Game Development: I Built a Game Empire

Chapter 28



The art of "Genki Knight" is actually not too much of a problem.

Because they are all relatively ordinary.

To put it simply, it doesn't have much of a characteristic, and it's hard for players to directly present a concept map of it in their minds.

However, this is not a big deal for a game like Genki Knight.

Because of this kind of roguelike game, the main core point is still the process of playing.

Knights, Rangers, Paladins, ......

"Mr. Chen, are we going to make a mobile game?"

Looking at the art requirements given to him by Chen Xu, Zhao Shan soon realized that something was different.

"Mobile platforms and PC platforms coexist and data are interoperable. Chen Xu nodded lightly and said.

In the previous life, "Genki Knight" still had the shortcomings of being limited by third-party factors.

Chief among them is the archiving feature.

Early Genki Knights often appeared, and players spent money in the game.

Then inexplicably his account was gone, and the things he bought with krypton were gone.

This is mainly due to the fact that the game's save mechanic is local save, which was not until later when the cloud save feature was introduced, which was a little better.

As for Chen Xu, what are the world-related servers, and there are special corresponding rental companies in the industry forums of game editors.

Formal and reliable, this piece can be said to be much more convenient.

"For the art part, according to this style, you should communicate with the outsourcing side as soon as possible. Chen Xu said to Zhao Shan.

"No problem, Mr. Chen rest assured. Hearing Chen Xu's words, Zhao Shan nodded.

Chen Xu looked at Zhao Shan, who had entered the working state, and nodded secretly in his heart.

In fact, the earliest roguelike games in the previous life were not the famous rogues on the unix system, but under the apple orchard on the apple 2 computer.

It's just that compared to the rogue, which has achieved commercial success, Apple Orchard has not achieved much success.

As a result, the follow-up roguelike games are more of a reference to a rogue design direction.

This has led to a number of roguelike games.

Sitting on the chair next to him, Chen Xu squinted his eyes slightly.

I recall some of the advantages and disadvantages of "Genki Knight" in my mind.

Its advantages speak for themselves.

The roguelike gameplay itself also borrows some characteristics from games like the wasteland and the dungeon.

Thus some optimizations have been made.

There is also a combat system in the game, which is divided into two settings: blood bar and shield value.

The health bar is non-recoverable, but in addition to the health bar, there is an additional shield value, which is automatically restored.

This is a shield system borrowed from the one pioneered in Halo.

Including the gasp and blood in later FPS games are derived from this prototype.

But in Chen Xu's view, what makes "Genki Knight" successful is mainly that it optimizes a threshold for getting started.

Inside the usual roguelike games, especially the dungeon design.

Players need to control the game's characters to shoot while dodging the barrage, which is the bullets fired by enemies.

This makes the game much more difficult.

It even gives players the feeling of a high-difficulty hardcore game.

In Genki Knight, the player only needs to control the character's positioning.

Because the game has an auto-aim system.

Can help the player lock on to enemies.

This also results in the player only having to hold down the left button and not letting go in order to attack with ease.

It's a smart thing to do, because this kind of indie game, no matter how elaborate it is.

It's impossible to surpass a real FPS game in terms of shooting experience.

For the players, too, they don't play for shooting.

If you really want to play a gun game, so many shooting games can still be chosen?

..................

Sitting on the seat, Chen Xu opened the game editor and tried the random algorithm function in the editor.

After all, the interesting gameplay of "Genki Knight" lies in its randomness.

You never know if you'll be given a toy weapon or a awesome weapon when you open the box.

This sense of anticipation for the future is the most interesting thing about roguelikes.

In addition, there is a rough framework in the game, which also needs Chen Xu to build.

The art modeling in the game and the original painting are not a problem.

But there are also other art resources.

For example, the UI interface and weapon effects of the game need to be designed by him personally, because this part directly affects the player's experience.

Of course, these things are not in a hurry, at least for now.

Chen Xu plans to wait for the main art resources and the overall framework of the game to be built, and then be responsible for dealing with the content of this part.

And now there is a more important issue, which is to make Genki Knight known to players that there is such a game in development.

Different from "Under the Legend", the former is a plot-based meta-game, and the plot and music in the game are reproduced through the memory potion Chen Xu.

Basically, 70% of the game's development is complete.

In "Genki Knight", there are more bizarre weapons, as well as the unique functions of each weapon, as well as various monsters and values, including the setting of the profession, scene modeling, and the combat system inside.

These contents are a little more complex than "Under the Legend".

According to Chen Xu's calculations, it will take at least three weeks or so for "Genki Knight" to be developed.

And how do you create the heat during this time?

After all, don't say three weeks, judging by the current cooling of the heat of "Under the Legend".

It could be almost a week, and the players who discussed "Under the Legends" and him were gone.


Tip: You can use left, right, A and D keyboard keys to browse between chapters.