The Creator of the Second Dimension

Chapter 513 Chapter 510. Open World ARPG

If you want to say that the best-selling animation adaptation game in recent years, it is probably the game of "King of Thieves".

That game is a fighting game. All the characters in "King of Thieves" are designed as manipulable characters in fighting games. The plot performance is first-class. Basically, most of "King of Thieves" can be experienced by playing games. Classic plot.

Gao Yingqi also bought this game and played it. He didn't have time to watch "The Bandit King" from the beginning, but he knew the general plot by playing the game.

However, the plot of "Sword Ghost" is very short, so there should be no need for such treatment.

Gao Yingqi was a little curious about what Holofer and the others wanted the game to look like.

Is it an RPG, or a fighting game, or a linear action-adventure game?

"Soul of the Sword Demon" with movie-level picture quality similar to "The Last Survivor" appeared in my mind. The protagonist walks among the burning wooden houses with one sword and one person, and faces monsters. Gao Yingqi thought about it Suddenly, I couldn't imagine how those animated characters should be presented.

Yes, the painting style of "Soul of the Sword Demon" belongs to the typical animation style, with exaggerated expressions, weird hairstyles, and the ratio of facial features is relatively anime-like. This style is made into a realistic style work like "The Last Survivor" ,a bit difficult.

After thinking about it, Gao Yingqi thought again, since "Monster Hunter" is so popular, is it possible that Hatsune Games will be made into that type of co-fighting game?

Another picture appeared in his mind.

A few people wearing ancient Chinese armor were fighting with huge monsters with all kinds of weapons. Their fighting skills were so gorgeous that they could even create ripples like waves.

And those monsters have terrifying and ferocious appearances, and their movements are full of changes. The swordsmen use various methods to deal with the monsters, waiting for an opportunity, and the battle is tense and exciting.

This is quite in line with the setting of the story, and the gameplay is guaranteed.

However, Gao Yingqi thought that Hatsune Games would not choose to make two similar games in a row, not to mention that Ice Field is still in production, and it should not be able to mobilize so many people to make similar games for the time being.

Fighting game?

Gao Yingqi pondered for a while, "Soul of the Sword Ghost" does have a variety of characters, as well as enemies and villains. It is made into a fighting game like "The Bandit King". After going through the plot, it seems to be quite similar. Son.

But the upper limit of fighting games is actually very low, and the sustainability is not strong. For a big IP like "The Bandit King", the sales volume of the game is only worth two million copies, and it has been popular for a while when it was just released. After a month, no one discussed it.

After all, fighting games are still too niche in the game category.

With various thoughts intertwined in her mind, Gao Yingqi finally gave up on guessing.

A slideshow appeared on the projection screen, and Gao Yingqi was a little surprised when he saw the words on it.

Because Xu Rui decided to make "Sword Ghost" into a semi-open world type ARPG game.

"I see."

Gao Yingqi couldn't help but let out an exclamation, which also caused the people around her to turn their heads.

Speaking of what Hatsune Games is best at and the best, it must be the first 3A masterpiece "Breath of the Wild".

Making "Soul of the Sword Demon" into an open world game, Hatsune Games can be said to be easy to grasp.

However, Gao Yingqi was a little confused by this semi-open style.

He continued to listen to Holofer's explanation.

Classic open world games, such as "Breath of the Wild", have an entire map completely open, where players can explore freely without being restricted or affected by the main storyline.

Many players in "Breath of the Wild" are obsessed with unlocking temples, looking for various boxes hidden on the map, various settings, making branch lines, and collecting things.

The semi-open world game that Holofer talked about is a semi-open game based on the main line. On a large map, there are many areas that need to complete the main line to enter. It is decided by the player, this kind of semi-linear, semi-open world game is also unprecedented.

Holofer then showed some basic conceptual designs.

For example, the Taotie in "Soul of the Sword Ghost", a monster from "Shan Hai Jing", has always been a symbol of greed. In "Soul of the Sword Ghost", it has become a goat with the body and horns. With a huge face and a huge eye under the armpit, it looks like a terrifying monster.

Different from the animations, these conceptual design drafts are richer in details and more three-dimensional. There are many places that cannot be noticed just by watching the animations, and are set one by one.

Obviously, this is preparation for the game.

Except for the monsters that have appeared in the animation, Gao Yingqi also saw many new monsters and ghosts that have never been seen before. There are generals wearing worn-out armor and holding rotten long swords, monks who are dead with maggots on their faces, and Some human beings haunted by vengeful spirits, etc.

Obviously, the animation only depicts the story of an area, but the whole country is so big, there must be other evil spirits.

As for the subsequent scene designs, although there are only black and white drafts, the different characteristics of various regions can also be seen.

Finally, Holofer mentioned that the combat mode of the game will be action-oriented. Unlike the simple and vigorous action of "Monster Hunter", the action of "Sword Ghost" will be lighter, rolling, jumping, dodging, etc. Appearing in battle more frequently, combined with low and straight attacks, makes the entire game flow smooth and smooth.

In particular, Holofer mentioned a mechanism similar to a defensive counterattack. The player's blood volume will be quite low, but most of the monster's attacks can be parried by weapons. Straightforward, and even execute monsters directly.

This is more like a sword fight in reality, victory or defeat and life and death are only an instant away, if you can't avoid or parry, then there is only one dead end.

If "Monster Hunter" is a turn-based hunting, then "Sword Ghost" is a refreshing high-speed battle.

Of course, these are just ideas on paper, and there is no specific design idea.

After a big company has produced a game according to the process, Gao Yingqi is also very clear that the initial design and the final product are likely to be completely different things, whether it is in terms of implementation, code, or numerical restrictions. Make game development difficult.

After explaining the basics, Holofer distributed the tasks. Just like "Monster Hunter", each planning team was responsible for the design of different areas, including scenes and maps.

Gao Yingqi's team was assigned the design work of an ancient city.

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