Create horror games that scare players around the world
Chapter 9 It’s time to strengthen Blue Star
Chapter 9 It’s time to strengthen Blue Star
Ding Yi got up and washed up immediately.
The first step is to optimize the game.
He turned on his laptop, and the system immediately copied the development engine and optimization system to the desktop.
After clicking on the optimization system, he threw the file package of "The Day Before" into it according to the operating instructions he had previously entered.
[Do you want to optimize this game? ]
Yes.
Ding Yi made a decisive choice.
【Optimization starts.】
[The Shit Mountain code has been optimized and streamlined, and can now be modified and adjusted at will. ]
【21 fatal BUGs have been optimized and you can now experience the game normally. 】
【198 common BUGs have been optimized, and the gaming experience has improved. 】
【Useless residual files have been optimized, and the size has been reduced from 34G to 4G. 】
【The files occupying memory have been optimized, and the fluency has been improved. 】
[Optimization completed. After evaluation, the GT610 graphics card can play the game at 120 frames. ]
"GT610...?"
Ding Yi raised his eyebrows.
Because of the lack of optimization and code issues, "Before the Cataclysm" is very laggy to play.
There is even a review post online, where a user using the latest 9080TI graphics card to play "The Day After" was able to run at 50 FPS, while others could only run at around 30 FPS at best, with occasional freezes and crashes.
After the system is optimized, even the GT610 can run at 120 frames, which is really awesome.
"I guess this antique card will have to be used at low graphics settings when playing CrossFire?"
Ding Yi tried to enter the game, and sure enough, the game ran much smoother and no longer stuck from time to time like before.
After entering the safe zone, NPCs will not have all kinds of ridiculous and strange bugs.
Very good, the basic framework of the game is completed.
“Optimization is done, now updating the image quality.”
Ding Yi quit the game, opened the game engine, and selected the game file package.
After selecting 8K material redrawing, smooth action skeleton, and perfect numerical adaptation in turn, this set of operations took more than an hour and was completed at 10 o'clock in the evening.
Afterwards, he entered the game again with curiosity and excitement.
This time, he was shocked.
What is the next generation?
It's right in front of you!
The Day Before is a completely new game.
The materials of trees, houses, ground, etc. are extremely detailed, and the picture quality far exceeds 3A.
This is the viewing experience at 1080P resolution. If you experience it with 4K resolution, I’m afraid you won’t be able to tell the difference between real and fake, and it will be like heaven.
Ding Yi operated the character again. After the modification of [Smooth Action Skeleton], the character's behavior was no longer stiff, and there was a slight inertia amplitude that did not affect the experience.
For example, after stopping suddenly, the character will have a slight forward inertia and the arms will swing a little.
These little details weren't there before, and now it's considered a playable game.
And the experience is like playing "The Division".
Of course, apart from these, everything else remains unchanged.
The gun trajectory is still gun fighting. The system cannot determine whether this is a BUG. It may think it is a skill, so Ding Yi has to modify it manually.
However, for now, the modified "The Day After" is already two different games from before.
Especially now there is not even a single BUG, the experience is excellent.
"The basics are already there, but the gameplay and content are too empty, and there is no plot."
“I have to write a plot, and then fill the game with new content and gameplay.”
Ding Yi quit the game again, created a new document, and began to plan the subsequent modification work. As a multiplayer survival open game, the social function is indispensable.
The level system, copy system, construction system, friend system, team system, etc. must all be put on the agenda.
Then there is combat optimization.
The existing 'gun fighting' is simply unplayable, so we'll first adjust the shooting feel and trajectory in the engine.
Otherwise, if a third-person survival game can't even do basic shooting well, it would be laughable. Even if the graphics quality is high, players will not buy it.
After all, it is 2024, and players have become more discerning and knowledgeable.
There will be no situation where the Earth world understands the poor sense of combat in The Elder Scrolls 5 and the poor sense of shooting in Fallout 3.
Under the pressure of various high-quality games, if you can't even do the basics well, then you'll be criticized.
Therefore, shooting must be done with great care.
Next is transportation.
It is obviously unrealistic and ridiculous to explore an open world entirely by running around.
Therefore, motorcycles, cars, trucks and other vehicles should be added to let players experience what GTA-style happiness is.
After all, as a player and a producer at the same time, he deeply understands what players want.
Therefore, he does not have the self-righteous arrogance of Todd.
Next, it’s time to take care of lone wolf players.
Due to work and study, this type of players have fragmented time and cannot play games for a long time.
So they usually play single-player games quietly and rarely play multiplayer games.
When others are working in fixed time and with fixed teams to fight for materials, they are often working overtime.
By the time they have time, others have finished their daily work and are resting.
Helpless, I can only play by myself.
Therefore, this type of player is considered a lone wolf player to others.
Ding Yi’s plan is to allow this type of players to find their own happiness in the game.
You don’t have to form a team or integrate into other people’s circles. If you want to play, play. If you don’t want to play, turn off the game and do something else.
Therefore, the way you play your life needs to be well planned, but you are destined to be a light player rather than a heavy player.
Finally, it’s a matter of perspective.
The game is currently played in third person, but some players want immersion, so first person will also be added.
As for the PVP elements, he plans to directly copy the dark zone mechanism in "The Division".
If players want to shoot each other, they can only go to specific areas to attack each other.
But on the other hand, extremely rare items can be obtained in these areas.
In the big world, everyone still has to search for resources, help each other, build homes, and go to dungeons.
While Ding Yi was writing the updated content on the document, he was constantly thinking about the subsequent gameplay.
Of course, as a long-term multiplayer survival game, the gameplay content and plot are constantly released. It is not like a stand-alone game that can make a lot of money with just one investment.
After simply planning the route, he began to conceive the game's world view and background.
First up are the monsters in the game.
The monsters in "The Eve of Disaster" are all mutated beasts that have seriously regressed to their ancestors.
This is a very common setting for Blue Star players.
Because the open survival games here are basically PVP mode, which is similar to the human-vs-human gameplay of "Escape from Tarkov".
The monster-based multiplayer games are just like "The Day After", with either aliens or mutated beasts, which is extremely boring.
So, Ding Yi decided to increase the intensity.
Let the players of this world see the horrific zombies with hideous faces and rotten bodies.
Thanks to Theyuxuan for the monthly ticket support!
(End of this chapter)
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