I Make Games To Scare Crying Players
Chapter 50: World view remake
Chapter 50 worldview remake
In view of the small size of "Sky Mountain", the price of this game in the system store is not expensive.
Only need 40000 scare points.
So after making up his mind, Meng Shu bought it immediately.
Suddenly, with the sound of crashing gold coins, his scare value changed to 5158000 points.
Next, there is the system's mechanical prompt.
【You have obtained the hand-in-hand development tutorial of the survival adventure game "Mountain of the Sky"】
【You got the concept design of the survival adventure game "Sky Mountain"】
【You have obtained the VR version production method of the survival adventure game "Mountain of the Sky"】
Meng Shu closed his eyes for a while, and after 2 seconds, he integrated the system into his development tutorials.
A PPT also appeared on the desktop of the computer, which is the conceptual design of "Sky Mountain".
Since you want to choose to remake the game, the development tutorial is not very useful.
The document in front of you is the main thing.
Meng Shu moved the mouse, double-clicked to open the document, and browsed carefully.
Then I discovered that many things in it were not installed in the game.
For example, the types of monsters, in addition to the existing ones in the game, there are additional scissor-type monsters, wall-climbing monsters, slime-type monsters, etc.
But none of these are made into the game, so it is probably a funding problem.
Just like "Alice's Madness Returns", many creative monsters have been deleted and replaced with common small white-headed black mud.
However, as a small-scale 2D game, "Sky Mountain" already has seven or eight kinds of monsters, which is enough. Because it is a survival game itself, the production team is weak in combat and monsters, and it is understandable.
In addition, in the PPT, there are also design concept drawings of the building.
Promenades, corridors, stairwells, guest rooms, all angles, and partial close-ups.
From the original design draft, each floor has 4 aisles and 20 rooms.
There are all kinds of materials to be searched in each room, instead of the current situation, there are only two rooms on each floor, and the materials are pitifully scarce.
It can be seen that the game developer may be planning to make a 3D game, but it is estimated that due to various reasons, the current 2D game has been made.
Although the cost is saved, many designs are also discarded, which is a pity.
After hastily browsing the PPT, Meng Shu began to make follow-up plans.
He created a new page at the back of the PPT, and then typed in the ideas he had already had in his mind.
Since it is necessary to remake 2D into 3D and make it into VR, a big change is inevitable.
The first is the scene design of the building.
Conceptual design drafts are always conceptual design drafts and are not for reference.
This question is best combined with reality.
So, after thinking about it, he decided to go out and stay in some of the most famous hotel buildings in Shencheng, and take pictures of the structures and decorations inside for Xia Nianzhen's reference.
Then Xia Nianzhen will have to explain this to the meeting, and then take her to the hotel to check in.
After all, she is the scene designer, and it is best for her to get the materials on the scene.
The other is the world view and background story.
There were four endings in the original Sky Mountain game, and each one was surprising.
The first ending is that the protagonist worked hard all the way to the first floor. When he opened the door, he found the top floor outside. When he learned that he had spent a lot of time doing useless work, he had a nervous breakdown and committed suicide by jumping off the building.
The second ending is that the protagonist goes all the way to the first floor and opens the door, only to find that everything is normal outside and surrounded by groups of policemen. The monster hacked behind him turned into the front desk of the building at some point. In addition, all the monsters he hacked to death became human corpses. In this state of mental confusion, the protagonist becomes a murderer and dies under the gun of the police.
The third ending is to find yourself lying on a hospital bed with two researchers in front of you through deciphering. After they saw that they had woken up, they said that the data collection was completed, and the experimental subject could be executed.
So in the game, only the fourth ending is the perfect ending.
Specifically, the protagonist successfully came to the underground garage, killed the giant monster entrenched here, and came to another building.
Here, as a conscious body, he discovered that he was actually an experimental subject lying on the bed for human research?
So he touched his real body in disbelief, and finally he was able to wake up, return to reality, and after going through many crises, he escaped from birth and ran towards the sunset.
These four endings gave Meng Shu a lot of room for modification.
In order to facilitate the integration of the elements of the Control Bureau, he designed a brand new worldview while retaining the background story of "Mountain in the Sky".
First of all, the protagonist is a D-class personnel living in the FBC base.
As a humanoid consumable, he was experimented by a doctor of FBC one day.
Its purpose is to test the characteristics of Z-FBC-0825 anomalous 'Phantom Helmet'.
Thus, the protagonist was secretly drugged with sleeping pills, and was **** on the operating table in an unconscious state.
Then put on the Z-FBC-0825 anomaly, and the experiment started.
After that, it's the background story of the game itself.
Under the abnormal hallucinogenic influence of Z-FBC-0825, the unconscious protagonist came to the Sky Mountain building in the conscious world and lived in the 100th floor.
From here, he witnessed the attack of biological weapons and the mutation of the building's tenants.
Then comes the game process. The player controls the protagonist to walk in the building step by step and arrive at the first floor.
But here, Meng Shu made another revision.
As long as the protagonist goes out from the first floor, the first two endings will be triggered, that is, the ending of jumping from the top floor and the ending of being shot by the police.
This means that the main character eventually loses to the Z-FBC-0825 anomaly, dies in the conscious world, and then brain-dead in the real world.
But when the player deciphers the documents collected from various parts of the building, they can reach the third ending and return to reality.
At this point, the player can see an animation.
It is about the protagonist breaking free from the abnormal control of Z-FBC-0825 by his own willpower and regaining consciousness. When he was about to flee, he was executed on the spot by the security personnel.
These three endings all lead to the unknown death of the protagonist.
So the fourth ending is for the player and the protagonist to discover the truth together.
Players need to kill the monsters in the underground garage, and then come to reality in a state of consciousness, and find that everything is just an experiment, and their difficult survival is just an illusion, which is the data collection of these white-robed researchers.
Therefore, the player needs to manipulate the protagonist to touch the protagonist's real body, break away from Z-FBC-0825 and wake up abnormally.
Then, Meng Shu will arrange an animation here.
The protagonist remains calm, pretends to remain in a coma, and then takes the opportunity to escape from the laboratory.
While passing through the W-FBC-0173 control room, he was discovered by the security of the control bureau and shot on the spot.
Then, the movement caused by the gunshots attracted the attention of the D-class personnel in the W-FBC-0173 control room, thus.
In short, Meng Shu's original intention was not to touch the background story of the game itself, but to add a layer of worldview to the original foundation.
I have to say that the ending of the game itself largely gave him the opportunity to add new settings.
Otherwise, there is no need to rack your brains to unify the worldview like the first three games.
Now, the world view and background settings of "Sky Mountain" are roughly completed, so it's time to polish the content of the game.
After all, no matter how well the background story of the game is told, it is just a story.
The real big content lies in the experience of the game.
Abandoning the linear process and making "Mountain of the Sky" into a large map for free exploration, then the main line and branch lines are indispensable.
The main line remains the same, just apply the original game directly, it is as simple as going downstairs to escape.
There are many tricks for branch lines.
In a 100-story building, each floor has at least 10 rooms. After the game is turned into 3D, there must be a lot of unmutated survivors, so it is much easier to do side missions.
For this reason, Meng Shu decided to recruit another task designer to complete the development.
Finally, there is the monster design.
The monster design from the original game remains unchanged.
On this basis, add some new monsters.
And Meng Shu already had an idea.
He promises that in this game, players will feel more frightening stimulation than "Face".
This chapter has been written a long time ago, but I am not sure if readers will like adding an extra world view to the original game, so I have been modifying, repairing, and rationalizing, which resulted in it not being released before 12 o'clock. In short, first write to see the wind review.
P.S: Due to some reasons, this chapter and 2022.8.7 will change the number to X-FBC-0XXX. If you see that the number is not in this format in the subsequent chapters, it means that it is missing, and I hope you can leave a message to remind. In addition, this is the third time that the numbering of this book has been revised, and I don't know if there will be a fourth or fifth time. In short, it depends on the situation.
(end of this chapter)
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