Yang Chen, who was preparing for work in the office, saw Wang Yaliang who had just finished handling the matter at hand approached, poked Yang Chen's elbow with his finger, his face was full of curiosity and desire for knowledge: "Is what the online players said true?" Is the "Warcraft" series really planning to create a chain of huge IP like "Red Alert"?"

Listening to Wang Yaliang's words, Yang Chen couldn't help but feel a little tired. It's all a matter of where. How come all these players on the Internet are like masters of brain supplementation?

When I was in elementary school, I got full marks in reading comprehension!

"There's no such thing, it's just a single series of IP games." Yang Chen explained helplessly.

"That's it!" Wang Yaliang nodded.

"Warcraft" is finished?" Looking at the picture on Wang Yaliang's computer screen, in the post-processing picture, Arthas and Muradin came to the depths of the glacier in Northrend, where the ancient sword was sealed. Before, Arthas defeated the guardian ruthlessly, ignored the other party's warning, and at the same time ignored the safety of his old friend Muradin, grabbed Frostmourne, and when responsibility and honor were twisted into hatred, The former prince has changed.

"No, but the action material has already been produced halfway. For the CG cutscenes, Arthas in the human battle has just finished producing Frostmourne." Wang Yaliang shook his head and said to Yang Chen.

"I'll leave this part to you. It's a very important part. The game's storytelling will be told to the players through these cutscene CGs." Yang Chen said to Wang Yaliang with a smile.

"Cut, I am no longer Wuxia Ameng." Wang Yaliang curled his lips, but he was very confident.

With a smile on his face, Yang Chen continued to write documents on the computer without speaking.

Regarding the production of "Warcraft", Yang Chen has a lot of ideas, not just manifested according to the dream memory.

As I said before, the existence of a game has its unique charm, but it is also necessary to consider why the game did that in that era, and what kind of breakthrough it brought.

This is what Yang Chen wants to do now. In addition to the plot, Yang Chen wants to make it more suitable for ordinary entertainment players in terms of leaving aside the core gameplay of RTS.

He wants ordinary players to experience the joy of this type of game.

content on competitive elements,

Yang Chen wasn't going to change anything.

As a competitive game, it can be said that from a competitive point of view, "Warcraft" is much more professional than "Red Alert".

First of all, various units have precise collision volumes, as well as a population that has reached the upper limit, which is different from the so-called mining stormtrooper A in "Red Alert".

In "Warcraft", because the population limit has a peak, this must take into account the operational requirements of the players. The fastest speed for cross-siege is to focus on fire to take away a soldier of the opponent. Through various operations, let your own soldiers It can not be killed by a concentrated fire.

These are all things that affect the battle situation.

At the same time, the props in the game are also things that affect a battle.

There are even differences in the armor and attack types of arms and units, including the movement speed of arms, which are much more complicated than in "Red Alert".

And these things are also the essence of "Warcraft". If you simply rely on your own research and testing with numerical planning, this is definitely a huge amount of work.

But with the existence of dream memory, this can save a lot of detours, and Yang Chen is not going to deal with this kind of competitive element too much.

Because the "Warcraft" in this piece of dream memory has undergone several version update tests, it can be said to be very complete. Of course, there may still be some imbalances, but this cannot be changed. It can only be said that the balance should be as close as possible. On the same level, because even the FPS games that can best test the player's personal strength and teamwork, there are so-called police maps or bandit maps.

As for RTS games, various arms including skills, and huge data, it can be said that it is absolutely impossible to be 100% fair.

Unless the so-called race is just a different model, the rest of the values ​​are exactly the same.

"The campaign mode is divided into two gameplay modes. One is a pure RTS mode in which heroes and units can be manipulated like in the dream memory." Yang Chen kept typing on the keyboard, recording his thoughts in the document.

"Another way to play is to strengthen the definition of heroes, simplify the operation of units, so that players can control fewer units, and at the same time increase the power of heroes in the battle mode." The more Yang Chen thought about it, the more clear the thoughts in his mind became. .

In the dream memory, the influence of a hero in the campaign mode is actually quite limited, because this is an RTS game after all.

But is this balance necessary in the campaign?

Yang Chen doesn't think it's really necessary. How to make players play more comfortably and with a sense of immersion is what Yang Chen needs to do.

"The battle mode can also be regarded as an ordinary RPG map. Players play the role of heroes to take risks, fight monsters and upgrade, and collect equipment."

After completing some follow-up content ideas, Yang Chen immediately notified the "Warcraft" project team.

In the conference room of Xingyun Games, looking at Yuan Ye, Wang Ye and other development employees, Yang Chen pointed to the PPT presentation on the big screen, and said to the document: "Yuan Ye, the value here is made according to my template. , as soon as possible, the overall numerical value does not need to be modeled, and the colored squares are used in the engine to test first."

"Wang Ye, although the physical effects in the game are in a 45-degree God's perspective mode, I hope to see more effects displayed, such as the armor on the arms will have a damage effect."

"There is also the level design in the campaign mode. In this regard, let me make a DEMO first, and let me see the effect."

"I don't need to talk about the rest of the experience, such as the video recording system and the spectating system."

"The last is the function of the map editor. I need you to develop a tool that is simpler than the MOD maker of "The Elder Scrolls: Skyrim". Too much professional knowledge can also make unique maps, even including the input of codes, completely independent map production, and even change the gameplay mode inside.”

Yang Chen watched everyone in the team make requests.

The former is the details of the game. As an RTS game, the details of the game can be completely considered and not included.

After all, during the battle, even careful players probably wouldn't notice these details, but it's still the same sentence.

Whether the player can notice it is a matter of one moment, and whether they can do it or not is another matter of another moment.

The map editor mentioned later can be said to be the most core thing in the entertainment part of the entire game.

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