Game Making: The Latest Chapter Begins With Healing the Player

Chapter 268: Map editor and optimization improvements

Views:

After the meeting, Chen Xu also returned to the office and carefully improved the game design draft in more detail.

Unlike other RTS types, the races, arms, and building attributes in "Warcraft" are all different.

There are also corresponding detailed values, which is quite complicated.

And these contents are the core of "Warcraft".

Different races have their own characteristics, and they also have their own positioning.

For example, buildings such as the Night Elf and the Ancient War Tree can not only produce troops, but can also stand up to move and attack.

Therefore, under normal circumstances, the night elves will place the ancient tree of war (barracks) next to the neutral monsters, and then wait for the starting hero to come out, and then cooperate with the ancient tree of war to quickly upgrade it to level 2.

The same is true for the human race. The main city of the human race can turn farmers into militiamen. In the early stage, the human race can use the militia to quickly open mines, level up and develop.

In addition to the different characteristics of the starting heroes, there are countless tactical ways to play.

For example, if the Orcs start the Sword Master, they can use Wind Step to harass the enemy's farmers, follow the online team and grab the treasures dropped by the monsters when the opponent beats the monsters to residual health, and use all the early economy to buy neutral stores. The attribute equipment will maximize the combat effectiveness of the Juggernaut.

When the human race has a neutral tavern against the beast race, they abandon the advantage of mining and go all out to level up the starting archmage. At the third level, they buy two beast kings and use porcupines to harass them. They accumulate male witches and buy the human race's own after they are formed. Bring the group healing scrolls with the militia and mini tower. After the first wave of attacks, use the group healing scrolls in the wizard and human shop to quickly replenish them. After the mage has a certain number, bring the militia and mini tower to build the arrow tower. Take away the orcs directly.

Racial characteristics, architectural characteristics, and hero matching are the core points that distinguish "Warcraft" from other RTS games.

At the same time, the scenes are divided into attack types, armor types, including a skill for each unit, and related values, which are very complicated.

Just one attack type in "Warcraft" is divided into normal, piercing, heroic, chaos, siege, magic, etc. At the same time, armor is also divided into light, medium, heavy, enhanced, heroic and no armor. Total Twelve species.

Chen Xu has already asked Qin Yi to start making the damage model.

First, twelve different types and damage calculation ratios are set up, and then the classification of monsters is involved, which is a matter later.

As for Ruan Ningxue and Yang Xin, they are engaged in the production of art content in "Warcraft".

The main characters in the game, such as Arthas, Illidan, Tyrande, Sylvanas, and Jaina, are naturally handled by Chen Xu himself.

If you only look at the models of these characters in the game, it would be really terrible from today's perspective.

But if you just look at the original concept art, it is definitely first-rate no matter what period it is from.

But there are more than just these main characters in the game.

Ordinary military units, such as human soldiers, orc soldiers, and undead ghouls, all require art production.

In addition, there is the aspect of game operation and UI interaction.

This area requires a lot of changes.

Although there is no doubt about the game design concept of "Warcraft", after all, it is limited by the technical reasons of the previous life. This part of the content can be said to be quite anti-human and even unscientific.

The interactive experience of players is one of them.

In the previous version of "Warcraft", players' custom modifications were not supported.

For example, the items in the hero inventory require the use of the numeric keys on the small keyboard.

This design is mainly because there is a formation function in "Warcraft", and the numerical keys on the letter keys are reserved for formation use.

Therefore, the tool bar can naturally only be used with the small keyboard.

But for most ordinary players, this design is actually quite awkward.

Especially some rookie players.

formation

What do I want to do in a formation? I just click the mouse like this and then move over with my eyes closed, and then I can concentrate on operating a hero and that's it.

In addition, there are related font bugs. When there are too many map resources and time in a game, the font will become garbled.

These were limited by the game development technology at the time, and now Chen Xu naturally has to work more seriously to correct these shortcomings and make the entire game more perfect.

As for the plot of the game, Chen Xu has not done it yet because this aspect is not urgent.

Otherwise, there is a very important direction, and it is also the greatest design in "Warcraft".

It is also the design that allowed the previous version of "Warcraft" to endure for a long time, and even more than ten years later, there are still countless players immersed in it.

That's the map editor for Warcraft.

To describe it in one sentence, "Warcraft" is a masterpiece of RTS.

The map editor of "Warcraft" gives "Warcraft" more possibilities.

Many players don't even come into contact with "Warcraft" from the plot, campaign and RTS gameplay.

But I got into it through interesting RPG maps.

Guarding the Sword Pavilion, Guarding Athena, The Fantasy of Cao Cao, The Rich World, Pyramid Escape, Disasters in the Western World, Police Catching Thieves, Trolls and Elves, Rabbit-Sheep War, Invincibility of Humans, War of Small Soldiers...

It even gave birth to classic games such as "Dota", especially "Dota". It can be said that the MOBA era in previous and later generations is inseparable from this game.

The map editor created by the glass slag in the previous life actually originated from the idea in "StarCraft", but it was not very perfect and very complicated. It was not until "Warcraft 3" that the map editor was relatively sound.

But in fact it was just a small supplement to the content of "Warcraft", and even Glass Slag didn't realize how great it was.

That's why there was a copyright dispute with Ice Frog over Dota.

Knowing these contents, Chen Xu naturally would not despise the map editor in World of Warcraft.

But I want to do my best to make it more perfect.

After all, in the previous life, with the development of the times, the map editor of "Warcraft" was actually updated several times by great private players, and some more content was added.

In addition to the heroes, units, buildings and other elements in the game, as well as the content of each attribute.

Also included is a shaping of the game map.

Woods, water, and rocks. In addition, there are weather and time settings in the game. At the same time, time factors will also cause a state of neutral monsters, waking up or sleeping, including a visual field of view in the game, day and night. is different.

However, compared to the map editor in his previous life, Chen Xu still felt that it was too complicated.

Because the map editor in the previous life was very powerful, but it still required a certain code base and so on for map production.

For Chen Xu, with the technology of the parallel world, he can achieve a more open design.

If you want to make more complex and interesting maps, you can open higher port permissions to private experts.

For some ordinary players, they can also use the map editor of "Warcraft" to create simple defensive maps and so on based on the design of their own game mechanics.

Just like the openness to mods in "Jelly Bean Man", "House Kitchen" and "Minecraft".

More ordinary players can create all kinds of interesting maps with a little thought. Why can't even the map editor become a part of the gameplay

For example, a variety of maps can be classified in the same community, and players who play the corresponding maps can give likes to the creators.

Create an open community like Minecraft.

Unlike the official platform that was represented by a pig farm in the previous life, the quality of the remastered version is due to glass slag. But why did the official platform of War3 in the previous life also become a tool to make money? More and more RPG maps are like web games. Same

In the final analysis, it is due to the commercialization of the platform. Indeed, many map players choose to share them for free or voluntarily out of sentiment.

However, the map community in War3 does not have a good environment like MC. Your map will be directly built without a mall platform and will not be displayed. Even if the platform feels that the map is not profitable, it will not even review it for you.

Therefore, it is inevitable to create a good community environment.

But for Chen Xu, this Nebula game is already considered experienced.

Of course, you must also pay attention to the platform review. Maps like "Seven Dwarfs and Snow White", "Guarding Athena's Macho Version" and "Princess Xiangxiang" that make LSPs very excited just disappear into the parallel world. In the bar.

Well...at least the official players will definitely not be able to find it.

Sitting in the office, Chen Xu thought about some directions in which "Warcraft" could be optimized and improved.