Almighty Game Designer

Chapter 502: Games tailored for Switch

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"Super Mario Odyssey" has a total of 17 scenes, including the country of hats, the country of waterfalls, the country of sand, the country of lakes, the country of forests, etc., each scene has a certain number of moons, which will be unlocked after customs clearance More moons.

In "Super Mario Odyssey", the total number of all moons reaches more than 860, and the number of gold coins and special currencies is even more. These elements are hidden in various hidden locations on the map, and if you want to reproduce them, you need a lot of memory playback potions.

Fortunately, Chen Mo had a lot of stockpiles before, so it was enough, otherwise, he would have to redesign the levels bit by bit.

"Super Mario Odyssey" is a small garden game, and each small scene is relatively independent, so it is not particularly complicated to make. After planning the positions of all props and cloth monsters, the difficulty of development is greatly reduced.

When writing the design concept draft, Chen Mo felt that the various elements were very complicated with the help of the memory playback potion. One can imagine how much energy it takes to actually make it

In addition, there are a lot of easter eggs hidden in the game. For example, in Metropolis, this level is full of Easter eggs of Donkey Kong. For example, the taxi in the city has a license plate of 1981-nd, which should commemorate the debut of Mario and Donkey Kong in 1981.

In addition, there are a lot of background music in "Super Mario Odyssey" that are also Easter eggs, such as the mini cars in the city state, the music during the challenge is the same as the card game music in Super Mario III; , and the background music of Super Mario Kart will also be heard.

Obviously, it is impossible for players in the parallel world to understand these easter eggs, which has to be said to be a pity.

However, it is definitely impossible for Chen Mo to bring over the entire Mario series, because some Mario games are actually a bit outdated in terms of the current parallel world design concept, and there is no point in moving them out.

Think of these Easter eggs as part of the game content of "Super Mario Odyssey", as a diversification supplement to the game, it is actually not bad, after all, in Chen Mo's previous life, many people have never played "Super Mario" The previous work, but it did not affect their love for "Super Mario Odyssey".

I believe that many players should be very surprised when they encounter the two-way foil attack that turns three-dimensional into two-dimensional, even if they have not played the original Mario works.

In addition, Chen Mo also wrote very carefully about the art and music style.

Including the background music, Chen Mo simply wrote out all the more important background music melodies in this game, but some details need to be refined.

Soon, the design concept draft was written. Everyone was summoned by Chen Mo for a meeting.

For this new game, everyone has already heard some rumors, but what everyone is more interested in is that Chen Mo said that this will be a handheld game, but what kind of handheld

Soon, Chen Mo answered everyone's doubts.

This design concept draft includes two parts, one is the design concept draft of swith, and the other is the design concept draft of "Super Mario Odyssey".

Obviously, talking about these two concept drafts together will allow everyone to better understand why this game is most suitable for handhelds.

Chen Mo first introduced the function of each button on the two handles, such as the left stick to control the movement of the character, and the right stick to control the angle of view; you can squat, run, throw hats, and jump.

At the same time, after the player makes some special gestures by waving the handle, Mario can make some special actions. For example, when climbing, if you wave the handle, you can make Mario climb faster.

In addition, there are more complex movements such as triple jump, long jump, roll, body attack, ground impact, backflip, side somersault, etc. Each movement has corresponding buttons and gestures.

This caught everyone's eyes.

Qian Kun said with some surprise: "The store manager, I feel that the action of this game is so complicated, it is more complicated than some VR games!"

Chen Mo nodded: "Yes, it is impossible to make such a complex action system in VR games, because there are too many consciousness information to be recorded. If it is really done, the player may be very tired to play."

Zheng Hongxi nodded: "That's right, I also think it's very suitable for this game to be carried on a handheld platform, because the capacity of this game is relatively large, and it is difficult to carry it with a mobile phone; but if it is placed on a PC, it is not portable enough. .”

Chen Mo smiled, and added: "Besides, the joystick feels better than a mouse, you will know when it is made."

Su Jinyu said: "I also think that if it is made into a vr game, this third-person follow-up perspective may not be suitable, and it will not be able to play the strong immersion characteristics of the vr platform."

Obviously, everyone now has a very deep understanding of the game. After Chen Mo took out this design concept draft, everyone understood Chen Mo's intentions without any obstacles.

Obviously, this is a game tailored for swith. Including game capacity, game features, game operation methods, etc., all fit perfectly with this handheld.

What shocked everyone even more was that Chen Mo's game was very well completed. Although Chen Mo's previous design concept drafts were all very complete and rich, but this design concept draft seems to be perfected to an outrageous level.

The positions of gold coins, special currency and the moon in each level, as well as the distribution of monsters, and even the placement of various objects are clearly written. Through these complex level maps, most people can even imagine the challenges and clearance routes that the protagonist needs to face when he arrives at this level.

There are also the art style and background music of the game, which are also clearly written, and there is even a special theme song.

It can be said that each level has its own unique characteristics, and each level is different.

In addition, the special gameplay related to hats also makes everyone feel very novel.

In the game, the hat is Mario's partner. In addition to being used as a means of attack, it can also be matched with Mario to make some very complicated actions. And the hat can also be attached to other small animals, which greatly increases the playability of the game.

In other words, as many small animals as there are in the game, the player can control as many special units as possible. Moreover, the skills of these small animals will also cooperate with the level to enrich the gameplay.

Chen Mo said: "This game is mainly because the levels are more difficult and more complicated to do, but I believe that everyone can do it."

"I also hope that everyone can maintain a childlike innocence when making this game. The feature of this game is to completely strip away the heavy makeup gameplay currently on the market, and restore the most essential fun of the game."

"Super Mario Odyssey should be enjoyable for teenage children and middle-aged people in their 40s and 50s. Everyone must pay attention to this. When designing, always remind yourself to maintain a childlike innocence."

Qian Kun said: "The store manager, it seems that this handheld is very interesting. Will we transplant some large-scale games to this handheld in the future? For example, some large-scale VR games?"

Chen Mo shook his head: "There is no plan for now. The positioning of this handheld is completely different from that of VR, and it is not suitable for transplanting those VR games with a strong sense of immersion."