Restart the Gaming Era
Chapter 227: Problems and modifications
Zhong Ming briefly finished the design concept draft of "Taigo Painting Volume", including the various systems in it, as well as some relatively shallow design concepts.
After answering a few more questions, the meeting broke up.
Although the meeting has ended, it can be seen that most people's doubts have not been completely resolved.
Everyone else was gone, and Zhong Ming left the art team alone to arrange the work afterwards.
On the design team side, Zhong Ming came to grab it personally. He took a step back and said that the three people had problems understanding the function. Zhong Ming himself could explain the program clearly.
However, in the art group, Zhong Ming will start to arrange most of the management work for Jiang Wanna. At that time, she will directly communicate and communicate with Jiang Wanna. In principle, she will not ask other people about the specific work.
However, there may be certain loopholes and problems, and precautions must be taken in advance. Of course, no matter how to prevent these problems, it is difficult to completely avoid them. After all, this is also a kind of pain that the company must experience during its expansion from small to large.
In the conference room, Zhong Ming worked with the art team to determine the workflow, priority of needs, etc., to ensure that these people can cooperate and work efficiently. After all, although the manpower of the studio has gone up, the number is still incomparable with the key projects of many large companies. It is necessary to eliminate the internal consumption caused by some meaningless links as much as possible and promote the research and development cycle as much as possible.
...
Zhong Ming stayed in the conference room and had a meeting with the art group.
The current design team, in addition to Zhong Ming, has a total of three people, Fu Xingan, a world architect, Jia Jia, a numerical designer, and Wu Mingliang, a functional designer.
The division of labor among the three people is also very clear. Fu Xing'an is mainly responsible for the plot, packaging, and copywriting of the game, including the function of the large map. In addition, there is a very important job to promote the progress of the project; Jia Jia is responsible for the game's values and some closely related to the values. Wu Mingliang is responsible for the design of other large systems, such as martial arts, exercises, npc, and so on.
In short, those related to the plot are returned to Fu Xing'an; those related to the numerical value are returned to Jia Jia; others are returned to Wu Mingliang.
The work of the three people is not trivial, and all of them are stressful.
The first thing to return to the workstation is to quickly turn out the design concept draft on the intranet, and quickly understand the gameplay in accordance with the explanation of Zhong Ming written down before.
Because they have to write specific design documents.
However, the content that you need to create yourself is not too much, because Zhong Ming's design concept draft is written in great detail, including most of the interface layout diagrams. The three main tasks of them are to smooth the logic and improve at the same time. Some details.
After all, in the view of Zhong Ming, these three people are still under-designed. It is okay to let them take charge of such complicated functions alone, but it will definitely slow down the project progress. Therefore, in the early stage, let them take their hands as the mainstay, learn while they are playing, and slowly they can take the lead and complete the design by themselves.
Among these three people, Fu Xing'an has been in the industry for more than a year, mainly doing plots and also doing some functional design; Jia Jia graduated this year and has a lot of game experience, but has not written design documents himself; Wu Mingliang has been the most For a long time, I have more than two years of work experience, and also a functional designer who has done previous projects from interns. It is estimated that dozens of documents have been written, which is the most experienced of these three people.
But relatively speaking, Zhong Ming is most worried about Wu Mingliang, probably because he stayed in the previous company for too long, so there is some thinking inertia, and it may take some time to reverse. Fu Xing'an and Jia Jia are more like a blank piece of paper, with more room for shaping.
All three are looking at the draft design concept.
Wu Mingliang was scratching his head while looking at the concept draft.
Sad!
He has written a lot of design documents, but this has never been done.
Seeing headaches!
Various systems, too complicated! In particular, there is a connection between the various systems. The logical details inside it are sloppy, and it is estimated that it can make people want to die.
Although he has rich experience, it is all the experience of bracelet games. If you want to do some common game systems in bracelet games, such as drawing cards, challenging chapter levels, building equipment, and so on, they are all in hand. But now this game is really too moth, there is not much experience available.
Fu Xing'an, sitting next to Wu Mingliang, was also scratching his head.
For him, there is no ready-made experience to use ...
This feeling is like walking in the night. You do n’t know that there is a pit somewhere in front of you, and you are trapped in it. You can only feel the darkness and move forward by feeling.
Wu Mingliang came together and whispered to Fu Xing'an: "This design concept draft was written, but it's really floating. Is our boss writing design documents like this?"
Fu Xing'an also whispered, "I don't know, but the indie games in front of me all look normal."
"Ah, I feel a little bit falsified." Wu Mingliang said, "This game is really a bit unstable. It won't be the first project we do, it will be cold ..."
Wu Mingliang did not say that the game was unreliable. In fact, he felt that these people in the project seemed to be quite reliable, so he said "unstable".
In the design draft, there are too many risky designs.
In other words, the entire "Taiwu Painting Volume" itself is a complete risk (zuo)!
Fu Xing'an nodded: "Yes, this game feels different from the games I have seen before. It is very fresh. However, the boss certainly understands the risks here, and risks coexist with opportunities. Let ’s see, maybe It's a niche boutique. "
Wu Mingliang nodded: "Well, I hope."
Wu Mingliang himself knew that there was something wrong with this design draft?
Actually, no problem can be found.
In other words, he gave these elements to him to design, and he was sure that he was not as good as Zhong Ming.
In other words, Zhong Ming has to forcibly plug so many complicated gameplays into the game "Taigo E scroll". It is already a great thing to be able to achieve the current level of gameplay and interface.
Look, the problem is very big, but if you really want to pick and change, you don't know where to start.
Therefore, the problem that Wu Mingliang is worried about is not really a matter of level. In the final analysis, it is a matter of game content.
When Zhong Ming thought about it, he would have to do so many complicated things, and all of them must be stuffed into the game. Then the system and interface of the game can only look like this, and it looks unavoidable.
Want to lose weight? Sorry, it's really hard to do.
Therefore, Wu Mingliang was worried about returning to worry, but in fact there was nothing he could do about it, he could only do some optimization as much as possible and write his own design documents.
...
The "Taigo Painting Volume" to be made by Zhong Ming still differs from previous life, mainly in terms of art resources.
The previous "Taiwu Painting Volume" was limited by manpower and investment, and it did have some spicy eyes on art resources, including character painting, battle scenes, large maps, etc. In fact, there were some shortcomings.
Now Zhong Ming has money in his hands. Of course, he needs to comprehensively update and upgrade these art resources. At least the skin on the surface should be polished to make it more attractive to players.
In addition, some of the time-wasting links in the game were appropriately shortened, such as repeated battles, arrests, and so on. Most of the time was spent in the field, which was relatively boring and repeated labor, which was too unfriendly to the liver.
There is also a character generation link at the beginning. Although players can customize some attributes, specific qualifications, talents, etc. can only be seen in the game. Many players who want to go for a specific genre in order to get a good start Often it is very troublesome. To this, Zhong Ming directly adds an attribute preview interface and a button of [Random again] directly to the opening. Players can simply click the button to choose the satisfactory opening.
In fact, similar functions have also appeared in games such as "Xia Ke Feng Yun Chuan". Such random talents have a great impact on the early, middle and late battles. It is necessary to add a similar function.
In the final analysis, "Taiwu Painting Volume" is a stand-alone game that sells, or should you sell as many copies as possible. In the case that it is difficult to get started and it is difficult to change the established fact that it is not friendly to novices, it should be more convenient for the players in various functions.
This is not a point card game. Prolonging the game time of the player is actually not useful, and it will not have any impact on the sales of the game or even word of mouth.
Of course, changes in the arts have resulted in a substantial increase in art resources.
Zhong Ming's "Taigo Painting Volume" saved a terrible amount in terms of art resources. All the battles were fought by two black figures, so a lot of art resources were saved. And the game has the most resources, and it turned out to be a puppet, which is also an anecdote.
According to Zhong Ming's modification, the characters and battles in the game will take up a large amount of art resources.
In terms of characters, a larger and more complete face pinching system is made through a variety of different costumes and features. At the same time, the state of the NPC in youth, middle age, and old age can be reasonably evolved according to the system's intelligent algorithm. , Middle-aged Xie Ding, bald in his old age and so on.
And these pinch data will be reflected on the model. Fighting is a battle between two characters. Players can clearly see the appearance of themselves and the enemy, and some special states, such as bleeding, poisoning, etc., can also be displayed on the character model.
There are also some derivative gameplays, such as building a house, grabbing, etc. The art resources have also been comprehensively upgraded.
For example, scratching is a large background original painting with grass, stones, relics, etc. There are different howling sounds from different places. Compared to the previous "dot grid" picture, it is much more real.
The same is true for building a house. Instead of the squares covered with building icons, it is changed into a large original painting. The building is still distributed according to a certain rule, but the grid is hidden. Players If you feel that the original painting is not intuitive enough, you can still enter the special editing mode and build it by filling the grid. After the construction is completed, you can return to the original painting mode to see the whole picture of the village more intuitively.
In addition, there are some special changes, such as descriptions and tips for each system, simple initial strategies, etc., to help players get started faster, while reducing the amount of player operations and reducing the cost of understanding.
And, because of several empirical issues, some interactions are counter-logical. For example, emails in the game are almost useless. Whether it is repairing a wheelbarrow or adding resources, it is achieved by dragging, and a lot of players are stuck. In fact, you only need to right-click to pop up an option menu, which can be solved better.
For these contents, Zhong Ming also added and modified to make the game's interaction mode more reasonable.
In the previous life of Zhong Ming, after all, the development team of "Taigo Painting Volume" had only three people, and even the programs were designed and taught by themselves. There must be many problems. Now Zhongming's team has completed expansion, and the world's technology and development tools are more developed. Naturally, a comprehensive wave of optimization is necessary.
However, after the optimization, "Taiwu Painting Volume" is still just a 2D game.
In fact, Weiguang Studio now basically has the ability to develop 3D games. In terms of fine arts and programs, in fact, there are some experiences using 3D engines. It is not impossible to change to 3D.
However, Zhong Ming's consideration is two aspects. First, the current team is still in the running-in phase. There are already some communication and cooperation problems. If you use a less familiar 3D engine, it may cause some difficulties and slow down the progress. Second, "Taigo Painting Volume" itself is characterized by gameplay rather than picture performance. It is made into 3D. Compared with exquisite 2D pictures, the cost has increased a lot, but the effect is not necessarily obvious.
Therefore, the optimized version of "Taigo Painting Volume" produced by Zhong Ming still chose the 2D version, but only optimized the gameplay and greatly enhanced the art resources.
In addition, "Taigo Painting Volume" will be released on both the computer and the wristband. The screen on the wristband needs some special optimizations to make players look less tired. These are also in the development plan. .
...
"Taiwu Painting Volume" soon entered a tense development link. Zhong Ming's plan was to complete all design documents in the first week, with a R & D cycle of 7 weeks, two months of testing and completion.
This time is not too fast in this world.
The "Taigo Painting Volume" of the previous life was polished by a three-person team for three years. After all, there are too few people. So many things can be polished in three years. It is a miracle.
The main creator of eggplants has used RPGMaker to independently produce a magic RPG "Doomsday Instrument" with an extremely complicated setting in the free time of 1 to 2 hours a day for 5 years, and has gained a fan of more than 300 people. group. Later, he hoped to set up a small team to make a product that can be marketed and more players.
So he pulled a few supporters from different locations ~ www.readwn.com ~ in charge of art, procedures and music, and then showed them more than 100 complex design drawings that he drew in CAD-he was then 'S main business is architectural design.
In the original words of Aubergine: "I don't think this game is too difficult, but I told the other members this week for a week, they all seem to understand."
Giving up work, suffering for three years, even without a programmer, the programs were written by self-learning code for eggplant, and it was not easy to grind them out in three years.
Of course, Zhong Ming's current batch of people are regular troops, and the number is more than several times. Coupled with the world's advanced black technology and a perfect engine, of course, there is no need to boil for so long.
At the same time, there have been two recent news that made Zhong Ming more concerned.
The first is the internal test news of "Sword of the End", which is said to be "a great success" and "completely full", and large-scale publicity is about to begin. After another month of optimization and repair, the public beta will be launched and officially launched.
The second is that Chanel's artificial intelligence module has begun to advertise and promote on a large scale. This little black box is selling crazy!
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