Chapter Seventy-Eight: Is It Okay?

As for the relationship with players, Yang Chen still has to maintain it well, such as revealing some new information to them, telling them not to worry, our game is doing something you wait, this kind of more critical information.

As for what the game industry thinks, Yang Chen doesn't pay much attention to it, after all, the game is not sold to them after development.

With the plot and art style of the game, Yang Chen communicated with the relevant departments, and finally got the answer that it could be done, but it was necessary to control the bloodiness.

The selection of models for the main characters in the game is the same as the setting of the art style in the game, which is the most difficult or the most tangled place for Yang Chen in the game.

For the memories of the past, or the beauty of the first meeting, people will always beautify it in their minds.

There is no doubt that Yang Chen, who has dream memories, although he has valuable memory wealth, also has a preconceived concept of the characters and game art style of "Resident Evil".

The characters in the dream memory are too classic, the heroic and handsome Li Sanguang, the heroic Claire, and the mysterious and sexy Sister Wang.

These characters really left Yang Chen with too deep memories, even if he chose a model as the face model of the game character, Yang Chen still subconsciously combined with the dream memory to compare, and finally picked out a few models that looked a little similar visually.

…………

In Nebula's office, Yang Chen was talking to everyone about the art style in the game, including the art projects that were outsourced, and Chen Shu and the others had summarized many times, and basically decided on the overall art style of the game.

At the same time, Wang Ye and the others were engaged in the basic development of the game, and at the same time thought about the dynamic difficulty raised by Yang Chen.

"Don't be the kind of player who dies several times and reduce the difficulty, set up big data in the game, and judge the current game difficulty based on the comprehensive data of the player's existing materials, including damage received on the road, and the enemies killed."

In the office meeting, Yang Chen made a request.

The real dynamic difficulty is not just a simple difficulty, and then after the player dies a few more times, the monster attribute decreases.

Instead, the difficulty of the game is always balanced with the player's own strength based on the player's own performance.

Although it is an action-adventure genre, the theme itself is still terrifying, making players feel a little afraid of the threat, which is a must-have element, otherwise there is no need to do the story of "Resident Evil" at all.

The requirements for dynamic difficulty are not very difficult, but the logical operation of the data is a big test for them.

…………

The rest of the game development is not so difficult, and Yang Chen still decided to set it to a cross-shoulder perspective in terms of perspective.

Regarding Yang Chen's decision, many people have raised questions.

"Mr. Yang, isn't this shooting mode too bold and risky?" Chen Qing, who had just joined the team, said with some hesitation.

Chen Qing has just joined the Nebula team, mainly responsible for the design of the weapon shooting part of "Resident Evil", and before that, he also served as the core planner of an FPS online game with 500,000 simultaneous online users.

For shooting games, Chen Qing still has a little unique opinion.

At present, there are basically two perspective modes in shooting games on the market, one is FPS mode, which is the first-person mode, and the second is the TPS mode, which is also called the third-person mode.

The first person is the most widely referenced, and while TPS mode is operated in third person while running, most of these games are also switched to first-person mode when aiming.

"Resident Evil is not a pure shooter." Yang Chen said with a smile.

At the beginning, Yang Chen also thought about whether to replace this over-the-shoulder perspective with the third person or first person.

But after careful consideration, Yang Chen found that it made sense for this game to use the over-the-shoulder style.

The first is the problem of substitution, just like "Escape", it is a first-person perspective, which brings players an immersive sense of substitution.

But the problem also arises, that is, the immersion substitution is too strong, which makes players feel too terrifying, resulting in sales not going up.

Instead, third-person shots are used, which in turn leads to the fact that the details cannot be viewed, resulting in an experience where many elements of the game cannot be immersed.

On the contrary, it is a shoulder-to-shoulder perspective, which can perfectly neutralize these elements, and the characters that the player can control in the game, or the characters of the friendly camp, are all handsome guys and beauties, which is also a very brilliant setting.

Because of the over-the-shoulder perspective setting, it is determined that the protagonist controlled by the player will occupy a large proportion of the screen, that is, the player can often see it.

If the characters are all as ugly as Western-style RPGs, then this is definitely a torture for players.

Listening to Yang Chen's explanation, although Chen Qing understood, he still had some worries in his heart, after all, this was also a big innovation.

Even if the shooting mode is not the main gameplay in the game, it is one of the core systems, and it is definitely a challenge whether players can accept this innovation.

Just like why the four buttons that control the direction are ↑↓←→ in most cases, WSAD; This has almost become a habit for players, and breakthroughs and innovations are not a very wise choice.

…………

The preliminary work was completed, and the various departments quickly entered the tight development cycle of the game.

And the progress of development is far faster than Yang Chen thought.

After all, for everyone in the game industry, overtime is already a habit, even if there is no mandatory overtime requirement in Nebula, but in many cases, some interesting ideas are related to the progress of development that can't be stopped at all.

An interesting game that is definitely not ordinary, for those who work in the game industry.

On the other hand, there is the temptation of bonuses, the high bonuses brought by the release of "Octopath Traveler", and the high bonuses brought by the launch of "Escape", all make everyone look forward to it, and they spontaneously work overtime without saying anything, wanting to complete the launch of "Resident Evil" as soon as possible.

During this period of game development, Yang Chen, Wang Yaliang and Xu Yu were also discussing some issues about the development of Nebula Studio.

Yang Chen began to paddle a little after completing the GDD document of "Resident Evil" during these time periods, while Wang Yaliang was taking care of the official blog and learning about the experience of game development, which was actually half a stroke.

But Xu Yu, who currently holds the position of general manager of Nebula Studio, can be said to be conscientious.

In the office, Yang Chen and Wang Yaliang couldn't help but look at each other as they listened to Xu Yu's next development of Nebula Studio.

Aren't they game companies?

Is that possible?