When I write a bug it becomes the core gameplay.
Chapter 307 Mr. Gu’s roundabout tactics
Chapter 307 Mr. Gu’s roundabout tactics
Wei Chengjie wrote quickly and wrote down all the key points of the previous discussion.
After he had memorized everything, he looked back at the game design related content and couldn't help but take a breath.
Man, this game is a lot of work!
In the past, everyone was talking freely, so there was no deliberate restriction on the size and content of the game. They just thought of it and talked about it, so there would inevitably be some system functions that seriously exceeded the workload.
The workload of these special abilities proposed by Wei Chengjie is not very large.
For example, the ability of the fire element is just a simple explosion, while the ability of the earth element is to escape through the wall. Although it is a little difficult to do, it is not too complicated.
The wind element can grab objects, and the time element can stop time. Both of these are acceptable.
Water element bonding objects are relatively difficult to develop. They can be attached to various props to make them huge, or to glue different props together to create different effects.
Then the more props in the game, the more complex the reaction will be after enlargement or gluing, and optimization must be made for most of the props in the game.
Even if you make a universal program, or classify props according to different functions, and you are more or less lazy, you still need to conduct a lot of testing and verification afterwards.
For example, the wind elements in the scene will drive players away, or the man-eating monsters hidden in the soil. These are not just about making functions, but also put forward extremely high requirements for scene and level design.
For example, if players can use earth skills to pass through walls, the level design of the entire game will undergo earth-shaking changes.
If the player doesn't even have the jumping function, then a small dirt bag can block the player's way forward.
The fact that players can pass through walls means that there must be too many shortcuts in conventional level design, which naturally places higher demands on level designers.
As we all know, the more restrictions on player movement, the better the level design is.
What's more, this is just the lowest level idea in the game. If it is really designed according to this plan, there will be many related derivative problems.
But in any case, as far as the original functions are concerned, the workload is still within the development scope of a large-scale stand-alone game.
It can only be said that the designers responsible for the level design are sweating profusely.
In addition, although Mr. Gu’s request sounds good, it is very difficult to actually make it.
On the surface, it just adds a weight attribute to each prop, and allows the game character to make different moves or attacks based on the weight of different props, but this in itself poses a problem for the physics engine system when making games. Extremely demanding.
These suggestions from Mr. Li have successfully added fuel to the fire and made the workload even greater!
Once the jumping function is added to the players, they will jump to many inexplicable places, giving the designers many shortcuts to skip classes in the levels that the designers have worked so hard to design.
For a small team with average development capabilities, it would take a lot of time to repeatedly debug just to calculate and balance the weight of various props and make the character's performance look normal when using various props.
Otherwise, the level will easily go to two extremes, either too simple and can be passed by just walking through the wall; or too complicated, and players can't find the way through it.
No matter which situation occurs, it can only be said to be a major mistake in the level design of this game.
In addition, in order to better reflect the role of water and wind elements in the game, the game must have a large amount of water- and wind-related content, which means that the game will most likely be an open world game. in summary……
Wei Chengjie finally said: "Mr. Gu, Mr. Li, in this case, the big framework of the game is almost there.
"Considering the content design of the game itself, my suggestion is to make an open world game that allows players to explore freely. At the same time, the design of different elements means that the game is best biased towards the style of Western fantasy, cartoons, fantasy, etc. .
"As for the plot framework of the game, I think it is enough to use the more traditional "Dragon Quest" or "Heroes Save the World" plot. The plot should not be overly complicated. After all, the game mechanism is already very complex. If there is a plot added , the development costs of the game are somewhat difficult to control.”
Gu Fan nodded: "Yes, okay."
As for Lilith, she didn't say much because she didn't care at all about the specific content of the game.
As long as the game can create enough negative emotions for players according to her requirements, that's enough.
As for the improvements that Wei Chengjie has racked her brains to make for the game, she can at most regard it as a beautiful piece of skin, a means to trick players into playing.
Seeing that neither of them had objections, Wei Chengjie hurriedly continued to write and write down all his previous thoughts.
In the process, Wei Chengjie gradually realized something.
Mr. Gu... seems to have been deliberately guiding Mr. Li?
At first, Wei Chengjie thought that Mr. Gu was more like a hands-off shopkeeper, or like a doormat. He was completely powerless against the investors' misbehavior and could only let Mr. Li do whatever he wanted.
Mr. Gu could only silently accept the various outrageous claims made by Mr. Li, and then secretly stuffed bugs into the game during the production process, trying his best to restore the reputation of the game through this roundabout way after it was released.
But after this meeting, Wei Chengjie suddenly realized that Mr. Gu didn't seem to have done nothing?
Take this game as an example. It seems that the entire meeting was made by me, with Mr. Li making the final decisions. Most of the features were finalized by Mr. Li.
But in fact, Mr. Gu secretly played a decisive screening role.
For those plans put forward by Mr. Li that seemed to be salvageable, Mr. Gu said nothing, or simply expressed his firm stance and expressed his approval.
For those plans with serious problems proposed by Mr. Li, Mr. Gu would always put forward some new suggestions in a roundabout way. Although Mr. Bili's idea seems more unreliable on the surface, if you think about it carefully, you will find that this new plan undoubtedly leaves more room for development.
For example, Mr. Li suggested that the water element would directly break into pieces after being bonded to special props in the later stage. This was obviously outrageous.
Although Mr. Gu's proposal to increase the weight of props seems to have placed great restrictions on players, increased the workload, and added a gravity system to the game out of thin air, from another perspective, the system The more complex it is, the greater the possibility of something fishy and the greater the room for maneuver.
Thinking of this, Wei Chengjie couldn't help but feel in awe.
Sure enough, it had to be Mr. Gu, Nitiantian Game was being controlled to the death!
(End of this chapter)
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