Video Game Designer

Chapter 158: Don't use numbers to determine the difficulty

There are too many things to do to develop a game, especially the ‘masterpiece’ like the Jedi Battle Royale. At least this is the biggest project that Chuhe has developed so far, including since the establishment of Tianhe Network.

"Realistic style? Or fantasy style? But if it is realistic style, it is difficult for the domestic audit agency to pass it."

Three days later, in the Tianhe Network where all the preparations have been completed, everyone sat together to discuss a pre-development meeting of the Jedi Battle Royale.

Xu Chang, who had already come out of the Jianghu project, also joined the Jedi survival battle royale project.

At present, the multiplayer project in Jianghu is already in the test, and it is expected to be online in about a month.

At the same time, the dnf project team on the other side is completely on the right track. The basic art style of the game has been completely determined. At the same time, the background story of the entire game will also be written by a dedicated person. The world view of the entire game is still biased towards fantasy. Kind of.

At the same time, the soundtrack of the game is outsourced to the soundtemp team in South Korea. Speaking of this team, you may not know too many people, but this is the top game music production team in South Korea, especially in the online game bgm, you can say that they It has created a pinnacle.

Almost all popular online games have members of the soundtemo team.

But in the action design of the game, the entire dnf team has a little different difference.

Because it is a 2D horizontal arcade fighting game, in addition to daily development, the entire team will often play together the arcade that was popular in the 1990s and the millennium.

Arcade works such as Street Fighter, Guilty Gear, King of Fighters, Soul of Soul, etc., are influenced by them, and the actions of some of the characters are evolved from the more famous moves in those arcades, and have a very strong sense of both eyes.

Some people on the team believe that this kind of learning is okay, not just arcade, they also want to integrate the excellent skills of games on other platforms into the whole game.

But some people think that this is not appropriate.

In the end, it was still Chuhe's clapboard, and some classic motion designs could be used as appropriate.

This kind of thing is still a relatively common thing in the game world, and there is nothing to say about plagiarism. It is affected by a certain game or a core element of a certain game, and then it is incorporated into its own game. Even these top game producers such as Hideo Kojima and Shinji Mikami have done it.

This is not difficult to say, or it is a thing that violates the conscience of game design. Copying without a bottom line, for example, the core mode of the entire game is copied, just modify the value in the game, or the game's skin, That is the most disgusting thing.

The core of the game is different from the randomness of the Jedi Battle Royale. The core content of the dnf game is to implement one point.

readily.

What is the most enjoyable situation when playing a fighting arcade?

It is undoubtedly the time when a set of combos smashes the opponent's eggs.

Killing opponents with ordinary small punches and calf legs, and killing the opponent with a series of gorgeous combos with nirvana, the final game experience is completely different.

In the dnf action system, there is no doubt that various settings are served for this refreshment.

Lianzhao, compulsory interruption, and floating, all of which are designed to serve Lianzhao only.

"Overlord setting? Change this setting, only certain bosses will have buffs like overlord, and there is no such thing as miss rate in the game." In the dnf project group, look at the numerical department The numerical plan submitted, Chu He could not help but frowned.

The planning of the entire numerical department has been spent in other domestic game companies before. For the difficulty value control in the game, they still stay on the basis of pure numerical improvement.

How to increase the difficulty of the game?

Simply increase the defense, attack, health, and speed of the boss, and then add various buffs.

This method is commonly used by most domestic online game designers. To be honest, players are almost used to this kind of setting.

But this is not what Chuhe requested.

"Difficulty of the game, don't decide with simple numerical changes, focus on the difficulty and bring different gameplay!" Chu He looked at the meeting room, a group of dare to speak with the numerical planning and level planning Shen channel.

Not only dnf, including most domestic rpg games, the difficulty of the copy increases according to the value according to different levels.

Under normal difficulty, the boss has a blood volume of 100,000 and an attack of 1,000. In difficult mode, the boss has a blood volume of 500,000 and an attack power of 2000.

Is this setting inappropriate?

In fact, it is also appropriate. It is appropriate to increase the attribute of monsters in the more difficult copy, but the increase in the difficulty of the copy cannot be limited to this.

Why is the difficulty of most domestic rpg games the same?

Because it is simple, because it is convenient, because it is better and more purposeful, it allows players to krypton gold and improve their attributes.

"Do you know World of Warcraft at Blizzard's e3 exhibition?" Chu He looked at everyone and asked.

It's not clear why Chu He asked so, but everyone nodded. For this masterpiece, anyone in the game industry should know it.

"I once chatted with the planning of Warcraft. In the script of Warcraft, the difficulty increase is not only the growth of monster attributes, but also the hidden elements, high-level difficulty copy and low-level difficulty copy. If you use the game to come To describe it, then it is two games."

"According to your settings, the 18th-level transfer copy of Dark Thunder Ruins, the final boss, why can't you increase these elements, such as this setting on ordinary difficulty, but on the king difficulty, the boss's blood volume is reduced to a certain limit Time, will enter the second stage, have a higher attack, and add a certain skill, or when its blood reaches a certain limit, there will be several elite mobs to help it?" Chu He pointed The plan book before me said.

The difficulty is fully reflected in the basic attribute value, such a game experience is simply too bad.

Can dnf do this simple numerical difficulty determination like the legend of Red Moon.

"And the value is too small~www.NovelMTL.com~ The improvement of the attribute is too unintuitive. The player sets a series of dozens of damages in a series of moves, which is completely different from hundreds of points and thousands of points. The same upgrade As well as the attribute improvement brought by the equipment, the larger the value, the more intuitive the player's feelings and the higher the refreshment point." Chu He continued.

"But this way, the later value of the game, will it be too large?" Some planning hesitated.

In this case, don't the mobs have hundreds of thousands or millions of blood in the later period?

Of course, this is not a very important thing, the most important thing, then their numerical planning work will be more cumbersome!

"A skill damage shows tens of thousands, and a skill damage, millions, tens of millions. What kind of numbers do you think can make players feel more shocked and exciting?" Chu He glanced at the person who spoke.

"Okay, do as I said, don't bring your previous planning experience to the dnf project." Chuhe clapped.

He is the boss, he has the final say!

(=)

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