Chapter 446: Just Die a Few More Times
With the finalization of the project of "Dark Souls", the whole team has also begun to develop in an orderly manner, and "The Legend of Zelda: Breath of the Wild" is slowly building a large map of the entire Hyrule, and the main difficulty of "Dark Souls" is actually also on the map.
On the contrary, it is the art material, and the whole team already has a certain amount of experience, and at the beginning, in the face of the various requirements Yang Chen said, the team will be confused.
But after several games in succession, the whole team can almost understand what Yang Chen wants to express in his words.
As for the plot, it is still the same as before, the big template Yang Chen came by himself, and the rest of the details were added by the editorial team for follow-up polishing and modification.
And compared with the various gorgeous combat techniques of the characters in "Wolf: Shadow Dies", the actions of "Dark Souls" are obviously more 'practical'.
For example, blocking, rolling, backstabbing, and heavy slashing are different styles from the slightly flashy battles of "Wolf: Shadow Twice".
However, on the map design team side of the game team, it was a bit difficult.
The three-dimensional connected map makes it impossible to reach any place in the game on foot, and even the occasional shortcut will surprise you.
For example, this place can lead there.
And compared to other games, "Dark Souls" has canceled the design of the minimap.
In other games, players often don't notice the phrases in the quest description that say 'there are huge footprints by the river' or 'the village is strange and quiet at night'.
Anyway, as long as you follow the mission guidance on the minimap, and the system guides the route, just follow along.
From the earliest days, this category appeared in online games, and later it was carried forward in web games, and then became the standard configuration of mobile games.
Even to complete a mission, you as a player only need to do two steps.
Pick up the task, complete the task, the middle series, the system will take you to complete it automatically.
Including later single-player games, including triple-A masterpieces, this design is also very rare.
But in "Dark Souls", Yang Chen wants to bring players a more realistic Rodlan.
There is no navigation, no compass, and no minimap guidance, and players need to 'find their way' from NPC hints and advice, which is not really a little bit of help, such as the game's unique multiplayer mode.
In the game, there will be admonitions left by players in certain parts of the level, as well as charms to summon support, and players will help each other, but they will not know who each other really is, and witness the traces of other undead in the game.
"Mr. Yang! This map design is too rough! ”
Looking at the map design plan given by Yang Chen, everyone was shocked.
If we talk about the traditional map design, all kinds of mini-map compasses and route guides treat players as if they were fledglings, and take care of them in every possible way for fear that they will not find their way home.
So the map design plan of "Dark Souls" given by Yang Chen can be said to be hidden everywhere, what to do in the face of the fledglings who can't find their way home?
Throw it straight from the top of the cliff and can't fly? fell to his death; Can't find your way home? Then don't go home.
If it is the first time to develop this kind of game, Yang Chen will not directly choose such a hardcore "Dark Souls", but just like before making "Wolf: Shadow Passes Twice", first come to two abusive and tireless mini-games to exercise the players' minds, but with the success of "Wolf: Shadow Disappears Twice", there are already many Douyin M players who like this type of game.
That's why Yang Chen dared to throw out the big move of "Dark Souls" without any scruples, of course, Yang Chen thought that he still listened to his conscience, at least he didn't release the original "Dark Souls" directly.
However, although the map design scheme is simple and rude to the player, it is not really that the player is not given any hints and let them figure it out on their own.
In fact, some simple hints and places will be given to take care of the player's place, but this requires players to pay a little attention, use keen observation to find and understand.
Otherwise, it's good to die a few more times.
…………
However, compared to the map project team on the side of "Dark Souls", I felt the existence of a bag, and the map design team of the project team on the side of "The Legend of Zelda: Breath of the Wild" was extremely excited.
It's the same map design, but in The Legend of Zelda: Breath of the Wild, it's a different story, after all, it's not a game that makes players feel suffering, but a game that makes players constantly have a novelty, and at the same time it's an open world game itself.
One of the most important elements in the game is the 'Temple', and this is also one of the main core gameplay in The Legend of Zelda: Breath of the Wild, each temple has a variety of clever designs, requiring players to use the strange items they have in their hands to decrypt the level.
Moreover, the map design of "The Legend of Zelda: Breath of the Wild" in the game gives full play to the principle of the lighthouse effect.
Limited by the function of the switch, Yang Chen and they are not able to extend the vision in the game infinitely, because the function cannot afford it.
As a result, objects that are more than a certain distance will blend into the texture and become blurred.
But in the game, no matter how far away they are, the watchtowers are always clearly visible, and the player is guided by the watchtowers to one map after another.
Strange stones and landmarks in the vicinity attract you as a player to go and explore; The mountains in the distance and the rising smoke make you constantly curious, and thus have a heart for exploration.
Not from the perspective of the game, but from the perspective of map design, if you have to evaluate, it can be said that "The Legend of Zelda: Breath of the Wild" and "Dark Souls" are completely polarized, but each has its own beauty.
And the charm of "Dark Souls" is that it makes you die several more times.
After returning to his office from the studio, looking at Wang Yaliang, who tied the handle of the switch to the steel egg paw and forced it to 'play' "Just Dance", leaned on the chair Yang Chen stretched his waist, took out his mobile phone from his pocket and released an latest news.
I added the video of the previous filming of "Wolf: Shadow Passed Twice" to the attachment, and then added a paragraph.
'Constantly break through yourself, continue to explore the unknown, the fire will be extinguished, and the king will not be seen, a story about fire, a new journey, the new work "Dark Souls" is in development, so stay tuned'
After writing, Yang Chen sent the news out with satisfaction.
The GDD has been completed, the team has been formed, and although each department has only created a new folder, development is development.