Game Making: The Latest Chapter Begins With Healing the Player

Chapter 97: Braveheart War of the Worlds

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Called Ruan Ningxue into the office, and first confirmed with the other party the production of "Dark Soul" art and related resources.

Then Chen Xu mentioned this tour.

"During this period, are we going to simultaneously develop a game to participate in the expedition?" Ruan Ningxue asked curiously.

"To put it simply, it's me. The rest of "Dark Soul" is just a matter of time. I can do the new game myself, but the art team will select two people to come up with materials for me, and I will do the rest myself. Done." Chen Xu said.

"Okay." Ruan Ningxue nodded.

… … …

And when Chen Xu was talking to Ruan Ningxue.

News about this expedition has also spread in the gaming circle.

'The game department has a new tour activity! '

'The anti-war theme is not simple this time! '

'World Peace Day will be in two months, and in recent years, some domestic games about war, there have been many claims in the society that war-themed games breed violence. This time the game department chose anti-war as the theme, which is also It's a bit political. '

'It's all nonsense to say that I don't know who the clowns are all day long. '

'Stop talking about this, they're all clowns. The game industry pays so much tax every year, and we gamers are not afraid of the shadow cast, so let’s discuss this expedition. '

'I wonder if NetDragon and Tenghua will participate in this year's tour? NetDragon’s Jianhuolei participated last year. '

'It's not like I haven't heard anything, but talking about last year, I was more concerned about whether Chen Xu would participate. Last year's "To the Moon" was simply unexpected. '

'I don't think so. Isn't he developing that PC masterpiece "Dark Souls"? '

'Yes, for Nebula Games, this game should be very important. If it succeeds, there is a high chance that their platform will become an exclusive platform. I guess it won't be a distraction, right? '

'Then I'm relieved. I'm really afraid of running into Chen Xu again anyway, and this guy is also a quick shooter. This time the development time cycle of this expedition is much shorter than before. If he wants to participate, it will be a big advantage. . '

Many game designers in the industry are discussing the news of this tour.

The main reason is that the time period this time is relatively short.

And to be honest, for war-themed games, if you just want to do war, everyone knows how to do it.

It just reflects the grand scene of the war. As for the player's experience afterward, it is just whether they are happy or not.

But with anti-war themes, this is much more difficult.

If it doesn't work well, it will bring embarrassment to the players instead of thinking about anti-war thoughts.

Under such circumstances, it can be said that it is very difficult to make an excellent anti-war themed game.

… … …

In the Nebula Games office, Chen Xu was typing on the keyboard in front of him.

On the computer screen is a design concept titled: Braveheart: War of the Worlds.

There were many anti-war games in previous lives.

But unlike most anti-war games, "Braveheart: World War" developed by Ayu is a very special work.

In terms of game size, "Braveheart: World War" can be said to be very small.

Because this is a 2D graffiti cartoon-style adventure puzzle game.

Even in the entire game, the characters don’t have too many lines.

There is no depiction of cruel war scenes. It uses a unique perspective and narrative technique to let players understand what war is like through a story.

The entire game does not have the sensory stimulation that makes players see red bayonets, but it has the kind of emotion contained in "All Quiet on the Western Front" and "Schindler's List" that can only burst out in the most tragic and terrible disasters.

Of course, in addition to this, there is another reason for choosing this game.

That is, the size of this game is not large, and at the same time, like "To the Moon", this game can be said to be quite touching.

Just enough to harvest a wave of players’ sentimental value.

After all, the following "Dark Soul", as well as the currently gaining momentum "Three Kingdoms" and "Jelly Bean Man", are not games that can make players cry and feel sad.

Hmm... maybe when Dark Souls comes online, players who have tens of thousands of souls to spend in the early stage and die again after the first death may feel a lot of sad emotions.

Sitting in front of the computer, Chen Xu wrote the background of the game.

Soldiers from three different countries, a female nurse and a dog.

The entire game is not about the impact of the war from a macro perspective.

Or maybe it's the core of war.

It just selects ordinary people in the war and uses it to tell their stories.

It profoundly depicts the tragic scenes of war and the deep suffering it brings to people.

… … …

As the days progressed, Chen Xu mainly deployed two employees responsible for art resources for "Braveheart: World War" to help.

The rest was done by himself, the progress was neither fast nor slow, but he was not in a hurry either.

After all, there is still quite a while before the end of the tour.

In addition, the combat system of "Dark Souls" has basically been completely determined.

The rest is just some minor optimization and trimming, which is not a big problem.

It is at this level of difficulty that Qin Yi and others are a little unsure when it comes to planning game values and level BOSS design.

At the beginning, I knew that there was no difficulty setting, no mini-map setting, and the monster attributes were still very high.

Qin Yi doesn't have a direct understanding yet.

But when it came time to design the levels on the map, the water temperature gradually became wrong.

First of all, the design on the map is indeed very exquisite.

Although the map of Soul 3 is not as artistic as Soul 1, the single scene map of Soul 3 is still enough to surpass a large number of games.

But besides lamenting the exquisite map design.

Traps were added later, as well as map divisions for monsters.

Qin Yi only has one feeling, and that is full of malice!

This is simply inappropriate!

To describe it in one sentence, the world is full of dangers.

There will be some collectible elements in the game, and these elements will be shining. Just tell the players to come, come, come, I am here waiting for you to come and collect them!

This is nothing special, basically all RPG games, not just RPG games, have this setting.

But "Dark Souls" is different from those sexy bitches.

In the world of "Dark Souls", there may be a hidden monster on top of the things you pick up, waiting for you to give you a sudden surprise when you bend down to collect these elements.

In addition, in the game, there will be various monsters hiding in dark corners and behind bunkers, or you can see love directly around the corner.

At the same time, there are also Mimics disguised as treasure chests in the game. When you run over happily and think you have found a treasure chest, you are directly eaten alive by it.

Not to mention the complex death mechanisms on some scene maps.

Even on the branch of the path forward in the early stage of the game, there will be some enemies that are far more powerful than the mobs. They are so powerful that if the player has not figured out a basic gameplay of the game.

If you encounter it, you will die!

In addition, the game also has a setting, that is, the currency used for upgrades and purchases in the game will be exploded in half after death.

If it is not picked up again, it will disappear directly if it dies again. There is also a refresh mechanism for monsters.

Although it was only a conceptual design and had not been fully implemented, Qin Yi could already imagine what the game would look like just by looking at it.