Game Development Giant
Chapter 470: How to design a lovable Roguelike game
ps: Read the exclusive story behind Game Development Giant, listen to your more suggestions for the novel, follow the official account (add friends on WeChat - add official account - enter dd), and tell me quietly!
Jester still has a lot to do in this game.
He remembered that when the development team of Runestone Guardian developed this game, it was not very easy, nor was it accomplished overnight, because one of the characteristics of roguelike games is complexity and trouble, and in a game , but this is a taboo.
The development of Runestone Guardian went through two stages. After the first stage was completed, they conducted a test, and the feedback they received was not ideal.
Because the game is too complex.
Then, the people in the development team learned from the painful experience, and their secondary research and development can almost be described as tearing it down and redoing it.
In fact, it is not just Runestone Guardian, many producers of this type of game will gain a lot of experience when making this kind of game. Jester has read many articles or interviews in this regard, so he has a lot of experience in this type of game. This type of game requires a relatively deep understanding.
Jester sat on his seat and pulled out a piece of white paper, just like he did before when thinking about how to design a game, he would write down everything he thought about the game. Come down, and then consider how to make it based on what he wrote.
Jester has used this method for many years, and he concluded that it is very good.
He picked up the pen, scratched it casually on the paper, tried the feel, and then thought about it for a while, and then started to reminisce about this type of game.
first.
Traditional roguelike games lack a clear endpoint. Although there is simple maintenance like Dwarf Fortress, the lack of a sense of goal causes players to enter a tired state in the later stages of the game.
The lack of story makes it easy to give up the game after continuous failures. Many new games have tried to add stories and endings as the end and goal of the game to provide players with motivation. FTL also provides A large library of random events ensures that there is always something to play and pursue on the other line of the game.”
Jester stopped writing here. This is the first thing he must pay attention to when designing this kind of game again. He must not let the characteristics or characteristics of this old-fashioned roguelike game. Lead yourself into a dead end.
Then, he continued to write on the white paper.
Roguelikes generally have difficulty getting started. This is because old roguelike games are not strictly 'products' - they are more like 'works' maintained by many people, in this form of 'semi-crowdsourcing' This determines that its final form of expression is more multi-dimensional, and the complexity increases with time, and the difficulty for players to get started also increases, making it difficult for new players to join the game.
Games that do not welcome new players, no matter what type of game they are in or what era they are in, have no future.
After writing this, Jester once again put Bi aside. He rubbed his forehead and began to think.
Is there any solution?
Countless thoughts flashed through his mind one by one. He has played many roguelike games before, and he compares them one by one and analyzes them one by one.
There is not much time to think, only about ten minutes.
Jester really thought of a game. To be precise, I got the idea from a game acy which uses action to get rid of the traditional turn-based setting. The original goal of using acy is to create a 2D version of dark-souls, which is black. soul.
And for lighter users, the designer mentioned a clear goal of 'make-death-fun' in the game vision at the beginning. Every death will accumulate a certain amount of money, and money can be used to upgrade players. Some of these attributes are highly controversial for the game's designers to understand, but are indispensable to the players he serves.
Jester stopped writing again.
What he was thinking of were just some memories about this type of game. Whether they would be used in the game he wanted to make was unknown. His current concept of making games was no longer just something he had just come to this world to know. Plagiarized.
In fact, what he is mainly doing now is to propose the general framework and direction of the game, and then the more detailed things will naturally be completed by the best game development team in the world under him.
So, these games he made.
Compared with those of the same generation, these original developers did a much better job. \u003cegame.
This game is called the-binding-of-isaac. In the mouths of fans of this type of game, this game is usually simply called Isaac. This is a game that clearly references Zelda and AC. Using gold coins as a carrier, they adopt a method that provides a large number of unlocks as permanent upgrade elements, allowing players to continue to immerse themselves in it and try new gameplay.
Jester remembered. The designer of this game, MacMillan, when talking about the role of roguelike in this game, specifically mentioned that a large amount of randomness maintains the fun of repeated play by players. When the content is different.
Then the fun happens naturally.
Based on this, many games have taken advantage of the long-lasting gameplay brought by the randomness of roguelike, and combined this randomness with other elements to form new games. On the other hand, many game developers have also seen the Berlin Definition, such as the turn-based system. Grid system, etc., new producers generally maintain an evasive attitude towards this.
The Berlin Definition was designated in 2008, and Isaac was a game released about a year ago. However, it is less than 3 years since the 'Berlin Definition', so roguelike may need to be redefined.
Berlin Definition.
Jester picked up the pen again, wrote these words on the paper, and then fell into deep thought again.
There are a lot of things in Berlin's definition that Jester couldn't understand at the moment, actually. It is impossible for him to recite the entire content of Berlin's definition. However, naturally someone will summarize the main content of Berlin's definition. Jester still remembers the main content of Berlin's definition very clearly.
basically. These are the characteristics of six such games.
Jester picked up the pen again and started writing on the paper again.
First of all, it is this type of game that has been mentioned many times before. The most important feature is the randomness of generation. This is crucial. It is also the core. Every new start of the game will be random. Generate different things such as game scenes, enemies, treasures, etc. And every adventure of the player will be unique and cannot be copied. What's more, as long as the player is willing, the role played by the player can be set to be randomly generated For example, enemies, weapons, or even just the skin of a character or the river in the scene, etc.”
After writing the first point, Jester pondered for a while. In fact, this feature is not limited to this type of game. In many types of games, the randomness generated is a crucial attribute.
Therefore, many senior game developers will call games that generate randomness and regard it as the core of the game as roguelike derivatives. Perhaps the most famous game in later generations that uses randomness as its selling point is Diablo. God of Destruction series.
After only a slight pause, Jester began to write about the second characteristic that defines Berlin.
Secondly, progress is the one-way nature of the process.
“When players are playing a roguelike game, the only function of the archive function is to record your current game progress. Whenever the archive is read, the corresponding progress will be cleared until you make the next archive. This kind of archive The mechanism ensures that players cannot use 'sl**' to reduce the difficulty of the game - even among roguelike players, manual backup of archives will be regarded as a cheating behavior and despised.
In fact, in the game Runestone Guardian, the designer directly eliminated the possibility of s**t.
Writing this, Jester paused again. (A great pie-in-the-sky event, a cool mobile phone is waiting for you! Follow it ~ click on the official account (add friends on WeChat - add official account - enter dd) and participate now! Everyone will win a prize, follow dd WeChat now Public account!) (To be continued...)
You'll Also Like
-
At the same time, you need to travel through all realms and add some deep blue
Chapter 391 11 hours ago -
Everyone: I started with a mythical talent, and I killed a god with one sword
Chapter 567 12 hours ago -
Legend of the Gu Demon
Chapter 235 12 hours ago -
The Mortal's Path to Immortality
Chapter 334 12 hours ago -
The journey of creation from fantasy to reality
Chapter 573 12 hours ago -
Immortal Mansion of Eternal Life: I Can Receive Farming Rewards
Chapter 189 12 hours ago -
Watching short videos and seeing dark history, has the Mi family universe been broken?
Chapter 239 12 hours ago -
The control group of the ancient heroine
Chapter 256 12 hours ago -
Who's Still Chasing Her After Rebirth?
Chapter 416 12 hours ago -
On the Seven Towers
Chapter 1246 12 hours ago