Video Game Designer

Chapter 468 demo version

EA, Ubisoft, Microsoft, B Agency, and many other top-notch game manufacturers contacted these employees who were dismissed by Blizzard and invited them to join their big family during this month.

Relatively speaking, Chuhe just paid attention to it, after all, he has more important tasks to do.

Not including the part responsible for the art, more than 500 employees from different countries and regions are working overtime to develop the game. At present, the first test version has been completed.

In this test version, systems including the combat system and equipment already have a rough prototype.

For a game, unless it is a casual game, as long as it involves fighting monsters or PK, the combat system will always be the top priority of a game.

And this is also the first part of the process of a game development, exploring while developing, and then cooperating and adding a variety of materials and resources according to their needs and feedback.

Considering the need to launch two versions of PC and console at the same time, how to make players more comfortable in the combat mode is something that needs to be considered.

And combined with some previous games, it is best not to change many things. For example, taking Microsoft’s handle as an example, most of the previous game buttons are LB locked RB to fire.

If it is not necessary, generally follow the setting of LB to lock and RB to fire, instead of making the RB button lock and RT to fire, which makes players feel a little awkward.

It is also the same on the PC platform. For example, the button that can be used for first-person aiming or opening the mirror is the right button of the mouse. If you insist on setting the button to something like shift, then players will be very, very uncomfortable.

Even if you have custom modifications in the game, this setting is likely to be one of the reasons why players refuse to play your game, or give you a bad review.

Whether a game is a large 3A game or a small independent game, it is basically accompanied by developers and testers who are constantly experimenting.

It’s just the first version. Although compared with the previous block test version, this test version, which has been developed for more than a month, is considered perfect, but it is still the simplest version built on an empty 3D graphical interface, and the content inside There is only one ordinary square area.

Sitting in front of the computer, Chu He first used the keyboard and mouse to experience the operation feel of the game, and used the commands in the background to call out a spear and bow for himself.

These are all the materials in Tianhe Network's own material library, and they were added after some adjustments. The spears and bows and arrows were taken from the materials of the last survivor for temporary testing.

The attributes including equipment have not yet been designed, and the names of the same equipment are not just replaced by numbers.

These things need to be corrected after the game is developed to the middle stage, combined with the plot created by the plot copy planning, as well as the mission and the background of the game.

Such a beta version of the game is really very simple.

how to say?

If a player is faced with such a test version and a small game of Naruto VS Reaper in 4399, then the player may be more inclined to choose the 4399 mini game of Naruto VS Reaper.

After all, the latter has music and special effects, and the characters can be seen clearly, unlike the current test version where the characters and equipment have modeling, but the terrain is uniformly replaced by colored cubes.

Then Chuhe continued to open the background command, and spawned a monster, a TANK in the road to survival.

Although it is said that the monsters in Time of Dawn are all mechanical beasts, even the metal armor on the mechanical beasts can be hit and fall off.

But these all need to go through post-production. At present, we can either directly use simple polygonal cubes to replace them, or use the materials already in our own material library, modify them and add them to the game.

If it is the previous game development, this TANK is a huge polygon judgment. Although there is modeling, in fact, only by attacking a certain range can the data calculation effect be produced.

However, if you use the Source engine, whether it is collision resources or physical determination parameters, they are basically perfect. In the future, you will definitely need to make in-depth adjustments based on the actual modeling, but it is still qualified enough as a test.

Actions are basically the actions of TANK in Left 4 Dead. After all, bone resources are easy to bind.

"By the way, the stealth effect in the game needs to be carefully considered." Chuhe said after thinking about it and following him, watching him test the game.

In the original plan, the team thought about adding a stealth mode to the game, but this involved another key issue. Do these intelligent mechanical beasts have the ability to use infrared imaging?

Well, it’s up to the game developer to decide whether it’s right or not. After all, in some games, players can even manipulate the protagonist to put a box on him to sneak perfectly, or take a leap of faith as long as there are as many bushes as possible. No NPC can find you no matter how close you are.

"These details are prioritized at the back." Pig said looking at Chuhe.

At present, their main work is to build the main framework of the game on top of the core gameplay that has been determined.

As Chuhe said, it is really not that important to a game, at least few players will give up a game because of this kind of thing.

Of course, some players who are more concerned about details may be quite meaningful, anyway, they just want to use it.

Looking at the refreshed TANK in front of him, it is obvious that the hatred mechanism in the game has not been added yet.

After being refreshed, I basically do the actions that have been set, wandering back and forth, and occasionally bowing my head.

Looking at TANK in front of him, Chuhe directly chose the bow and arrow on his back, and shot an arrow at TANK's head.

Accompanied by the hit of the arrow, a line of numbers popped up on TANK's head, and there was no such thing as a blood bar. Even the numbers were added temporarily, with ordinary black and white fonts, very simple.

"The movement is a bit stiff, but the feeling of hitting is not particularly good." Chu He said with a frown.

"It's just the initial test version. The protagonist's movements are still being collected, and the feedback effects of hits haven't been added yet." Piggy said without any surprise or surprise, just nodded.

The so-called sense of impact, the feeling of punching to the flesh, if you want to achieve it through this kind of beta version, unless the brain supplement skills of the person playing this version reach MAX, otherwise, basically you can’t feel anything.

You can see an arrow stuck in the monster's head, and then a number jumps out.

Detailed physical collision commands, sound effects, special picture effects, including vibration feedback for handle operations, and texture shattering vibrations including screens, were all added in the middle and late stages of the game.

As for the stiff movements, it is purely because the movement materials have not been collected and applied, but the reference materials and modeling have been applied, and the bones have been bound, which still needs to be processed later.

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