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Chen Mo had a good night's rest. Early the next morning, after washing up and eating breakfast, when his brain was at its clearest, he used the memory playback potion and began to search for the forgotten memories in his mind.
The game Plants vs. Zombies has been around for a long time, and many memories have been blurred, and there are many details in these memories that are directly related to the quality of the game, Chen Mo dare not be vague.
The effect of the memory playback potion took effect quickly, and Chen Mo's thoughts slowly returned to many years ago.
The first thing I recalled was the classic plant images, a peashooter who looks like a dragon mother, a melon like a certain musician surnamed Gao, a potato mine with a rocker on his head, a sunflower with a mysterious smile, eyes Wall of nuts staring like light bulbs...
Then there are all kinds of zombies, ordinary zombies, roadblock zombies, pole vault zombies, iron bucket zombies, rugby zombies, dance king zombies...
There are also various scenes, such as classic scenes, night scenes, swimming pool scenes and so on.
The memory became clearer and clearer. Chen Mo quickly took the hand-painted board and recorded the appearance of these plants and zombies in sketches, mainly to restore some key features and details of these classic images.
After that, Chen Mo began to recall the entire process of the game.
From what crazy Dave said when he first entered the game, to planting the first plant, defeating the first zombie, and then constantly opening new levels, unlocking new plants, and defeating new bosses...
Chen Mo recorded while recalling, and recorded all the key points of each level in detail. For example, what kind of plants are unlocked in which level, which special mode is unlocked in which level, and so on.
After that, write down some game data.
For example, how long does it take for a pea shooter to fire a bullet, how much damage increase can be provided by a flame stake, how much is the deceleration effect of a frozen watermelon, how many times will various zombies die when faced with different attacks...
Although these data seem inconspicuous, they will directly affect the numerical structure of the entire game. With limited numerical ability, Chen Mo can only use this stupid method.
Four hours passed in the blink of an eye.
Chen Mo let out a long breath. He had been in a state of high concentration for the past four hours, and he felt very tired after relaxing.
However, he couldn't relax yet, and quickly took advantage of the remaining impressions in his brain to fill in some data and details, for fear that there would be any omissions.
People's memory will continue to decline. Using the memory playback potion can only guarantee free search of memories within four hours. Once four hours pass, these memories will slowly disappear again.
After tossing and tossing for another two hours, Chen Mo heaved a sigh of relief, slumped on the chair, and took a water glass to drink some water.
On the computer desktop, Chen Mo opened a new design document to record some details of the game. There are thousands of entries in it. There are also a large number of sketches in the drawing file, including plants, zombies, scenes, and even the UI layout style of the game.
This memory playback potion was finally used thoroughly by Chen Mo, draining the last trace of its value.
"Emma, I'm exhausted."
Chen Mo wiped the sweat from his brow. During the past six hours, his spirit was so tense that he couldn't make a fuss anymore.
But then again, why is it so embarrassing? Isn't it because there is only one memory playback potion! What if there are two copies? One bottle today, another bottle tomorrow, eight hours is enough to memorize the details of the entire game, so you don't have to be so nervous.
Therefore, Chen Mo knew in his heart that he still had to make money, and then krypton gold!
Chen Mo stood up and walked around, ate something, nibbled on a few pieces of chocolate, made another cup of coffee, and continued working after a short break.
The next step is to refine the design document, finalize some previous design details, and record them in the document. These details seem inconspicuous, but they actually affect the game experience very much, and Chen Mo dare not ignore them.
It took Chen Mo a whole week to refine the document.
A week later, the documentation of the entire game was basically finalized, and the details were refined. The basic rules, interface layout, plant and zombie types, etc. of the entire game were all set.
Afterwards, Chen Mo input these rules into the editor, and the editor will automatically generate a game project according to the rules, and Chen Mo can directly modify this project in the future.
It takes about 1 to 3 days to generate the project, and the more rules there are, the longer this time will be.
During this period, Chen Mo planned to finalize all the numerical systems of the game.
Some basic attributes of plants include: attack power, life value, range, attack interval, attack range, preparation time (how long it takes to take effect after placement), cooling time (time to place it again after placement), price (cost), damage point (main is for breakage effects) and so on.
For each plant and zombie, Chen Mo had to list their attributes and keep verifying them.
The game data recorded before was a great help. Some data details between different plants and zombies can be verified with each other, which makes Chen Mo's entire numerical design more effective.
In two days, the entire numerical system was finalized. Since Chen Mo has a lot of numerical details as a reference, this numerical system should be very close to the original work in his previous life, and even if there is a deviation, it will not be too big.
Next, it is verification and continuous fine-tuning.
During this period of time, the fantasy world editor has generated a game project, and Chen Mo temporarily named this project pvz. The project name is just a code name, and the real name needs to be finalized when the game is officially released.
Opening the project, Chen Mo checked the various rules and mechanisms, and found that the problem was not serious. There were some small rule errors and logical loopholes, which Chen Mo quickly filled.
Afterwards, Chen Mo imported various numerical settings, and added corresponding art resources for various zombies and plants. In this way, a game demo that can run easily is ready.
Now, the whole project has no novice guide and no checkpoints.
Chen Mo created a new scene, tried to plant a peashooter, and planted an ordinary zombie on the opposite side.
"Bang, bang, bang..."
Under the constant attack of the pea shooter, the zombies fell to the ground.
The rhythm is not bad, Chen Mo tried other zombies and plants, basically there is no problem, except for some fine-tuning for some that feel that the value deviation is relatively large, the others are ok.
After that, Chen Mo started to make the interface and set up the levels.
Setting up levels is also a technical task. The entire level process must be of increasing difficulty. It must not only make players feel different, but also not increase too fast, causing players to get stuck.
Chen Mo had already recorded a large number of level details before, roughly how many zombies were spawned in each level, and which new plants were unlocked in which level, these were all recorded, so it was not a big problem.
It took five days for Chen Mo to complete all the interfaces and the main level process, and he also gave the novice guide by the way. In this way, the adventure mode of "Plants vs. Zombies" was basically completely restored by Chen Mo. For mobile phone users, please visit m.reading for a better reading experience.