A game designer working at Marvel

Chapter 6: Optimization and Improvement

This game is quite complete in terms of plot, characters, and data. Basically, as long as the programming, modeling, music and other aspects are completed, the game can be released directly.

However, to be on the safe side, testing is still necessary. After all, the balance of an RTS game is more important, and Edward cannot guarantee that the data he has memorized in his mind will be completely error-free.

After all, there are a large number of settings in "Warcraft". The settings such as attack, armor, skills, and technology trees are all different from other games. The data of these settings and their mutual cooperation and functions are very complicated.

There are thirteen attack types and armor types alone! In "Warcraft", attacks are divided into normal, piercing, heroic, chaotic, siege and magic attacks, while armor is also divided into light, medium, heavy, reinforced, heroic, no armor and holy armor.

A large number of unit damage models, skill models, expressions, etc. need to be produced separately.

This does not include the model design and skill building of some monsters.

So in the following days, Edward and the three of them rarely went to school.

After the school knew that they had established a company, they did not force them to come back to class. But if their game failed, they would definitely have to come back to study honestly. Edward and the others thought the same way. This was considered It's a tacit understanding with the school.

"The boss is just an RTS game. Does it need such a good model?"

The guy in charge of modeling was tortured to death by Edward. The level of modeling has surpassed all games on the market, and this is just an RTS game.

Because Marvel's strange technology tree has led to quite advanced technology, Edward was able to create a picture quality comparable to his previous life in 2001 at this time in 2011.

The technology in the Marvel world will be even more exaggerated in 2008, after the birth of Iron Man, but now this level is really nothing.

And as a legendary game in my heart, I would really be sorry if I didn’t make it more perfect.

Edward also played many RTS games in his previous life, such as "Age of Empires", "Red Alert", "StarCraft", etc.

Although "StarCraft" is also good, in his heart, the leader of RTS is "Warcraft"!

Just talking about the plot content of the game, the plot of "Warcraft" can be said to be epic! In his mind, the plot of "StarCraft" is still a bit different from that of Warcraft.

The biggest difference between "StarCraft" and "Warcraft" is the heroes.

It can be said that because of the existence of heroes, the death of every soldier in the early stage of "Warcraft" may affect the situation of the battle.

"StarCraft" is not more about this kind of local victory, but a competition based on the overall situation. Sometimes even actively sacrificing your own troops will have an impact on you.

The introduction of heroes in "Warcraft" can be said to have subverted the entire RTS game.

To a certain extent, it was the introduction of heroes that led to the rise of moba games later.

There may be many players who have never played "Warcraft", but they must know these two characters.

The infatuated species - Illidan and the filial son - Arthas.

The deeds of these two people can be said to be very popular. Even people who have never played "Warcraft" and "World of Warcraft" have heard of them.

There are even many players who fell into the trap because of these two people.

Although in "World of Warcraft", these two characters did not appear until the Wrath of the Lich King and the Burning Crusade versions, and were killed by players as the final boss, this still cannot extinguish the enthusiasm of players. After all, Invincible and Egg The knife is so fragrant.

But for Edward, he is currently just preparing to incorporate the plots of "Reign of Chaos" and "The Frozen Throne" in "Warcraft 3" into the content of the main game.

As for the plots before this, Edward is preparing to see player feedback.

If the enthusiasm is high, then launch the corresponding single-player campaign as DLC. If the enthusiasm is just average, then follow the old tradition and make it into a 3D animation. Even if you lose money, you have to make it into a 3D animation!

Otherwise, he will feel sorry for himself!

In addition, "Warcraft" also has a relatively core content, and that is the map editor.

You must know that the reason why "Warcraft" has such huge vitality in the previous life, in addition to its excellent quality, the biggest contributor should be the setting of the map editor.

Even Dota and Chenghai 3c, which were popular all over the country, were created through the map editor.

When asked by the modeling guy opposite, Edward said it was very necessary. Since he was going to make "Warcraft", he must do his best!

After communicating with the modeling guy for a while, he came to the area where Fanny was responsible. She was now taking the lead in the art area.

"Fanny, let's have a good discussion about the art style and characters of this game. In addition, unlike the previous King of Fighters, for "Warcraft" we need to produce a lot of CG animations to show the game. plot."

After all, in addition to the major heroes, there are a large number of buildings and minions in this game, such as the undead ghost towers, crypts, orc infantry, ghouls, etc., all of which require art production.

The production of CG animation is actually very expensive. For example, in the previous version of "Warcraft", most of the game itself was modeled and dialogued to tell the plot.

As for CG cutscenes, only a few were produced, such as Arthas' return to the city, Medivh's warning, etc.

And Edward made a desperate move this time, investing all the money he earned from The King of Fighters!

However, if there is not enough money in the later period, he may take some necessary measures, but now that The King of Fighters is in full swing, and there is still money pouring in in the future, so the possibility of not having enough money is still relatively small.

"As for the plot, we need to pay more attention to the interaction of the system and the plot background." Edward said looking at March Xavier who was in charge of this aspect.

"No problem boss."

Edward then discussed UI interaction with the technical staff, which required a lot of changes.

Although "Warcraft" is already quite outstanding, after all, due to technical reasons at the time, this part of the content can be said to be quite unscientific.

The interactive experience of players is one of them.

In the previous version of "Warcraft", players did not support custom key changes. For example, items in the hero inventory required the use of the numeric keys on the small keyboard.

This kind of design is actually extremely unfriendly to ordinary players.

After all, apart from closing their eyes and moving up to point A, the rest is to control the hero wholeheartedly.

As for the formation function...

For these players it means nothing.

Therefore, it is completely unnecessary to use the numeric keys above the letter keys as function keys for formation. Of course, the feelings of the master must also be taken into consideration.

And the skill keys at that time could be said to be everywhere on the keyboard!

For example, Maiev Shadowsong's "Blink" skill has the "b" key, and the skills next to it are "q" and "d", which is really anti-human.

Therefore, the function of customizing key changes is a must!

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