Almighty Game Designer

Chapter 102: The masterpiece of RTS

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In fact, for Chen Mo, the previous resource quota of 1.6gb was quite a lot, and for mobile games, it was too much to use up.

There are two uses for the resource quota, one is to download shared art and music resources.

Of course, this designer who is basically just getting started will use it for a while, and later these resources can only be used as replacement resources. In order to improve the quality of the game, the art and music resources basically need to be remade.

Another use is to use the editor to generate rules and the basic framework of the game, which takes up program capacity.

The rules of games like "My name is mt" are very simple, and the editor's program probably only occupies less than 30m, which is basically negligible.

Chen Mo focused on mobile games before, so he basically didn't care about these.

However, if you want to develop particularly complicated strategy games, real-time strategy games, or moba games, their rules are very complicated, and the editor program will also take up a lot of resources.

If Chen Mo wanted to make a real-time strategy game with a resource quota of 1.6gb, it would still be a bit tight, but now it has been increased to 5gb, which is very comfortable.

Next, there are still a bunch of special props left.

The memory playback potion must be kept, it is not too much for Chen Mo.

As for the Response Injection and Hand Speed Boosting Potion... Although it seems useless, let's use it together, anyway, it will take effect permanently.

At least it will be useful when playing games in the future.

After using them all up, Chen Mo didn't feel any change in himself.

"Come on, let's do this first."

Chen Mo took a short break, sat in front of the computer, and began to write the design documents for the new game.

With money and users, Chen Mo's next step is to do word of mouth.

Just like entering the field of mobile games through "Plants vs. Zombies", Chen Mo also needs a well-received and well-received boutique game to enter the field of PC.

Before, Chen Mo hesitated between rts games and moba games, and didn't really think about which one to play.

In the long run, moba games can be said to be once and for all. If "League of Legends" is made, Chen Mo can lie down and make money for at least six or seven years.

As for real-time strategy games, judging from the experience of previous lives, they will definitely be rubbed by moba games, and sooner or later they will go downhill.

However, after investigating the PC game market in the parallel world, Chen Mo decided to make a real-time strategy game first, which was also produced by Blizzard in his previous life: "Warcraft".

First of all, in terms of production difficulty, mob. Because there are a lot of numerical balance and hero mechanism problems in moba games, sometimes many problems affect the whole body. Maybe a version change is not done well, which will affect the life of the game.

Although rts also requires numerical balance, it is relatively easier because the mechanism is not as complicated as moba games.

Secondly, in terms of game promotion, players in this world have never been exposed to mobs. If Chen Mo wants to promote moba games, he may start slowly.

In addition, Chen Mo must use the content in the "Azeroth Universe" as soon as possible. The sooner these settings are formed into the game, the higher the degree of player recognition will be, and the faster the game culture will spread. .

So, after a comprehensive consideration, Chen Mo decided to make "Warcraft" first. Otherwise there is no point in waiting for mob.

Next, is the big frame planning.

Strictly speaking, "Warcraft" is a series of games, "Humans and Orcs", "Tide of Darkness", "Dark Gate", "Reign of Chaos", "Frozen Throne", although these are all called " Warcraft", but very different.

Leaving aside the progress of the plot, only in terms of game mechanics, there are some differences between the versions.

Like in "Warcraft 2", Blizzard really formed its own style, and the Blizzard operating system (left button to select, right button to attack and move) was established. And the "fog of war" mode has also begun to be widely extended to real-time strategy games.

In "Warcraft 3", the introduction of "heroes" has become a subversive setting, which perfectly balances team spirit and personal charm, and greatly improves the strategy and appreciation of rts.

In the version of "The Frozen Throne", the balance of "Warcraft 3" has been continuously adjusted, and the plot has reached its peak, which makes "Warcraft" an eternal classic game.

For Chen Mo, there is no need to take the detours he has already gone through. He is going to skip the previous stage and develop "Warcraft 3".

In the plot of "The Frozen Throne", the two most popular and tragic heroes of Azeroth: Illidan and Arthas, as the two protagonists, finally fought on the Frozen Throne, pushing the plot of the entire Azeroth world forward. At the top, a large number of players entered the pit of "World of Warcraft", or learned more about the history of Warcraft, precisely because of their love for these two heroes.

As for the previous plot, Chen Mo intends to integrate all the exciting plots in "Reign of Chaos". In this way, the version Chen Mo made is actually a two-in-one version of "Reign of Chaos" and "The Frozen Throne".

As for others, including "Dark Tide", "Dark Gate", etc., if the players' voices are high, they can be added as dlc later.

In Chen Mo's plan, the design outline of "Warcraft" is mainly divided into 6 aspects, namely basic rules, combat mechanism, race building and unit setting, plot related, map level, and networking mechanism.

There was a lot of content, and Chen Mo didn't plan to finish it soon. After roughly finishing the design concepts and innovations of "Warcraft", Chen Mo went downstairs.

Qian Kun just joined the job yesterday and sat next to Zheng Hongxi.

And Zheng Hongxi and Su Jinyu were playing "Legion Conquer" while racking their brains to write a research report on real-time strategy games.

"Is the research report ready?" Chen Mo asked.

Zheng Hongxi said, "It's almost there."

Su Jinyu said with some confidence: "Write... it's done."

Chen Mo nodded: "That's fine, come on, keep it for yourself, I won't read it."

Zheng Hongxi and Su Jinyu: "???"

Su Jinyu was speechless: "Manager, you don't even read it, why do you want us to write?"

Chen Mo said, "If I don't let you write a research report, can you play it seriously? Besides, your research report must be poorly written, and you will know it without reading it."

Zheng Hongxi and Su Jinyu: "..."

Chen Mo said: "Okay, the new game development plan is already in place, come to the conference room and tell you about it."

The four sat down in the meeting room, and Chen Mo distributed the printed "Warcraft Design Concept Draft" to everyone.

Zheng Hongxi was surprised: "Wow, store manager, you are finally going to be Azeroth?!"

Su Jinyu said: "Real-time strategy! Well, it looks like this is a masterpiece! But, can it work..."

Qian Kun stroked his chin: "It's not a money-making game, what a pity..."

Chen Mo was speechless, this dead boy, why does he think about making money every day? For mobile phone users, please visit m.reading for a better reading experience.