The Creator of the Second Dimension

Chapter 199 Chapter 199. Press function

Regarding the cinematic narrative of the game, Holofer has a deeper feeling.

From "Blood: Curse", he has deeply felt Xu Rui's dedication to performance effects, such as the esoteric animation performance in "Blood: Curse", even R characters have exclusive animations instead of perfunctory flashes. The performance of this summoned creature is also extremely gorgeous.

These performances are not useless, they greatly enhance the sense of substitution.

"In games where shooting is the main combat method, the first-person view is better. In order to make the game look more like a movie, the third-person view is adopted, which is understandable."

The main artist, Guo Weiren, touched his chin and nodded.

After "Bloodborne: Curse", he has basically shifted his work focus to Hatsune Games. From time to time, he will help the animation animation with a few pages of storyboards. Guo Weiren feels that his skills can be better used in game art. , and indeed it is.

Guo Weiren's art skills are difficult to show in the cost-constrained animation. Neither the construction period nor the funds allow him to keep improving, but in the game, Guo Weiren can do whatever he wants.

Several of the characters of "Bloodborne: Curse" he designed are extremely popular. This thick oil painting style is very popular among players. This time "The Last Survivor" is also written by Guo Weiren.

"However, this game has a high demand for art resources. Does SN4 support it?"

The main program Wang Sen asked, SN4 was a mainframe released three years ago. Its configuration was very good at that time, but the development of computers was very fast. Now, three years later, the graphics cards have already been replaced, and the performance of high-end PCs is far superior to that of the mainframe. Before, rich people could afford consoles to play games. Three years later, consoles have become a relatively cheap way to play games.

"Regarding this point, I think Mr. Li Zhen from the development department of Suoren Company should know better."

Xu Rui looked at Li Zhen on the other side of the table. The director of the third development department of Suo Ren Interactive Entertainment's console department was in a state of shock after seeing Xu Rui's conceptual design of "The Last of Us".

He originally thought that Xu Rui was a little crazy, but after seeing the actual idea, Li Zhen became more determined.

This guy is a real lunatic!

Whether it is the performance, the way the plot advances, including some settings, "The Last Survivor" is completely different from the FPS and RPG games currently on the market.

For example, Xu Rui mentioned a listening system, which allows the protagonist to perceive the surrounding enemies to a certain extent, and at the same time cooperate with stealth operations to carry out assassinations.

This is a relatively new way of playing the game. In most cases, FPS solves the battle suddenly and suddenly. Only a few plot levels require the use of a silencer to assassinate, and most players will end up impatiently killing all enemies to complete the "assassination". ", but in "The Last Survivor", the protagonist is not an invincible superman, and it is easy to kneel when he is besieged by many people, but assassinating one by one can greatly reduce the difficulty of the game, which obviously encourages players to sneak.

In addition to zombie-like monsters infected by infectious diseases, there are also humans in the game. Different tactics are used to face different enemies, which is also a part of the gameplay. This Li Zhen has seen many similar ones.

But the third-person perspective shooting and the accompanying performance techniques are unprecedented for him.

"The functions of our SN4 have not been fully squeezed. In fact, there are only one or two games that can fully use all the functions. According to the contents of this planning book, I think SN4 can control this game. game."

Li Zhen replied that although the configuration of the console is a bit worse than that of the top PCs, apart from the hardware, the software environment of the PC is also very different. It is difficult to optimize the game for the PC to perfection, but the consoles are different. With the same configuration, the game can achieve the most perfect optimization, so even if the configuration performance of the host is slightly lower, a very comfortable gaming environment can be achieved.

The development of games must always be based on hardware. If hardware can't do it, then the idea of ​​a powerful and unconstrained style is useless.

Originally, Li Zhen thought that although Xu Rui was creative enough, he did not understand the console market and had no experience in console development, so it was easy to make mistakes such as taking too many steps, such as thinking what the picture and scene should be in his mind, but in fact The machine configuration simply doesn't support such an idea.

Li Zhen has seen this kind of thing many times. For example, there was a game two years ago that claimed to have thousands of planets for people to explore and develop, and tens of thousands of different spaceships to assemble at will. But later, people discovered that this The game is blown like this, and the actual development progress is struggling.

There is also a game from last year, which claims to have the strongest graphics in this generation. Li Zhen has also played it. The graphics have indeed reached a photo-level level, and the light, shadow and liquid flow are both invincible.

However, even the top-end PCs of this game still lag when running, and the computers of ordinary players can't run it at all, which is also a failed work.

"It's just that I think the use of some lenses may be a bit heavy on the CPU load, and it needs to be decided when specific development is needed."

Li Zhen added, because in fact, Xu Rui's design ideas slapped him in the face.

Just looking at this design draft, Li Zhen had no idea that it was proposed by a person who had never developed console game experience. He even guessed whether Xu Rui secretly sought help from experienced producers like Wang Sen. But when he found out that Wang Sen was also very surprised when he saw this design, Li Zhen knew that it was indeed Xu Rui's work.

Although the things mentioned in this planning case are all things that have never been done before, but based on Li Zhen's rich experience in console game development, he can see that although these settings are novel, they are all within the range of the host's performance. Internally, he is like an experienced doctor who can grasp every inch of muscle in SN4's body, while squeezing the machine to the limit, but at the same time just not exceeding it, repeatedly testing on the edge of danger.

Many ideas in the planning case even inspired Li Zhen, who gave him many game ideas. Originally, he thought that what the boss Shi Dao said about letting him learn was just a joke, because no company would let him participate in the core development by himself. But unexpectedly, he actually gained something!

"The development machine has been sent to the company. Our developers can get used to the SN4 hardware first, and familiarize themselves with the use of the game engine by the way."

Xu Rui glanced at Li Zhen and said, Li Zhen did not come to the Hatsune game alone, but brought a small team to provide SN4 game engine development support and hardware debugging. He did not treat Li Zhen as an outsider, and did not give He reads the core documentation.

Because Xu Rui believes that only Li Zhen can thoroughly understand the game core of "The Last of Us" in order to better help the development.

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