The project was established in August, and a work with a relatively high degree of completion can be produced in April of the following year. This development cycle is a bit short compared to the size of the work that is said to be "3A level".

For those New Year's goods series, they have their own mature system for creating works, and based on the accumulation of many previous works, the production time of the next work will naturally be greatly compressed.

And for many real masterpieces, the development time is often calculated in years.

Horizon has been developed for 7 years, God of War 4 has been developed for 5 years, Detroit has been developed for 7 years...

In comparison, eight months, it's kind of magical.

What's more, not to mention the strength of the developers, just in the hands of people, the project team of "Taiwu Painting Scroll 2" is definitely not as good as those masterpieces.

At present, after the development of 'Dimension Entertainment' in the past two years, the size of the entire company has expanded to more than 240 people. Apart from other supporting departments, the largest department is of course the Art Development Department directly led by Fan Zhe. There are a total of 150 artists working for 'Dimension Entertainment'.

And of the more than 150 artists, almost one-third of them have been scattered in the sequels of the two animation works "Full Time" and "Evolutionary 4.6 Billion Ensemble". As for the others, they have all been included in the "Taiwu" project team.

Including some personnel in the technical department, and some planning and audio groups...the entire Taiwu project team has about 150 people.

The number of people seems to be quite a lot, but compared with the top projects of those big factories, it is still too small.

However, how can the blessing effect of the 'dimension' system be counted by the number of people?

The calculation ability of "dimension" allows artists to only need to use brushes to create, and the boring and time-consuming model building, as well as the calculation of light effects, physical collisions, and light and shadow simulations, can all be safely entrusted to 'dimension' system.

At the same time, the 'dimension engine' also greatly reduces the difficulty of technology development. At the same time, the excellent performance of the engine allows the "Taiwu Project Team" to use fewer manpower to produce stronger effects.

These are all manifestations of hard power.

However, if a game is expected to achieve the so-called "3A", hard power is only one aspect of the foundation.

Pretty shit, and shit too. If you make something delicious like dog shit, someone might eat it; but if you make stinky dog ​​shit like a cake, no one will eat it. Those who accidentally ate a mouthful would probably be disgusted for a year and yell at them.

As for soft power, the 'Dimension' system can hardly provide much help, this depends on 'Luozhou' itself.

Luozhou Studio basically perfected the gameplay in the one or two months after the project was approved.

The protagonist is still 'Taiwu'.

After the player enters the game, after pinching his face and creating a character, the protagonist will wake up from his sleep and find that his master has returned from a serious injury.

When the master who depended on each other was on the verge of death, he took out a sword hilt and said that he wanted to pass on the skills to the protagonist, but he failed. He just took out a letter in vain and died without explaining anything.

According to Eggplant's vision, this should be an animation scene with real-time calculations. At the same time, based on the lessons learned from many works, he also explained to the relevant development department that this content should not be too long, at most one minute.

After the real-time calculation animation, the character controlled by the player can move freely.

The first task, of course, is to ask the protagonist to read the letter. In the letter, Master mentioned about the Taiwu family.

Taiwu is a surname, and it is a legend. For generations, they have fought against the evil heretics who would invade people's hearts—Xiangshu, and they have their own reputation in the world. Both righteous and evil have special attitudes towards Taiwu.

After receiving the task, the protagonist will leave the house, and the outside is the so-called Taiwu Village.

Here, will be the protagonist's home.

After coming out, after some plots, the protagonist will become the leader of Taiwu Village.

There is a certain business game element here. At the beginning, Taiwu Village was poor and white, with few people, and the village was not very prosperous. And later, players can accumulate resources, unlock corresponding buildings during the game, and build buildings such as 'market', 'long street', 'blacksmith shop', 'pharmacy room' and so on.

It is a sense of accomplishment to see a village that is almost entirely made of thatched houses turn into a rich village in my own hands.

This element is also present in the original game. However, in the second generation, the game feedback of simulation management will become stronger.

After all, the village of the first generation is just a bunch of numbers and a bunch of grids. But in the second generation, players will be able to intuitively feel the changes in Taiwu village bit by bit. They can stay in it, or pull out to see the changes in the panorama.

Even, Eggplant has planned a 'legendary' system, where everything the player has done in this archive will be recorded. Among them, the changes in Taiwu Village are included.

After investing a certain amount of time in the game, players can look back on the past through the "Legendary Journey", which is a kind of game feedback with a sense of accomplishment.

Next, while the protagonist is navigating the village, he can also leave the village to explore. At the same time, he can learn basic martial arts in the room.

At this point, the game will officially begin.

This will be an open world, a sandbox game. With ancient China as the background, players can travel to fifteen regions, from Mobei to Jiangnan, from Yanjing to Chang'an.

Sandbox games will have a problem. Some players will feel at a loss when they are in it. They don’t know what they should do or how to play this game.

This defect is greatly reflected in the first generation.

In the first generation, the novice teaching is independent of the main line, and the whole teaching is very simple.

In the second generation, after learning the lesson, Eggplant also discussed some solutions with Gao Yixiang, an experienced old planner.

First of all, the teaching does not do levels alone, but is integrated into the game; and, in the early stages of the game, a lot of guidance efforts have been made. Veterans can play as they please, while novices also have enough guidance, at least at the beginning of the game, people can know what they are going to do.

Visit various famous sects to learn martial arts; make a reliable "log" to record various tasks; create a main line with high playability, so that players will not be at a loss...

These are all lowering the threshold of the game so that it can be further spread to the public.

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like