game development designer

Chapter 169 Don’t Use Numbers to Determine Difficulty Improvements

Chapter 169 Don’t Use Numbers to Determine Difficulty Improvements

There are too many things that need to be done to develop a game, especially a "masterpiece" like PlayerUnknown's Battlegrounds. At least this is the biggest project that Chuhe has developed so far, including Tianhe Network since its establishment.

"Realistic style? Is it a fantasy style? But if it is a realistic style, it will be difficult for domestic review agencies to pass it."

Three days later, on the Tianhe network where all the preparatory work has been completed, everyone sat together to discuss the pre-development meeting of PlayerUnknown's Battlegrounds.

Xu Chang, who has already come out of the Jianghu project, has also joined the project of PlayerUnknown's Battlegrounds.

At present, the multiplayer mode project in Jianghu is already undergoing testing, and it is expected to go online in about a month.

At the same time, the DNF project team on the other side is completely on the right track. The basic art style of the game has been completely determined. At the same time, the background plot of the entire game will also be written by a dedicated person. The world view of the entire game is still more biased towards fantasy of that kind.

At the same time, the soundtrack of the game was outsourced to South Korea's soundtemp team. Speaking of this team, not many people may know about it, but this is the top game music production team in Korea, especially in online game BGM. It can be said that they It is to create a peak.

Almost all popular online games have members of the soundtemo team.

But in terms of game action design, the entire DNF team has a little different disagreement.

Because it is a 2D horizontal arcade fighting game, in addition to daily development, the whole team will often play arcade games that were popular in the 90s and millennium together.

Arcade works such as Street Fighter, Guilty Gear, The King of Fighters, and Samurai Soul are influenced by them, and the movements of some of the characters are evolved from the more famous moves in those arcades, with a very strong sense of sight.

Some people in the team think that this kind of reference is okay, not just arcade, they also want to integrate the excellent skills of games on other platforms into the entire game.

But some people think that this is not appropriate.

In the end, Chuhe made the decision, and some classic action designs can be used for reference.

This kind of thing is quite common in the game industry, and it’s not like plagiarism. After being influenced by a certain game or the core elements of a certain game, and then incorporating it into your own game, Even top game producers such as Hideo Kojima and Shinji Mikami have done it.

This is not something that is difficult to say, or something that violates the conscience of game design, copying without a bottom line, such as copying all the core modes of the entire game, just modifying the values ​​​​in the game, or the skin of the game, That's the most disgusting thing.

Unlike PlayerUnknown's Battlegrounds, where the core of the game is randomness, the core content of the DNF game is to implement one point.

readily.

What kind of situation can make players feel most happy when playing fighting arcade?
There is no doubt that it is the time when a set of combos smashes the opponent's eggs.

Killing the opponent with ordinary small punches and calves, and killing the opponent with a series of gorgeous combos with nirvana, the final game experience brought is completely different.

In DNF's action system, there is no doubt that various settings serve this kind of refreshment.

Combo moves, forced interruptions, floating in the air, all of these are designed only for combo moves.

"Superior body setting? Change this setting, only certain bosses will have such a BUFF as super body, and such things as MISS rate are not needed in the game." In the project team of DNF, looking at the value department Chuhe couldn't help frowning and said about the numerical planning submitted.

The planning of the entire numerical department has worked in other domestic game companies before. Regarding the control of the difficulty numerical value in the game, they still stay on the simple numerical improvement.

How to increase the difficulty of the game?

Simply increase the defense, attack, HP, and speed of the BOSS, and then add various gain BUFF.

This method is commonly used by most online game designers in China. To be honest, almost all players are used to this setting.

But this is not what Chuhe asked for.

"The difficulty of the game should not be determined solely by numerical changes. Focus on the different gameplay brought about by the increase in difficulty!" Chu He looked at the conference room, a group of numerical planners and level planners who dared not speak said in a deep voice.

Not only for DNF, but also for most domestic RPG games, the difficulty of the dungeon is based on different levels, just increase according to the value.

In normal difficulty, the BOSS has 1000 blood and 50 attack, so in hard mode, the BOSS has 2000 blood and [-] attack.

Is this setting inappropriate?

In fact, it is also appropriate. It is appropriate to appropriately increase the attributes of monsters in higher-difficulty dungeons, but the increase in the difficulty of dungeons cannot be limited to this.

Why are most RPG games in China so difficult?
Because it is simple, because it is convenient, because it is better and more purposeful, it allows players to make money and improve their attributes.

"Do you know Blizzard's World of Warcraft at E3?" Chu He looked at the crowd and asked.

I don't know why Chuhe asked this question, but everyone still nodded. Anyone in the game industry should know about this masterpiece.

"I had a chat with the planner of Warcraft. In the script of Warcraft, the increase in difficulty is not only the increase of monster attributes, but also the hidden elements in it. High-level difficulty dungeons and low-level difficulty dungeons, if you use the game to To describe it, it’s two games.”

"According to your settings, why can't these elements be added to the level 18 job transfer dungeon Dark Thunder Ruins and the final boss? For example, this is the setting in normal difficulty, but in king difficulty, the blood volume of the boss is reduced to a certain limit At that time, it will enter the second stage, with a higher attack, and a certain skill, or when its blood volume reaches a certain limit, there will be several elite mobs to help it?" Chu He pointed The planning book placed in front of him said.

The difficulty is completely reflected in the basic attribute value, such a game experience is simply too bad.

Can DNF perform this simple determination of numerical difficulty like Legend of the Red Moon?

"The value is too small, and the improvement of attributes is too unintuitive. A player's combo will hit a series of more than a dozen points of damage, which is completely different from hundreds or thousands of points. The same upgrades and attributes brought by equipment Improvement, the greater the value, the more intuitive the player will feel, and the higher the refreshment point." Chu He continued.

"But in this way, the late game value, will it be too big?" A planner hesitated and asked.

In this case, don't all the mobs in the later stage have hundreds of thousands, millions of HP?
Of course, this is not a very important thing, the most important thing, then their numerical planning work will be more cumbersome!
"A skill damage shows tens of thousands, and a skill damage shows millions, tens of millions, what kind of number do you think can make players feel more shocked and excited?" Chu He glanced at the person who spoke.

"Okay, do as I said, don't bring your previous planning experience to the DNF project." Chuhe decided.

He is the boss, he has the final say!
 Now that I think about it, DNF used to do a white map, all kinds of misses, monster dominance, and low three speeds are simply disgusting!Until now, I still remember that at that time, TM swiped a tube of Tired Snow Mountain, but didn’t get a level up, but the main story mission was still stuck, it was disgusting!

  
 
(End of this chapter)

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