Game Entertainment Empire

Chapter 456 It would be nice to die a few more times

With the confirmation of the "Dark Soul" project, the entire team began to develop in an orderly manner, while "The Legend of Zelda: Breath of the Wild" is slowly building a large map of the entire Hyrule. In fact, the main difficulty here in Dark Souls is also on the map.

On the contrary, it was art materials, and the entire team already had some experience. When faced with the various requirements Yang Chen said at first, the team would still be confused.

But after making several games in succession, the whole team can almost understand what Yang Chen wants to express.

As for the plot, it's still the same as before, the big template is Yang Chen himself, and the rest of the supplementary details are the subsequent polishing and modification by the editorial team.

And compared to the various gorgeous combat techniques of the characters in "Sekiro: Shadows Die Twice", the actions of "Dark Soul" are obviously more "practical".

For example, blocking, rolling, backstabbing, and slashing, this is a different style from the slightly gorgeous fighting in "Sekiro: Shadows Die Twice".

But for the map design team of the game team, it seems a bit difficult.

The three-dimensional connected large map, there is no place in the game that cannot be reached on foot, and occasionally players will find some surprising shortcuts.

For example, here can actually lead to there.

And compared to other games, "Dark Soul" has canceled the design of the small map.

In other types of games, when players are playing the game, they usually don't notice the so-called "huge footprints by the river" or "the village at night is a little quiet and strange" in the mission description with hints.

Anyway, as long as you follow the mission guidance on the small map, and the system guides the route, just run along.

From the very beginning, this category appeared in online games, and later it was carried forward in web games, and then became the standard configuration of mobile games.

Even to complete a task, you as a player only need to take two steps.

Accept the task, complete the task, the middle series, the system will take you to complete it automatically.

Including later stand-alone games, including 3A masterpieces, this design is also very rare.

But in "Dark Soul", Yang Chen wanted to bring players a more realistic Rhodeland.

No navigation, no compass,

There is no small map guide, players need to "find the way" from the tips and advice of the NPC, of ​​course, this is not true that no little help is given to the player, such as the unique multiplayer mode in the game.

In the game, there will be advices left by players in some places of the level, as well as spells to summon support. Players help each other, but they don’t know who the other party is. Witness other undead in the game. trace.

"Mr. Yang! This map design is too rough!"

Seeing the map design proposal given by Yang Chen, everyone was shocked.

If we talk about the traditional map design, various mini-map compasses and guiding routes treat players like chicks, taking care of them in every possible way for fear that they will not find their way home.

Then the map design plan of "Dark Soul" given by Yang Chen can be said to have hidden murderous intentions everywhere. What should we do in the face of the fledglings who can't find their way home?

Throw it directly from the cliff, can't fly? Fall to your death; can't find your way home? Then don't go home.

If it was the first time to develop such a game, Yang Chen would not choose such a hard-core "Dark Soul" directly, but like "Sekiro: Shadows Die Twice", first come to two sadistic games. Tireless mini-games to exercise players' minds, but with the success of "Sekiro: Shadows Die Twice", many Shaking M players have fallen in love with this type of game.

That's why Yang Chen dared to throw out the big move of "Dark Soul" without any scruples. Of course, Yang Chen thought that he still listened to his conscience, at least he didn't directly release the first generation of "Dark Soul".

However, although the map design plan treats players simply and rudely, it doesn't mean that they don't give players any hints and let them figure it out on their own.

The actual map will still give some simple tips and take care of the player's location, but this requires the player to pay a little attention, use keen observation to discover, and understand.

Otherwise, it would be nice to die a few more times.

…………

However, compared to the map project team of "Dark Soul", I felt the existence of a bag, and the map design team of the project team of "The Legend of Zelda: Breath of the Wild" was extremely excited.

The same is the map design, but in "The Legend of Zelda: Breath of the Wild", it is a different scene. After all, this is not a game that makes players feel miserable, but a game that allows players to constantly have It's a novelty, and it's also an open-world game in itself.

The most important factor in the game is the 'temple', and this is also the main core gameplay in The Legend of Zelda: Breath of the Wild. Each temple has a variety of ingenious designs. Players use the strange props in their hands to decrypt and pass the level.

Moreover, the map design of "The Legend of Zelda: Breath of the Wild" in the game fully utilizes the principle of the lighthouse effect.

Limited by the switch's performance, Yang Chen and the others couldn't extend the field of view in the game infinitely, because the performance couldn't bear it.

Therefore, the scenery beyond a certain distance will be blended into the texture and blurred.

But in the game, no matter how far apart, the watchtower must be clearly visible, and the player is guided by the watchtower to one map after another.

The strange stones and landmarks in the vicinity attract you as a player to find out; the mountains in the distance and the rising smoke, these conspicuous things make you constantly curious, and thus generate a heart to explore.

Not from the perspective of the game, but from the perspective of map design, if you have to evaluate, it can be said that "The Legend of Zelda: Breath of the Wild" and "Dark Soul" are completely towards two extremes, but each has its own where the beauty lies.

And the charm of "Dark Soul" is to let you die a few more times.

After returning to his office from the studio, he looked at Wang Yaliang who tied the handle of the switch to the claw of the steel egg and forced it to 'play' "Just Dance". He took out his mobile phone from his pocket and posted the latest news.

I added the video of the previous filming of "Sekiro: Shadows Die Twice" that constantly breaks through self-improvement to the attachment, and then added a paragraph.

"Continuously break through the self, constantly explore the unknown, the fire will go out, but Wang Ying will not be seen, a story about fire, a brand new journey, the new work "Dark Soul" is under development, so stay tuned"

After finishing writing, Yang Chen contentedly sent out the update.

GDD has been completed, and the team has been formed. Although each department has only created a new folder, development is development.

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

You'll Also Like