The Creator of the Second Dimension

Chapter 510: .Open World ARPG

To say that the best-selling animation adaptation game in recent years is probably the game of "The Thieves".

That game is a fighting game. The characters in "The Mountain Thieves" are designed to be manipulable characters in the fighting game. The plot performance is first-rate. Basically, you can experience most of "The Mountain Thieves" by playing the game. Classic plot.

Gao Yingqi also bought this game to play. He didn't have time to watch "The King of Thieves" from the beginning, but he knew the general plot after playing the game.

However, the plot of "Sword of Ghosts" is very short, and this should not be necessary.

Gao Yingqi is a little curious, Holofer and the others want to make the game look like.

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

"The Soul of the Sword" appeared in his mind, which was similar to the movie quality of "The Last Survivor". The protagonist walked among the flame-burning wooden houses with one sword and one man, facing the monsters. Gao Yingqi thought for a moment. , Suddenly some can't imagine how those animated characters should be presented.

Yes, the style of "Sword of Ghosts" is a typical animation style, with exaggerated expressions, weird hairstyles, and the proportions of facial features are relatively anime-like. This style is made into a realistic style of "The Last Survivor". ,a bit difficult.

After thinking about it again, Gao Yingqi felt that since "Monster Hunter" is so popular, will Hatsune games be made into that kind of fighting game?

Another picture appeared in his mind.

Several people wearing ancient Chinese armors are fighting with huge monsters with all kinds of weapons. Their fighting skills are very gorgeous, and they can even bring waves like waves.

And those monsters are terrifying and hideous in appearance, and their movements are full of changes in the opening and closing. The swordsmen use various methods to deal with the monsters, waiting for opportunities, and the battle is tense and exciting.

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

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

Fighting game?

Gao Yingqi thought for a while. There are indeed colorful characters in "Sword of Ghosts", as well as enemy villains. It is made into a fighting game like "The King of Thieves". Going through the plot, it seems that it is quite similar. child.

However, the upper limit of fighting games is actually very low, and the continuity is not strong. The sales of the big IP of the level of "The Thieves" can reach 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 all kinds of thoughts intertwined in his mind, Gao Yingqi finally gave up guessing.

A slide show appeared on the projection screen, and Gao Yingqi was a little surprised when he saw the text on it.

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

"That's it."

Gao Yingqi couldn't help but let out a sigh, which also caused the people around him to look back.

Speaking of Hatsune game being the best and the best, it must be the first 3A masterpiece "Breath of the Wild".

Making "Sword Ghost Soul" an open world game, Hatsune game can be said to be easy to catch.

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

He continued to listen to Hollofer's explanation.

Classic open-world games, such as "Breath of the Wild", is a whole map that is completely open, where players can explore freely without being restricted and affected by the main storyline.

Many players of "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. They have no intention of the main line at all, and even played for hundreds of hours without clearing the level.

The semi-open world game described by Holofer is based on the semi-open type of the main line. On a large map, there are many areas that need to be completed to enter the main line, but unlike the line ***, the boss strategy order in the area is different. It is up to the player to decide, this kind of semi-linear, semi-open world game is also unprecedented.

Then Holofer showed some basic conceptual designs.

For example, the gluttony in "Sword of Ghost", this monster from "Shan Hai Jing" has always been a symbol of greed. In "Sword of Ghost", it became a body with a goat and horns. There is a huge eye on the face and armpit, which looks quite terrifying monster.

Different from the animation, these conceptual design drafts are more detailed and more three-dimensional. There are many places that you can't notice just by watching the animation, and they have been set one by one.

Obviously, this is a preparation for the game.

In addition to the monsters that have appeared in the animation, Gao Yingqi also saw many new monsters and ghosts that have never been seen before, including generals wearing worn-out armor and holding decaying long swords, dead monks with maggot faces, and Some humans who are surrounded by resentful spirits and so on.

Obviously, the animation only depicts the story of a region ~www.wuxiahere.com~ But the country is so big, there will inevitably be other evils.

In the subsequent scene designs, although only black and white drafts are available, different characteristics of various areas can be seen.

Finally, Holofer mentioned that the battle mode of the game will take action, which is different from the simple and vigorous actions of "Monster Hunter", the action of "Sword of Ghost" will be lighter, rolling, jumping, dodge and so on. Appearing more frequently in battles, with low-hard and straight attacks, making the entire game flow smoothly.

In particular, Holofer mentioned a mechanism similar to a defensive counterattack. The player’s HP will be quite small, but most of the monster’s attacks can be parried by weapons. When the right time is right to parry, a counterattack can be launched, resulting in a huge monster. Hard straight, even directly execute the monster.

This is more like a sword fight in reality. Victory and life and death are only in an instant. If there is no evasion or parry, then there is only a dead end.

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

Of course, these are just ideas on paper, and there are no concrete design ideas.

After a large company has produced a game in accordance with the process, Gao Yingqi also knows that the initial design and the final product are likely to be completely different things, whether it is implementation, code, or numerical restrictions. Make game development difficult.

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

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

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