Almighty Game Designer

Chapter 579: The pace of the game is fast

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But at least one thing everyone knows very well, from the cg point of view, this game is basically a Chinese-style game, and the heroes in it are mainly Chinese heroes.

This surprised many players, because the current mainstream mobile game moba in China is still based on Western Fantasy Heroes.

Speaking of which, this has something to do with "League of Legends", because in the parallel world, most of the players of moba games mainly come from "League of Legends", and the hero design of "League of Legends" itself is very pleasing, so these players Youmb's games imitate this style unknowingly.

Moreover, for the vast majority of designers, changing the moba game into a Chinese style has some risks, because it is not known whether players will accept it.

Chen Mo's change was not bold, but it did make many players feel bright.

I've watched too many western fantasy, so it's good to try Chinese style once in a while!

Since it is a Chinese hero, who are the few people who appear in the cg

The players all entered the game with doubts.

Zhang Bei was also playing. After watching the cg, he was amazed and envious.

Although the mobile game version of "Ancient Catastrophe" has a lot of funds, it is obviously impossible to make such a CG. After all, the investment is too large, and the headquarters of Emperor Interactive Entertainment will not agree.

Although Zhang Bei is the chief designer of the entire project, he still has to be constrained by a higher level after all. It is impossible to be like Chen Mo, who can make the game as he wants, spend the money as he wants, and there will be no problems at all. concerns.

Zhang Wei can only sigh, envy is useless, Chen Mo's operation can't be learned by ordinary people...

After entering the game, directly enter the novice tutorial.

In fact, if the player has a character in another area and has gone through the novice tutorial, then creating a character in the new area will automatically skip this process.

But now "Glory of the King" has just been released, so everyone has to go through a novice tutorial to play the game.

The first is a few simple guides, telling players that the story takes place in a fictional continent, and players summon heroes to fight.

Obviously, these are basically the same as the novice guide of "League of Legends", and other mobile game moba basically do the same.

What Zhang Bei cares about is, what kind of operation mode will this game adopt

The initial guidance was very simple, nothing more than moving, attacking, casting skills, killing heroes, buying equipment, restoring blood volume, etc. For Zhang Bei, these are very conventional designs, and there is nothing worth mentioning.

The hero Zhang Bei uses is Arthur. Arthur’s hero skills are basically Galen in "League of Legends", but it may be stronger than Galen, because there are two more useful displacement skills.

Zhang Bei was a little disappointed, because he didn't see any better operation mode changes in the hero Arthur, just a little bit.

Could it be that Chen Mo talked about changing the game skill casting mode, but in the end he still made a very mediocre system? Zhang Bei was a little skeptical.

However, Zhang Bei still found something valuable, which is the layout of the entire game interface.

The lower left is the virtual joystick, and the lower right is the attack button and skill button.

The small map has been moved to the upper left corner, and you can send signals on it after expanding the small map.

Elements such as the scoring panel, store, and sharing buttons are well placed in the vacant positions of the interface, and the layout is relatively reasonable.

Moreover, there are three relatively small buttons on the far right, which are attack, retreat and assembly, which can send messages to teammates very quickly.

Zhang Bei was also very surprised. Obviously this is a very good design. Although the entire interface of the mobile game should reduce buttons as much as possible, these three buttons are still too critical.

After all, in moba games, you need to cooperate with your teammates all the time, and in mobile games, you also need to quickly let your teammates understand your intentions. These three buttons are small, but they do a lot.

After explaining the most basic operating system, man-machine combat and actual combat training were conducted.

However, Zhang Bei is highly suspicious that the enemies he encountered in the actual combat training should also be computers, because it was so cool to kill him...

He randomly picked a shooter hero, and the opponents all rushed forward in a daze. Zhang Bei's final record was 10-0-3, basically crushing the audience.

And during the battle, Zhang Bei also discovered some features of this game.

The first is that the pace of the game is very fast.

If the wind is very favorable, a battle may end in more than ten minutes, and surrender can be as early as six minutes.

Players have been fighting fiercely since they went online, replenishing soldiers and consuming each other, and since the number of skills has been reduced to three, players can click out big moves at level 4, and make troubles with all skills.

At the same time, due to the further reduction in the size of the map, as well as the faster movement speed of heroes and more displacement skills, the pace of the game is further accelerated.

The second is that equipment can be purchased anywhere on the map, without the need to return to the spring.

This seems to be a risky change, but after playing with it, Zhang Bei thinks this setting is very good!

Being able to buy equipment anytime and anywhere, and turning your economic advantage into an equipment advantage, is simply too important in this fast-paced game.

This also means that snowballing will become easier, because there is no need to worry about whether to go home, and there will be no phenomenon of being terminated by the enemy without replenishing equipment in time with a huge deposit. Home.

Moreover, Zhang Bei can feel that some changes should have taken place in the map mechanism, including the refresh time of wild monsters, the speed of minion dispatches, and the functions of various epic monsters, all of which are slightly different from "League of Legends".

Even the blood volume of the defense tower has been weakened. In "League of Legends", the time for a tower to be pushed down is actually very late, but in "Glory of the King", if the defense tower is in an undefended state, even It will drop when the hero is at the second and third levels.

All these settings actually point to one result, that is, the pace of the game is greatly accelerated.

"League of Legends" often has more than half an hour, or even 40 or 50 minutes of innings, but it will never appear in "Glory of the King".

In "Glory of the King", the standard game time is basically 15 minutes, and you can vote in six minutes, and the games that are delayed to 30 minutes are basically rare.

In other words, in terms of game time, this game is very suitable for mobile games.

In terms of feeling, a game like "League of Legends" feels like writing a propositional composition. It takes forty or fifty minutes to operate the whole process, which is very tiring, but "League of Legends" feels like a pumping game. I smoked a cigarette, and it was over without paying much attention.