Game Making: The Latest Chapter Begins With Healing the Player

Chapter 322: How much money you want!

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In the office of Nebula Games, Chen Xu was still discussing with everyone a detail about the development of "Call of Duty: Modern Warfare".

Chen Xu has not yet elaborated on the overall framework.

But as far as details are concerned, a lot can still be done.

Especially deciding to render a map with a lot of resources.

Give players a movie-like experience.

What we are pursuing is naturally the ultimate picture effect.

In the case of competitive multiplayer mode, this kind of picture effect may not be what most players are pursuing.

But in the single-player plot, the ultimate picture effect can definitely make players more immersed in the plot.

There is no doubt about this.

"As for the physics engine, the development prototype from the game department has not yet been sent over, but I have some familiarity with some relevant data."

"Although it is very powerful compared to the current performance on VR, there are still many details that we need to do manually."

"When the glass and walls of the house are blown to pieces, a special effect must be created."

With Chen Xu's various introductions, everyone present was shocked.

So many details!

"But with the parameters of Mr. Chen's new VR equipment, it might be difficult to realize such a complex and huge scene, right?" Qin Yi asked.

It's not that they can't do it, but it's just that with the current equipment standards, it's hard to handle it.

"Use all the functions of VR equipment to the same level." Chen Xu said.

"But in this case, the sense of fragmentation in the game will be more serious, and players will need to read and load the game for a period of time." Qin Yi continued.

"Put on CG." Chen Xu glanced at Qin Yi and said simply and concisely.

After hearing Chen Xu's words, Qin Yi also reacted.

Good guy, it’s really a simple and crude method!

How to make the player not realize that it is loading, so that the experience is always as smooth as silk

The answer is very simple, that is, change the loading reading interface into a cg playback screen, and the cg playback screen should be longer than the reading interface.

This can be said to be a very simple and crude method.

But few game manufacturers will do it.

As for the reason

Because it doesn’t improve the overall game quality much.

And it costs money!

But for Chen Xu, he clearly understands the value of the game "Call of Duty: Modern Warfare".

CG animation

It’s just a small thing, you can do whatever you want with the money!

And compared with "Warcraft", which as an RTS is difficult to add to subsequent revenue points, "Call of Duty: Modern Warfare", as an FPS game, like "Rainbow Six: Siege", can still add a lot of krypton. Gold dot.

The rest is the gun sound effects, which are also artificially created gun sounds.

For example, for sounds like missiles, we used snowmobiles to record sound effects and then tuned them.

There is a big gap between the real sound effects and what players imagine.

Just like war games, if the game has tragic scenes like documentaries, most players may not be interested.

After all, what many players want is only in their imagination, not in reality.

Just like Cat Girl, players want the two-dimensional cute ones, like chocolate, vanilla, red beans, and coconut, not the ones in weird stories.

As for the shooting feel and movement of firearms on VR.

Originally, Nebula Games had no experience in this area, but now Chen Xu can only say: NetDragon, thank you.

… … … …

After confirming some development details of "Call of Duty: Modern Warfare" with everyone in the team, Chen Xu also returned to the office to perfect some content for subsequent games.

In Chen Xu's opinion, the gameplay of "Call of Duty: Modern Warfare" is actually relatively mature.

And compared with the current FPS games on the market, many of the designs in "Call of Duty: Modern Warfare" are actually quite advanced.

As for "Rainbow Six: Siege" which was just launched recently, they are two completely different types of games, and the player audiences are actually different.

The first is the method of breathing and restoring blood, which is not the first of its kind in the Call of Duty series.

The protective shield design in Halo is the prototype of breath recovery, but breath recovery was indeed carried forward by Call of Duty.

The biggest advantage of this setting is that it allows players to always focus their attention and rhythm on the battle.

After the player is attacked, the screen will turn into blood red or black and white depending on the degree of injury. However, as long as the player does not die immediately and is out of combat and is not attacked for a few seconds, he can recover his health by taking a deep breath.

This allows players to be more immersed in the gaming experience, while also making the pace of the game very fast.

In ordinary FPS games, when a player is injured, the most likely option is to find a blood pack.

This will lead to a sense of fragmentation in the player's experience. The tension and compact battles of the plot and level design are directly separated.

But there is no need to gasp for blood, and players are directly involved in the battle.

In addition, there are settings in multiplayer games, modifications of various firearms and weapons, such as infrared, night vision devices, and modifications of various accessories.

As well as Call of Duty’s unique killstreak reward system, players can use high-tech props after completing a killstreak.

It can detect other players' positions, directly turn on the 'see-through' UAV drone, conduct targeted bombing through pagers, call supply boxes, RPGs, flamethrowers, etc. from the air.

In the previous life, "Call of Duty: Modern Warfare" was popular because all the games at that time were still rooted in the so-called World War I and World War II background, and the plot of the game itself was very excellent.

A variety of modern weapons are also what attract players.

If the plot makes Modern Warfare reach its peak, then the multiplayer mode is what makes it a New Year's call.

High-intensity, fast-paced confrontation, this is the core concept of "Call of Duty: Modern Warfare".

Of course, there are some special pictures that cause everyone to hunker down, search for a long time without finding anyone, and end up being killed by landmines. This situation is an exception.

… … …

"Call of Duty: Modern Warfare" quickly entered the intensive development stage, and as a VR game, the main difference from its predecessor is the sense of substitution.

The force feedback system in the VR game cabin also requires Chen Xu to debug one by one.

The VR feedback brought about by shooting firearms, as well as being shot by bullets, bombs exploded, climbing and jumping, etc.

There is corresponding feedback.

At the same time, we also capture every detail.

The physical feedback during explosions and shooting, as well as the performance of the scene being destroyed, are all very important.

Chen Xu's only purpose is to hope that players can really become characters such as Soap and Xiaoqiang when playing the game.

Experience the story of the 141st Special Forces Team.

Although the task is tedious, the entire team has experienced the content development of "Rainbow Six: Siege" and has a lot of corresponding experience.

Including NetDragon's Chen Xu has also communicated.

The other party will provide some technical support. Of course, in exchange, Chen Xu will also provide some technical support.

For example, AI technology.

"There is no need to deliberately rush the schedule. Let the people at NetDragon do more work, and you can learn more from the technical department."

In the office, Chen Xu called Qin Yi in to make work arrangements.

Qin Yi showed a smile: "Mr. Chen, I know."

Hearing this, Chen Xu also smiled and nodded.