Chapter 72 New Hard Disk Drives Hit the Market
As the architecture and formulas of the Carmack Scroll algorithm were displayed on paper, Mark Saini was more and more surprised that he was now fully convinced that the game he envisioned could be displayed on the Oranges I computer, and that it was very good. In particular, Li Yixuan's use of the function enhancement card is wonderful.
After the architecture was designed, Li Yixuan gathered the company's programmers together and explained the architecture and algorithm system of the Carmack Scroll, as well as the methods and skills of how to use the function enhancement card to enhance the game's graphics, and then handed over the programming to them.
Mark Saini has further optimized the control of the characters' movements, using the action design scheme of "Double Dragon", A is a punch, B is a leg, AB is a jump, and the attack is controlled by the arrow keys.
In fact, what Mark Saini didn't know was that the action design scheme of "Double Dragon" was optimized by Li Yixuan, but the original version of "Double Dragon" was not like this. In the original version of "Double Dragon", A is a forward punch and B is a backward kick, which is actually very inhumane.
When Li Yixuan played Double Dragon for the first time, the biggest feeling was, what kind of people would make such an anti-human design?
Not only "Double Dragon", the action design in many RB action games has a great anti-human design, but these RB players and designers are very keen on this anti-human design.
In the face of the special taste of RB people, Li Yixuan doesn't know what to say about them, he can only say that their thinking is different from normal people. Therefore, when Li Yixuan was doing "Double Dragon", he re-set the actions inside.
And Mark Saini's design is developed on the basis of Li Yixuan, and it is more perfect.
However, he didn't know how to set it up for shooting, because the Oranges I computer only has two buttons, A and B.
However, this did not bother him, the Oranges I computer control controller is very similar to Nintendo's gamepad, with the D-pad on the left, the SELECT and START buttons in the middle, A and B on the right, and then L and R on the left and right.
Mark Seni used the L and R above to build, and in his design L is to raise the gun and R is to shoot.
This design Li Yixuan and other game designers tested it repeatedly, and felt that it was not suitable for ordinary people. Li Yixuan made a suggestion, that is, the R button is to raise the gun, and the A button is to shoot. This was the design scheme for the early Resident Evil.
"Why don't you use the L key to raise the gun and the A key to shoot. A game designer asked.
"That's a good question, because if the L key is set to raise the gun, the player will definitely use the left hand, but the left hand will also be used to control the direction, so the player will feel very uncomfortable, and the R key will be different, and the fingers will become very coordinated. However, we can set the L key as the map function key. Players only need to tap to release the map, and then click the map to put it back. ”
Everyone tried again according to Li Yixuan's settings, and it felt that it was indeed much more convenient.
At this time, Li Yixuan said: "The key function setting of the game is very important, because the vast majority of players are ordinary people, their fingers are not as flexible as our programmers, and many people only occasionally contact the game, so the setting of the key function must be humanized, and it is necessary to think from the player's point of view, whether this setting is appropriate." A good keyset will make a mediocre game a big hit, and a bad game will lose a well-made game. ”
Li Yixuan is not trying to scare them, there are many such examples in history, and many well-made games are ultimately ruined by the inhumane setting of the game's buttons. With the development of game control technology, people have also made a definition - gameplay.
In other words, the game controls must be simple, convenient, and easy to use. This is a narrow definition, and the broad definition of gameplay is much more complicated, what is the sense of hit, joystick, rhythm, and even the entire gameplay of the game, must be upgraded props, weapon upgrades, and attribute upgrades are all listed as gameplay aspects.
And these factors all determine whether a game is successful in the market or not. Therefore, the gameplay of the game is really not a simple matter, and it tests the wisdom of the game designer.
Of course, it is still the era of simple parallel scrolling games, and the game era of large-scale 3D and 3A masterpieces in later generations has not yet arrived, and there is no need for such complex game settings, but Li Yixuan still insists on conveying the concept of gameplay to them, hoping that they can take fewer detours after independence.
RB and Europe and the United States in the game settings are very different, RB action games are the biggest feature is that the action is smooth, refreshing, clean and neat.
The setting in Europe and the United States is different, punching is punching, kicking is kicking, breaking down an action into many steps, and each step has a button to control. The advantage is that it is very in line with the aesthetics of Europeans and Americans, but the disadvantage is that it increases the burden of player control, and players are usually confused when the battle is fierce.
Li Yixuan felt that he could combine the two advantages to redefine the idea of continuous action of the characters.
He breaks down several basic movements of people one by one to see that those movements can be coherent into one movement, and then sets a continuous movement that can be danced by one key on this basis.
After a few days of design, Li Yixuan set up two sets of continuous combined movements for Walter.
Mark Saini strongly agrees with Lee's idea, but disagrees with the continuous movements he sets for Walter, with too many Chinese kung fu elements, and feels awkward. So he has re-set a set of moves for Walter based on Western boxing, which is much more pleasing to the eye.
In order to give players a better game experience, Mark Seni also added the memory point function used only in "The Legend of Zelda", that is, a memory point will appear on the game map every other distance to save the previous game progress data. When the player plays again next time, they can continue to play directly from this node without having to start all over again.
"The Legend of Zelda", as the world's first RPG game, does not have this function, and the setting of memory points in the game was only born in the early nineties.
DreamWorks at the time of the remake of The Legend of Zelda. Li Yixuan took the technology directly, and Mark Saini thought it was very good and planned to use it in his game. And it also innovates in this technology, adding a real-time memory function.
That is, every time the game progresses for a certain period of time, the game will automatically record. He believes that although the memory point is set on the map, the player may not necessarily go to the next memory point in a short time, and once it is interrupted halfway, the previous hard work will be in vain, so adding the real-time memory function as an aid to the memory point function is conducive to the player's intimacy with the game.
Mark Seni also set up upgrade elements for weapons, props, armor, etc., but did not upgrade the character's other attributes except for HP, he believes that these factors are completely enough, otherwise the character will become too strong and become unreal, and it will destroy the balance of the whole game.
ARPGs are the most difficult to make in all game genres, even harder than RPGs in the traditional sense. This is not a game like Tetris, which can be done by a single creative idea and by a reliable programmer.
ARPG also tests the hard work of the design team, such as games, composition, soundtrack, attack detection, level design, AI, etc.
Fortunately, with the foundation of the previous "The Legend of Zelda", the team did not appear at a loss, and they were able to find ways to solve various problems in the development of the game, even if they did not find a solution, they could also try to solve them through meetings. This made Li Yixuan very happy, the performance of this mature team.
Time passed little by little, and half a year later, the chip factory was finally capped and entered the interior decoration stage, and the production equipment began to move in.
After installation and commissioning, the tape-out was successful one month, and all process parameters fully met the design requirements after testing.
Next, the new hard disk began to enter production, and at the same time, Li Yixuan stopped the previous 10MB hard disk, and after adjusting the production line, he went all out to produce the new hard disk with a capacity of 20MB.
When the 20MB hard disk in the warehouse reached a certain stock, and the 10MB hard disk was sold, Li Yixuan put the new hard disk on the market.
In addition to the increase in storage capacity, the new hard disk is more characterized by the use of a new master control chip, minus the occupation of DAM channels in the previous hard disk circuit design, and users do not have to endure a large push of jumpers and frequent toggle switches in the actual use process, to adapt to different computers, so that the hard disk has a strong ease of use.
With a single click on the keyboard, the user can reallocate hard disk resources. The market prospect of the new hard disk is broader, and Li Yixuan has no competitors for the second time to pan for gold.