals, and the genre is a meat pigeon game that Gu Feng never expected.
I originally thought that Wen Meng would have the highest chance of choosing to make the puzzle game that he has always been best at, but he didn't know that the other party was so courageous. He directly chose the meat pigeon game when there was only one "Dead Cells" to learn from.
Gu Feng is naturally appreciative and happy about this. Young people should have such courage in doing things. Whether the game design is good or not, with his help to figure it out, what is there to be afraid of?This attitude of daring to challenge oneself is at least commendable.
Seeing that this is a meat pigeon game, that is, a Dclike game, although the content of the game still needs to be looked at, how well it is done is no longer that important.
Wen Meng's attitude in doing things has always been serious. Unlike Gu Feng who just spent a day or two on the first draft and then started to establish the project, Wen Meng's design draft was so detailed that it could be used directly as a detailed requirements specification. .
Gu Feng also respected the other person's work for what he had spent more than a month working on, and spent half a day carefully reading it word for word.
There are indeed a lot of problems, after all, it is a new genre that I have never done before, but the overall quality once again gave Gu Feng a big surprise.
The combination of meat pigeon and horizontal jumping action gave birth to "Dead Cells".
Meat pigeons and cards gave birth to "Slay the Spire".
The combination of meat pigeons and real-time strategy gave birth to "Fast Light Speed".
Meat Pigeon and Cthulhu Dungeon Running Group gave birth to "Dark Dungeon".
Although the game designed by Wen Meng also has some elements of horizontal jumping action, the main body is more like a product of meat pigeon and 2D Zelda.
This style made Gu Feng subconsciously think of a game, "The Binding of Isaac".
As the best roguelike game that has been launched for ten years, it is still considered by most players and game media to be the best roguelike game. The power of "The Binding of Isaac" does not need to be said.
In Wen Meng's conception, the game's map will be divided into two styles. One is to make small rooms in a 2D plane style like "The Binding of Isaac". In the small rooms, except for a few that are indestructible, The obstacles, moving space and operating space are actually very large.
This style is actually a type of classic dungeon style. Each small room is connected to one to four other rooms, and the passage directions are generally up, down, left, and right.
However, in Wen Meng's conception, there are still some differences here. Not only are there four more directions, southeast, northeast, southwest, and northwest, but there is also a probability that there will be a secret entrance or a downward hole in the room.
The entrance of the secret realm can be transferred to a brand new map. Depending on the size of the secret realm, there may also be multiple rooms that can be explored in the secret realm.
The downward opening is to go to some maps similar to dungeons, caves, underground palaces, etc. Under the ground, the operation style of the game will become a 2D horizontal version of the platform jumping action type, which is the style of "Dead Cell". It's just that the map won't be as big as Dead Cells, it will still be randomly generated small rooms, and players can go to other rooms by climbing ladders or drilling holes.
There is no doubt that the underground operation mode will definitely have higher operational requirements for players.
The gameplay is like this, but to be more precise, in this game, although the small rooms are indeed not big, they actually represent a type of terrain.
Grasslands, wetlands, mountains, forests, lakes, deserts, etc. on the ground, caves, dungeons, etc. underground. Although the refresh settings of monsters and treasures adhere to the characteristics of the meat pigeon game and are random, this randomness is based on the terrain. Random, which means that fire-attribute monsters will definitely not appear in the snowfield.
Apart from the map, there are also many highlights in other aspects of the game.
At the beginning of each game, players can randomly shake the character's initial attributes without any restrictions. This link is very important, because these attributes will greatly affect the player's choice of cheats and magic weapons in subsequent games.
For example, a very critical attribute, spiritual roots. If the player randomly receives a high-grade fire spiritual root, then if he practices the fire attribute cheats, the power and effect of the skills will be much stronger than ordinary spiritual roots. But if he It is not impossible to practice the water attribute secrets, which can cause touching injuries at the least, go crazy in the worst, or directly explode to death at the worst.
In addition to spiritual roots, there are other attributes that affect other aspects. Some may decide which type of magic weapon is better to use, and some may decide whether it is better to practice internal skills or external skills.
In addition, according to Wen Meng's vision, the game may have a variety of different endings, such as proving Taoism and flying immortals, becoming a big devil after going crazy, failing to cross the catastrophe, dying and disappearing, failing to cross the catastrophe against the righteous way, etc. wait.
With such a general idea in mind, Gu Feng thought about it a little and felt that the game was definitely attractive and playable.
This game is somewhat similar to Isaac and is quite different from Isaac. If it is really done well, it may not be able to surpass Isaac's achievements.
As for whether the theme of cultivating immortals will be acclimated to foreign markets, in Gu Feng's opinion, it is probably not the case. After all, the main selling point of this game is the meat pigeon gameplay. Based on this gameplay, this game may really be able to provide players with It brings a sense of expectation that anything can happen in the process of cultivating immortality.
After reading it, Gu Feng called Wen Meng to the conference room to discuss it together. While helping her point out some issues, Gu Feng also raised some doubts of his own.
Among them is why the map on the ground is designed with eight directions.
After Wen Meng explained, he realized that it turned out that Wen Meng did not strictly follow the principle of spawning high-level monsters in later maps. To give a simple example, players may encounter monsters when they are still a rookie in the foundation building stage. A monster that reaches the Mahayana stage.
The eight-channel design is based on this design consideration, allowing players to have multiple routes to choose from while avoiding high-level monsters.
Considering that after the player bypassed some monsters in the early stage, it would be too troublesome to rush back later. When entering the game, the first skill that the player learns is the escape technique. As long as the player has visited the room, he can directly reach the room instantly through the escape technique. , simply more useful than the teleportation array in "Dead Cells".
With the help of Gu Feng, Wen Meng revised the manuscript five times and finally the project was officially approved.
The World Chess Championship of the first season of "Pokémon Chess" just ended two days ago. Unfortunately, the Chinese players only won the runner-up and third place, and the championship was taken away by a European player.
But after all, it is a game that depends on skill and God's will, so no player is too harsh on it.
The second season will be released in two days, and the manpower here will be slowly available. Considering that the content of Wen Meng's game is more or less, he still transferred a dozen people to her.
(End of this chapter)
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