Chapter 205: Game Perspective and Scene Switching

According to Tang Jihua's report, they stayed in the internal screening room of Golden Harvest for two days and two nights, during which they didn't even want to sleep except for going to the toilet and eating.

After that, it took another three days for Shigeru Miyamoto to take the initiative to contact Zhang Heng, and they had already made the first draft of the scene and character modeling of "Kicking the Hall".

Zhang Heng carefully looked at the dozens of drawings drawn by the artist, and nodded happily: "The painting is very good." ”

The design team chose a Japanese martial arts gym practice room as the backdrop, with the protagonist standing on a tatami patchwork floor, three of which are walls, and only one of which is all sliding doors.

There are no other superfluous objects in the scene, which is a clever choice that obviously takes into account the hardware performance match.

In another picture, the sliding door opens, and a samurai with a wooden knife walks in.

In the dozen or so pictures below, the Japanese samurai attack, and the protagonist attacks the Japanese samurai with his fists or feet.

For these offensive and defensive scenes, the artists not only drew the overall picture, but also deliberately drew a detailed enlarged picture for each character, and every punch and kick was more in line with the actual combat situation, and the costumes and expressions were also lifelike, and they obviously studied the movie picture carefully.

What surprised Zhang Heng even more was that the perspective of the overall scene map did not adopt a heads-up angle like the current popular comics, but a 30-degree angle, that is, the player stood above the crowd and deflected his gaze down 30 degrees to look down.

In this way, as an off-screen player, you can not only have a sense of immersion as if you are on the scene, but also overlook the overall situation, so that you can better play the game.

This is also the perspective that all RPG games in the future will follow, and it is the most perfect player perspective after actual testing.

Zhang Heng was curious: "Who set this perspective?"

Liu Mototong replied: "It was decided by Minister Miyamoto, and at the beginning we adopted a heads-up perspective, and he thought about it for a long time and gave us new suggestions, so we tried to draw it, and found that this adjustment was very comfortable." ”

Zhang Heng looked at Shigeru Miyamoto, Shigeru Miyamoto touched his head and smiled: "I think the sense of substitution from the head-up perspective is indeed very strong, but if you stay in this perspective for a long time, the player may have an anxious and irritable mentality, because he can't see the situation farther away, which will affect the long-term attractiveness of the game." ”

"Miyamoto, you're right!" Zhang Heng smiled appreciatively, "Using a heads-up perspective can indeed be better substituted, but if the game does not have continuous stimulation and attraction, or the surrounding environment is noisy, it is not conducive to players to continue the game for a long time, and there may be better games suitable for heads-up perspectives in the future, but at this time, we still have to choose your plan." ”

Shigeru Miyamoto, apparently greatly encouraged, nodded vigorously, then opened the second folder and pulled out another stack of drawings.

Zhang Heng was surprised: "And?"

"Boss, we have designed five different scenes, ......you see," Shigeru Miyamoto pointed him out, "According to the timeline, which group is the middle and late stage scenes just now, this is the first point in time, our protagonist Bruce Lee got out of a taxi and walked towards this Japanese martial arts gym." ”

The scene of the first set of drawings is at the entrance of the Japanese martial arts hall, and the protagonist's enemies are the ronin guarding the door, the hooligan who is bribed by the Japanese on the road, and the Indian Ahsan patrol officer who favors the martial arts hall.

The protagonist is mighty and upright, and the Japanese and other villains are crooked and squinted, obscene and cheap.

Yes, Shigeru Miyamoto should be very satisfied with this setting, and he pointed to the picture with great interest and explained, as if he was not Japanese at all.

This guy may really love Bruce Lee, Zhang Heng glanced at him.

The second set of drawings is set in a hallway, and the protagonist enters this corridor after entering the gate, which is flanked by various Japanese-style sliding doors, and various samurai in martial arts uniforms constantly rush out of the sliding doors to besiege him.

The third set of drawings is the one I just saw.

To Zhang Heng's surprise, the next fourth group of pictures, the first one, the protagonist was standing tall in the practice room, surrounded by a Japanese samurai who fell to the ground, and a hidden hole suddenly appeared on the wall behind him.

Zhang Heng asked, this idea was really thought up by Shigeru Miyamoto, he said that the protagonist needs to defeat a group of minions before he can open the passage to the mastermind behind the scenes.

"I'll you, Shigeru Miyamoto actually came up with this concept of hidden levels and big bosses behind the scenes in 1973, when the video game screen was still stuck in simple geometric shapes, it's really genius!" Zhang Heng was surprised and admired in his heart, and he was extremely relieved that he had recruited him in time.

The scene of the fourth group of drawings is in this dark passage, the light is dim, and the enemies hiding in the dark shadows are constantly attacking, and after defeating these enemies, a pillar of light appears in the corner of the picture, and the protagonist walks there.

The scene of the fifth group of drawings is obviously after passing through the pillar of light, here is a typical Japanese garden, with a pond, a stone pavilion, and a Japanese-style stone pagoda in the back, a kind old man wearing a white robe, standing barefoot on the stone floor in front of the tower, the protagonist stepped forward to fight him for 300 rounds, and finally the stone tower collapsed, and the "Sick Man of East Asia" sign hanging on it was also trampled in two by the protagonist, scattered in the ruins.

After reading all the pictures, Zhang Heng thought for a while and asked Shigeru Miyamoto, who was looking at him: "Are you going to put the above five scenes in this game?"

"Yes, boss. Shigeru Miyamoto nodded, "We don't think that a single scene can make a perfect world, and the playability is not too high, and players may get tired of it quickly, and taking five scenes can bring players a great sense of mystery, so as to attract them to constantly try to challenge the current scene and try to enter the next unknown scene." ”

"Considering the hardware?"

"After we finished the first draft, we had an in-depth discussion with Wencan, and he said that if we want to show so many scenes, we need to increase the amount of DRAM in the arcade, and the cost will increase slightly. ”

Zhang Heng nodded, he was actually very satisfied with the set of designs that Miyamoto Shigeru they came up with, compared to increasing the playability and attractiveness of the game, adding a few pieces of DRAM is not so unacceptable, the arcade will be launched at the end of the year, and he believes that there will be a certain degree of price reduction in DRAM at that time.

"What do you think about the switch of scenes?"

"Set the screen to refresh when the protagonist arrives at the corresponding location, and then a new scene appears, and the protagonist automatically appears at the corresponding entrance location. ”

Zhang Heng nodded slightly, this is the initial stage of the arcade, and the game designers adopted a more reasonable scene switching mode.

The specific principle is that the scene to be shown in the game is solidified and stored in the DRAM of the arcade, and according to the instructions, the hardware system projects the corresponding scene picture onto the screen, and when it receives the switching command, the hardware system will instantly erase all the screen information, and then call up the next scene picture in the DRAM and project it onto the screen.

To put it bluntly, it's like playing a slideshow.

It seems to be light-hearted, and Shigeru Miyamoto said it lightly, but it's not.

With such a seemingly simple idea of changing scenes, Atari didn't launch it on its own arcade machine until 1979, at which time they had been in the arcade industry for 6 years, and in the previous 6 years, they launched games with no scene change at all, only a fixed background.

Shigeru Miyamoto seems to have been born to design games.

Zhang Heng once again sighed that this design concept of changing scenes is actually the prototype of the level, which will bring earth-shaking changes to video games, making the game's playability and attractiveness increase by geometric progression.

At present, Shigeru Miyamoto and Lin Wencan have not thought about it in depth, and there is no better way to change the scene mode, such as continuous movement, which is the future reel mode.

But Zhang Heng is confident that with their talent and unremitting efforts, they will soon discover a new scene change mode.

It's just that the current hardware is mainly the CPU core is not so powerful, and there will be a delay in the continuous refresh of the screen data, according to Zhang Heng's plan, that is what the third generation of arcade machines will do, and the time is about 75 to 76 years.

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