Game Entertainment Empire

Chapter 78 Is this possible?

Regarding the relationship with the players, Yang Chen still has to take good care of it, such as revealing some new information to them, telling them not to worry.

As for what the game industry thinks, Yang Chen doesn't pay much attention to it. After all, the game is not sold to them after development.

Taking the game's plot and art style, Yang Chen communicated with the relevant departments, and the final answer was that he could do it, but he had to control the level of bloodshed.

The choice of models for the main characters in the game is the same as the art style setting in the game. Instead, this is the part that Yang Chen finds the most difficult, or the most tangled part in the game.

For the memories of the past, or the beauty of the first meeting, people will always beautify them in their minds.

There is no doubt that Yang Chen, who has dream memory, although he has valuable memory wealth, he also has a preconceived concept of the characters and game art style of "Resident Evil".

The characters in the dream memory are too classic, the heroic and handsome Li Sanguang, the heroic Claire, the mysterious and sexy sister Wang.

These characters really left Yang Chen with too deep memories. Even if he chose a model as the face model of the game character, Yang Chen subconsciously compared it with his dream memory, and finally picked out a model that looks visually appealing. There are several models that look alike.

…………

In Nebula's office, Yang Chen was talking to everyone about the art style in the game, including the outsourced art projects, and Chen Shu and the others. After summarizing many times, the overall art style of the game has basically been determined.

At the same time, Wang Ye and the others were working on the basic development of the game, while thinking about the dynamic difficulty raised by Yang Chen.

"Don't be the kind that reduces the difficulty after the player has died several times, set big data in the game, and determine the current situation based on the player's existing materials, including the damage received on the road, and the enemies killed. difficulty of the game.”

During the meeting in the office, Yang Chen made a request.

The real dynamic difficulty is not to say that it is a simple difficulty, and then after the player dies a few times, the monster's attributes will decrease.

Instead, the difficulty of the game is always balanced with the player's own strength according to the player's own performance in the game.

Although it is an action-adventure type, the theme itself is still scary, which makes players feel a little threat of fear. This is a must-have element, otherwise, there is no need to do the story of "Resident Evil" at all.

The requirements of dynamic difficulty are not very difficult, but the logical operation of the data is a big test for them.

…………

As for the rest of the game development, there is not much difficulty. Regarding the perspective, Yang Chen decided to set it to an over-the-shoulder perspective.

Many people have raised doubts about Yang Chen's decision.

"Mr. Yang, isn't this shooting mode too daring and risky?" Chen Qing, who newly joined the team, said hesitantly.

Chen Qing has just joined the Nebula team and is mainly responsible for the planning and planning of the weapon shooting part of "Resident Evil".

For shooting games, Chen Qing still has a unique opinion.

At present, shooting games on the market basically have two perspective modes, one is the FPS mode, which is the first-person mode, and the second is the TPS mode, also known as the third-person mode.

Among them, the first person is the most widely cited, and although the TPS mode operates in the third person when running, most of these games will also be switched to the first person mode by aiming.

"Resident Evil is not a pure shooter.

"Yang Chen said with a smile.

At the beginning, Yang Chen also thought about whether to replace this over-the-shoulder perspective with a third-person or first-person perspective.

But after careful consideration, Yang Chen found that it makes sense for this game to use the over-the-shoulder style.

The first is the sense of substitution. Like "Escape", it is a first-person perspective, which brings an immersive sense of substitution to the player.

But the problem has also arisen, that is, the immersion substitution is too strong, which makes players feel too terrifying, resulting in sales not going up.

Instead, a third-person long-range lens is used, which will lead to the inability to watch the details, resulting in the inability of many elements in the game to have an immersive experience.

On the contrary, it is an over-the-shoulder perspective, which can perfectly neutralize these elements. In addition, the characters that the player can control, or the characters of the friendly camp, are all handsome and beautiful, which is also a very brilliant setting.

Because of the over-the-shoulder perspective setting, it is determined that the protagonist manipulated by the player will occupy a large proportion of the screen, which is often seen by the player.

If the characters are the same as Western-style RPGs, which are ugly, it will definitely be torture for players.

After listening to Yang Chen's explanation, although Chen Qing understood, he still had some worries in his heart. After all, this was a big innovation.

Even if the shooting mode is not the main gameplay in the game, it is one of the core systems. Whether players can accept this innovation is definitely a challenge.

Just like why the four buttons that control the direction are mostly ↑↓←→, WSAD; this has almost become a habit of players, and breakthrough and innovation are not a very wise choice.

…………

The preliminary work was completed, and various departments soon entered the intense development cycle of the game.

And the development progress is much faster than Yang Chen thought.

After all, for everyone in the game industry, working overtime is already a habit. Even if there is no mandatory overtime requirement in Nebula, in many cases, some interesting ideas cannot be stopped with the progress of development. of that kind.

An interesting game, for the game industry development practitioners, the attraction is absolutely extraordinary.

On the other hand, there is the temptation of bonuses. The high bonuses brought by the release of "Octopian Traveler" and the high bonuses brought by the launch of "Escape" made everyone look forward to it, and it was spontaneous without saying anything. Working overtime, I want to make "Resident Evil" online as soon as possible.

During this period of game development, Yang Chen, Wang Yaliang and Chen Yu were also discussing some issues regarding the development of Nebula Studio.

During these time periods, Yang Chen completed the GDD document of "Resident Evil" and began to paddle a little, while Wang Yaliang was taking care of the official blog and learning about game development experience.

But Chen Yu, who is currently the general manager of Nebula Studio, can be said to be conscientious.

Inside the office, Yang Chen and Wang Yaliang couldn't help looking at each other as they listened to Chen Yu's future development of Nebula Studio.

Aren't they game companies?

Is this possible?

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