Chapter 42: A Hodgepodge of Games (Ask for Recommendation Votes!!)

This game must be mounted on the dual-PPU high-end eight-bit substrate that has not yet been sampled, and only the color processing power of this substrate can barely meet Jester's requirements.

The game will be very large, and it is only a preliminary idea, and Jester has set up nine completely different planes for this game, all of which are based on the previous warplanes of the Second World War in history.

In Jester's memory, in the entire history of 2D arcade flight shooters, there had never been a game with so many machine settings.

Today's similar games, such as "Iron Plate Formation" and "1942", and even the extremely classic "Saloman Snake", can only control a lone plane, and do not give players the right to choose at all.

And, Jester remembers watching an interview before about the history of the game's development.

He remembers that one of the guests mentioned "Super Horse" when he talked about the player's sense of substitution.

"People are tired of playing as a cold spaceship, a pixel racket and a bean circle that they want to play as people."

Jester knew that Superhorse wasn't the first video game to feature a human protagonist, but it was the first to be a huge success. The game's success has taught many designers that people are the easiest characters for players to bring in.

Even though it's just a small detail, Jester thinks it's crucial.

Even if the current game is prepared to use dual 8-bit PPUs for picture processing, the fineness cannot be compared to later generations, and it is much more difficult for two different planes to be identified by ordinary people than two different people.

Players aren't military nerds, and they won't like a lifeless plane, and it's a backward World War II-era plane.

They're not Transformers, so why should players like them.

But if it's a person, and it's a handsome and handsome man, or a beautiful and charming woman with big waves, it's completely different.

Humans naturally like beautiful things.

Therefore, in the initial setting of this game, Jester let players choose the driver, rather than directly choosing the model.

Driver Jester chose the aesthetic style of Japanese comics, he really can't appreciate the American comic style, and the future has also proved that the aesthetics of Japanese comics are world-wide, and the aesthetics of American comics are only liked by fay-guys.

However, Jester himself has no experience in this area, and although he has read many comics from later generations and knows a lot of classic characters, he still feels that it is not too troublesome to find a professional comic book artist to make a set art of this character according to his character setting.

For this game, Jester's goal was to get better.

After choosing a pilot, you will go to the hangar to choose the aircraft - there are nine different aircraft to choose from, three from the United States: the F4U Corsair, the P51 Mustang, the F38 Lightning, the British two: the MK9 Spitfire, the MK1 Hurricane, the Japanese two: the N1K1-J Purple Electric, the Zero, and the German two: the FW190 Mozu and the BF109.

After choosing the pilot and the type of aircraft, Jester also prepared for players to basically become a common gameplay in many handjob games in later generations, but no game has a similar setting - the weapon system of choice.

In fact, this is a very ordinary humanized setting in later games, but it is very shocking in the eyes of players in this era.

Players no longer fly planes that are fixed by the designers, but set by themselves - engines of their choice, normal weapons of their choice, special weapons of their choice.

This kind of DIY setting is an irresistible attraction for players who come into contact for the first time, because in the process of self-design, players will pour their feelings, and with feelings, they will naturally have a sense of substitution.

The idea that I'm flying a plane of my own design to save the planet is a completely different mindset than the idea of flying someone else's plane to save the planet.

In terms of specific gameplay, Jester refers to many later games of the same type, such as engine skills, charge system, bomb system, etc.

Engine skills vary depending on the engine chosen, some can accelerate the breakthrough after use, some can quickly descend and urgently avoid barrages that are difficult to dodge, and some can make the plane fly upside down.

Of course, the engine skill goes on cooldown every time it is used, and it can only be used a second time after the cooldown is complete.

This was a very common premise in later generations, but it was groundbreaking in this era.

Not to mention the bomb system, this is one of the most important settings in flying shooters, first appearing in the sequel to 1942, but also in 1942, a similar premise appeared in 1942, where the player controls an aircraft that can be evaded in an emergency.

Jester's bomb system is a special weapon of the player's choice, with laser cannons that can clear a straight line, indiscriminate attacks in front of you, and shields that will not be damaged for a certain period of time.

There are many more, such as the secondary system, the gold coin system, the bonus point system, the life reward system, and so on.

Most of these specific settings are references to the classic air combat game "Striker 1945" in the future, which came from ten years later, when the genre had reached its peak, and the perfect setting was far from being comparable to what it is now.

Jester wrote several pages on the paper, and drew several pictures of various kinds.

As for the level Jester has not yet started to design, he was not very good at playing this type of game before, and he has not memorized the version of this type of game, so his memory is not particularly clear, and he can only recall a few levels slightly, and even these levels can only be said to be approximate, and many specific details are not clear at all.

He had just checked the system in his mind, and to try out the two games "Thunderbolt" and "Striker 1942", he needed four points to buy points for each game, and he now had eight points left just enough to try out.

The system in Jester's mind is still relatively humane, and a trial is to let you clear the level once, have unlimited life, and can continue the level indefinitely, otherwise, for Jester, "Striker 1945" is okay, "Thunderbolt" He can only look up to the sky and sigh.

This game is not played by people.

With his own premise in hand, Jester walked towards Mark Saini's office, wanting to discuss and hear what they had to say, even though he was confident in his hodgepodge of classic settings from countless later generations.

Mark Seni has been in a frustrated mood lately, as progress on his highly-anticipated "Avengers" has almost completely stalled.

Hearing Jester's intention, Mark Seni nodded, it would be good for him to think about a temporary change of setting, anyway, he had some ideas about how to deal with the solution of motion fluency in low memory, and the high-end version of the substrate was not finished yet, and he was not in a hurry.

Holding the setting that Jester wrote was not too detailed, and did not even have a name, Mark Seni carefully browsed it several times, and while looking at it, his eyes were still full of brilliance.

"Every time I look at your design, I get a lot of inspiration, for example, this bomb system, I can add it to the Avengers, so that the characters in it can also have a talisman move like this - of course, there is also a limit, your limit that each plane can only be used three times in a game is very good in a flying game, but it is not suitable for my fighting beat up game."

Mark Saini put the design in his hand on the table and said thoughtfully.

Jester was also a little surprised when he heard his words, Mark Saini said that it was a setting that would definitely be in this kind of beat up game in the future, Jester remembered that he called this move 'Big Treasure' when he was reborn, and when it was released, a part of the health bar would be deducted according to the proportion, but it could knock all the enemies around him away, which was a very useful life-saving skill.

If Jester remembers correctly, this setting first appeared in "Double Dragon 2", but I didn't expect Mark Seney to be able to think of this idea just when he saw his bomb system, and he deserves to be a legend who can win the GDC Lifetime Achievement Award.

With that, Mark Saini took out his pen and immediately began to write and draw on the table.

It wasn't until he finished writing that he remembered that Jester was still in his room.

Mark Saini said with some embarrassment: "If you don't write down this idea immediately, you may forget it in an instant, and I've been too busy with my work lately." ”

Jester also genuinely admires Mark Saini's passion for making zuò games.

He himself is almost a master of several games under his name, especially "Snowman Brothers", he almost did a copy of the game, drew all the level settings, listed the details of the settings, and then threw them to others and let them take care of the programming.

It also made him a little ashamed.

In his opinion, he did little to contribute to the game, but he was able to enjoy all the fame of the game's success.

Mark Saini, on the other hand, is completely different, not only does he complete the setting from the beginning, but he also participates in solving the design drawings and levels, even if it is a difficult problem encountered in programming.

In this regard, Jester is far inferior.

"Groundbreaking." Mark Saini commented on Jester's initial premise of the game in an admiring tone, and although the content was sketchy, he could see the brilliant design ideas in it.

In addition to the bomb system he saw just now, Mark Saini was also very impressed by this initial DIY idea.

As soon as he thought about this, he couldn't wait to play this game, and this feeling was simply too much to describe.

Mark Seni said, a puzzled look on his face.

He picked up the sketch on the table, pointed to the large section of the world view at the beginning of the game, and asked Jester, "Why did you go into such detail?" ”

Jester smiled, designers nowadays, even geniuses like Mark Saini, didn't realize that the future of video games had shifted from simply playing a game to experiencing a story.

This is also the core value of game immersion.

"The starting setting of a world view, I plan to find someone to write a few novels on the basis of this setting, the protagonists are the four characters of this game, two men and two women, which can make it easier for players to recognize this world, and then we can continue to add new works based on this world view to improve the setting of this world, maybe more than ten years later, as we make more games under this world view, this world will gradually improve, And this worldview will become a world that players really recognize, and at that time, when they see this world, it will be the same as the world of Star Wars. ”

Jester explained carefully in a mocking tone, and when he said it, he automatically thought of Blizzard's "Warcraft" series.

Mark Seni listened and nodded in surprise.

He suddenly realized that the world of his "Avengers" could also be operated in this way, and he suddenly remembered that Jester hadn't recently purchased a comic studio? Can you make this game into a comic?

At the thought of this, Mark Saini's eyes lit up.

That seems like a pretty good idea.

PS: Ask for a recommendation ticket!!