Game Making: Start By Healing the Player

Chapter 63: Easy game development

The art style of the game, as well as the image requirements of the characters.

The core gameplay of the game, as well as the numerical control of the player's psychology.

The design of different scene maps, as well as the extensible creative workshop gameplay.

Including an experimental nature of this game for platform promotion.

All of these contents, Chen Xu did not completely decipher, but only told a general idea.

After all, it's just a concept draft, and the real work on the details requires follow-up development.

Moreover, everyone present, music, levels, values, art, including market operations and platforms, all need to participate, so it is not good to talk too much.

"Do you have any doubts in your heart?" Chen Xu looked at everyone and asked.

Ruan Ningxue and Yang Xin shook their heads.

They are doing art and plot design here.

According to the content of the design concept draft, the plot of this game is basically an addition, and there is not much work to be done.

As for the art, the concept map has already come out. It can be said that what kind of cartoon style will be adopted has been determined.

It only needs to be finalized on the details in the follow-up.

The rest basically shook their heads, indicating that they had nothing to say.

In fact, the people present were also very surprised.

Because although it is a conceptual design draft, the prototype of the entire game has been created.

The follow-up only needs to be developed according to this mode and it will be done.

As for the effect, we need to wait for the DEMO to come out and then judge.

After all, it is difficult to determine what a game is like just by looking at the design concept draft. No matter how good the design concept draft is, it is still a theory.

There is basically no problem with the development team, but Zhang Yida, who is in charge of the operation, has something to say.

Zhang Yida said, "Mr. Chen, are we going to launch this game during the Spring Festival?"

Chen Xu said: "Accurately, it was launched on Valentine's Day."

Zhang Yida continued: "In this case, Mr. Chen, I suggest that we can adopt the mode of issuing coupons for the game, so that players can get lower price discounts on the Nebula game platform."

"At the same time, we can use couple games as a publicity stunt. According to market research, we should be the first, and from the gameplay mode of the game, this is indeed a cooperative game."

"To feel the sweetness of love, just come to 'Funny Kitchen', which can be used as the slogan of the game."

Unlike the R&D team, Zhang Yida will not be directly involved in game development.

Moreover, as an old workplace, Zhang Yida has some understanding of Chen Xu during this period of time.

There is no negotiation on the game aspect, but the promotion and operation outside the game is a matter of brainstorming.

At present, the development cycle of "Naughty Kitchen" is full, but it is only more than two months.

In this case, it is more important to finalize the publicity, especially "Naughty Kitchen" is an experimental game to promote the Nebula game platform.

It is impossible to make it silently and throw it on the market.

If this is the case, at least during the Spring Festival when many games gather, it must not be able to make a splash.

So from now on, you need to decide on a promotion plan.

"If there is a discount, just buy one get one free. "Naughty Kitchen" itself is a multiplayer-based cooperation game. As for the slogan promotion, don't just limit it to couples, although we chose to launch on Valentine's Day, but brother Love, sisterhood, and strong friendship can all be used as keywords for publicity." Chen Xu nodded after hearing this.

…………

After the concept draft of "Naughty Kitchen" was explained, including the direction of publicity, the entire team also began to prepare for the development of the game.

When other people deeply understood the concept draft, and at the same time perfected the art, plot and related designs, Chen Xu was not idle.

In the office, Chen Xu used memory capsules to record some excellent level designs.

The development difficulty of "Naughty Kitchen" mainly stems from the design of the levels and the design of numerical values.

Too simple, it will make the game lose a lot of charm.

Just like soul games, difficulty is not the only core of soul games, but it is definitely a major feature.

If the soul-based game becomes a peerless game, then the original design will not become a delicate design, but become a burden.

Although "Horrible Kitchen" is an ordinary small-scale game, the same is true. If the difficulty curve is not grasped, the taste of the game will be lost.

Examples include chopping vegetables, washing dishes, garnishing, and cooking, including the possibility of a kitchen fire requiring a fire extinguisher.

These belong to the gameplay, but the more important thing is the arrangement of the values.

If the time value and score are too high, it will make things difficult for players.

But if the value is too loose, then the settings of the whole game are not very important.

So in terms of difficulty, Chen Xu needs to control it well.

As a casual game, it needs to allow players to pass the level smoothly.

But to reach the full score of Samsung, you need two players to have a certain amount of cooperation.

The last thing is the networking system, and "Hacked Kitchen" is also the first online game developed by Nebula Games.

The server part must be done well.

You must know that "Naughty Kitchen" is a game with online sales as its selling point.

 …

The plans and plans for the entire game were finalized, and under the leadership of Chen Xu, the entire R&D department was running efficiently.

On the art side, Chen Xu explained to Ruan Ningxue and the artists who had joined the previous job about the point of "Fucking in the Kitchen".

"The style of the whole game is warmer, even if it is the zombies in the background, it still needs to give the player a cute feeling. This is a game for all ages, a casual simulation game, we don't need it to be so realistic or so. With the background, but it must be able to make men, women and children not hate it."

"Understood." Ruan Ningxue nodded.

As artists, she and Chen Xu have participated in the development of four games.

It can be said that I understand it completely, and the new artist next to me is just stunned.

Because she feels that her task is the same as an assembly line!

The style, even the sketches and requirements of the characters, can't be more detailed.

Take it directly to the outsourcer, and the resources can be released immediately.

Isn't the position she applied for in art design? How do you feel that you only need to close the quality of the resources on the outsourcing side, and don't need to design at all?

The same situation also happened to Qin Yi and others.

However, with the previous experience of "Escape", this time everyone didn't make much fuss.

Just one feeling, that is ease.

Although it is inevitable to work overtime, the key is that there are few useless designs.

The place where it is torn down and restarted is more of a problem in the details, rather than a problem in the general direction.

Just don't take it easy!

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