Top game producer
#375 - Clever design
In the following days, Wang Jian sorted out the plot of "Rusted City Story."
At first glance, this game is very old. To say how novel the plot is, it's actually not that novel, and even a bit clichéd.
But it's like those ancient myths, grand and majestic, with a long-lasting charm.
Through various texts, the narration between the lines of NPCs, and the dialogues of the characters, the game showcases a surprisingly complete and grand worldview, making people feel like they are reading a civilization epic that was once brilliant and glorious, but is now deeply buried underground. The more you understand, the more shocked you feel.
The reason why classics can endure is because they have a charm that transcends the times and does not fade.
……
Inside the conference room.
Remember the first website domain 𝕥𝕨𝕜𝕒𝕟.𝕔𝕠𝕞
Wang Jian said to the toolman planners below: "This time we are developing an RPG game called 'Rusted City Story.'"
He drew a circle on the whiteboard: "On the border of the Niesh Kingdom, on the bank of the Great River, there is a small town called Holm Town. And our protagonist lives in this town."
The planners listened attentively.
Wang Jian continued to narrate: "When you first enter the game, you can choose the protagonist's background, which are the eldest son of a knight, the abandoned son of a thief, the disciple of a sage, and the orphan of a temple.
The 4 different backgrounds correspond to 4 occupations: knight, thief, mage, and priest, which also have an impact on subsequent plot missions. However, no matter what the protagonist's background is, there is a common secret identity behind them, which is also the key to driving the game, although the protagonist himself knows nothing about it."
"What is the protagonist's identity?" The leg hair planner couldn't help but ask.
Wang Jian smiled: "The detailed plot cannot be explained in a short time. You can go back and read the information I sent you for more content. Today, I mainly want to talk about the game mechanism."
He drew some wavy lines next to the circle, representing the forest.
"Because of this, one day, the protagonist felt a strange call and came to the forest outside the town and discovered the entrance to the underground cave. This is the very beginning of the game."
Wang Jian introduced the key plot in front, and then roughly drew a map of the underground cave on the whiteboard. Although it was relatively simple, everyone could understand it.
"This is the underground cave that the protagonist discovered at the very beginning. In general games, the movement of characters up, down, left, and right in the map can be seen directly.
But 'Rusted City Story' is different. Some event points are set on the map in advance. When the cursor moves to the event point, pressing the confirm key will trigger the corresponding event, allowing players to understand the current state through narration."
Seeing that everyone seemed to understand, Wang Jian gave an example to explain: "For example, the event point here at the entrance, when my cursor moves over and I press the confirm key, the narration will show: You entered the cave, went down the narrow steep slope all the way, and after entering the ground fissure, you went all the way forward and finally entered an open space.•"
With this example, everyone immediately understood.
"It feels a bit similar to the previous MUD games."
"It is indeed a bit retro…"
MUD, originally referred to as Multi-User Dungeon, is a multi-player real-time virtual world, usually based on text descriptions.
Players play roles in the virtual world, and the system outputs a short text to describe the scene where the player is located, and the player also interacts with it by entering commands.
For example: \u003cYou have arrived at a clearing in a forest. There is a large tree to the east, with a thick rope hanging from it. There is smoke rising in the distance to your north. The obvious exits here are south and north.\u003e
If the player enters go north (move north), the system will process it and output the new scene where the character is located, as well as the prompt symbol to accept the next command... and so on to continue the game.
The fat otaku planner had some feelings: "In the previous RPG games, running a map often took one or two minutes, not counting the battle time. If you have to travel long distances, the time is wasted on running the map, which is very boring.
I used to play a game where I took on a delivery mission to deliver a letter to a remote town, and the teleportation array nearby hadn't been lit yet. I spent half an hour wandering around the map before I arrived, which was just terrible. This kind of design will not have this situation."
Bai Li Ao thought for a moment and said, "The advantage of this design is that it ignores some unimportant processes. The movement of characters is replaced by event points, and the focus is shifted to the plot. Through the narration, combined with the map scene, it is like reading an illustrated fantasy novel, leaving players to imagine the specific pictures. It can actually be regarded as an enhanced version of the text adventure game."
Wang Jian smiled slightly: "Not bad."
In fact, he guessed that the reason why "Rusted City Story" was designed in this way was to save energy and express more content with less performance.
Out of curiosity, Wang Jian spent 10 points and asked the system about the production background of "Rusted City Story."
As a result, he discovered that this ingenious game was independently produced by one person!
The entire game is only 32MB in size, but it contains extremely grand content. It can be said that although the sparrow is small, it has all the vital organs.
This method of map plus event points not only saves resources, but also gives the game a unique fun and charm, which is simply a stroke of genius.
In fact, in the history of games, there are many genius-like designs.
For example, a cold knowledge that Wang Jian previously obtained through the wisdom cat doll.
In the game "Pac-Man", there are 4 different colored ghosts chasing Pac-Man. The logic of the little red is the simplest, following Pac-Man closely, while the little pink tries to get ahead, aiming at the position 4 squares in front of Pac-Man.
The goal of the little blue is very special. It draws a line from the little red, passes through the second square in front of Pac-Man, and extends to the same length as the little red.
The shy little orange chases Pac-Man, but as long as it enters the 8-square radiation area of Pac-Man, it will shyly escape, hide in the lower left corner, and then chase again after leaving the area.
It doesn't need very advanced AI. It is through this simple design that the ghosts seem to come alive, and they also know how to use their wisdom to cooperate and fight, and encircle and suppress Pac-Man from all angles.
Wang Jian does not need to save resources now. There is a production team. Not to mention 32MB, it is no problem to make it 32G. But he still intends to retain this feature of "Rusted City Story", but in some places, it can be improved.
In the game, the original battle scene was just a static monster picture, with the player's team character avatars below, and then options such as attack, run away, and props.
A person using a hammer weapon to attack a monster will make a dull blunt weapon strike sound, and a small hammer will appear above the monster's head.
This part can be made into 2D battles, and it can also be made more gorgeous.
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