Chapter 100: New Game (Subscription Required)
Regarding "Biochemical Survival", Yang Chen plans to divide the core gameplay of several games in dream memory into several different modes, although there are games in dream memory as templates. 126shu
But in fact, this kind of game is a bit more difficult to develop, and in some ways, this game is even more difficult than Resident Evil.
Because there is no real example that can be compared, whether it is "Road to Survival" or "Counter-Strike Online" or the zombie escape mode in the "CS" mod, the gameplay is a big reason, which can be refined to the details of the game, including the experience feedback, these things must be taken into account.
Another important point is that compared to Resident Evil, BioSurge is a true FPS game.
Although guns are the main system in Resident Evil, they are not strictly speaking, they are not shooting games.
Even if the shooting feel is poor, it actually has little impact on the gameplay experience of "Resident Evil".
But in "Biochemical Survival", it is different, the core of the game, that is, shooting, is to enjoy the baptism brought by the bullet storm.
Whether it is the PVE mode that mows the grass like zombies like miscellaneous soldiers, or the PVP mode, in the face of zombies who want to break through the stronghold and chase down humans, the blockade formed by the bullet storm is definitely the core of the game.
This is the most basic, but also the most important element.
"A lot of resources can be reused, and in map mode, some scenes of the Giant Mountain Mental Hospital in "Escape", the police station, the weapon shop, and the Ambrera laboratory in "Resident Evil" can be used as an initial map."
Sitting in front of the computer, Yang Chen thought about the development of "Biochemical Survival", compared to "Resident Evil", the development cost of "Biochemical Survival" is not so much, and many art resources can be directly used through a small part of the modification.
And some elements of elite monsters can almost be directly introduced into the monsters in "Resident Evil", such as tyrants, G monsters, lickers and vegetative people.
For example, some elite monsters in "The Road to Survival" in dream memories can also be directly introduced, such as tongue monsters and tanks.
However, when Yang Chen was about to write the GDD plan for the PVP part, he suddenly realized a very serious problem.
He took it for granted that according to the gameplay in his dream memories and the perfect situation he envisioned, players would need to work together to get the best experience.
For example, in the zombie escape mode, some players are responsible for unlocking puzzles in front and opening the door to advance, and some are responsible for using guns in the back to block zombies from chasing and killing.
After the front lane is opened, the zombies will be trapped in one place en masse, so that players who stay behind can also leave.
Sounds great, but this faces a very important problem, players can't work together, some people can stay behind and shoot zombies with guns, but there will be a lot of salted fish rushing to the front together, blocking the door for fear of slowing down.
This will cause the fire behind the temple to be insufficient, and then the group will be extinguished.
And if they are frequently wiped out like this, can the player's game experience be good?
As for voice command, then everyone is a passerby, why should they listen to your command? Everyone is here to play games, not to be your little brother.
Looking at the GDD document in front of him, Yang Chen couldn't help but fall into deep thought.
Zombie infection mode is a good thing, you can set the map, so that players can successfully defend a small place by one or two people alone, or you can create an area that can accommodate more people, so that players can gather together to defend.
But how to make the zombie escape mode so that players can experience the fun, and whether it is a zombie or a human can show off, this is a very important issue.
Show, this kind of behavior can be said to be the one thing that players like to do the most.
Masters like to show off and let others see their wonderful operations; Caiqiu likes to show and wants to make others feel that he is a master;
No matter what level of player it is, a heart that wants to show off can never stop, a game that involves players and players against each other, if you can make players say when they face the pit: people are addicted to food. That's basically a claim that you've made most of the time.
How to make players have a good game experience is the biggest problem that Yang Chen needs to face at present.
Sitting in front of the computer, Yang Chen recalled the game in the dream memory world in his mind, wanting to see if there was any similar gameplay that he could refer to.
After thinking for about half an hour, Yang Chen shook his head and exhaled a long breath, he couldn't think of any way to solve it in a short period of time.
After a pause, Yang Chen put an exclamation mark and a question mark behind the GDD title of Loss of Escape Mode.
"But it seems that hide-and-seek mode can be added as well." Yang Chen thought about a leisure and entertainment mode in the dream world, his eyes lit up and he muttered to himself slightly.
In a limited-size map area, a small number of players play as zombies, and most players can choose the corresponding model and go into hiding.
However, this leisure and entertainment mode is not without its drawbacks, that is, as a zombie looking for someone, it is far more efficient than a hidden player, and even if you can't find a person, you can have a sense of game experience.
This kind of gameplay is only on fire in the dream memory for a while, and then it quickly cools down, mainly because of this.
Whether the players who are hiding can also pretend to be forced, can also show off, and get a sense of game experience, this is a very important element.
Yang Chen touched his chin and thought in his heart.
"Jumping in front of you, but you can't hit me, this feeling should be enjoyed by most players."
"There are also players who are caught and killed by zombies, not as bystanders, but also as zombies to find the remaining players; At the beginning of the game, all players can't see other people, and only after hiding within a certain time limit can they see other players, eliminating the possibility of being peeped at and then turning into zombies to catch people. ”
"Give the winning human a higher and more reward, not just a little bit of experience or in-game gold."
Referring to the gameplay mode in the dream memory and thinking from the player's point of view, Yang Chen quickly realized that some situations may occur in some games.
For this casual mode, there will definitely be players who don't want to be hiding, and it is estimated that they will send people to become zombies.
It's also not possible to have penalties in place like some competitive games, as it doesn't affect the experience of other players in hiding.
And it could be someone else's real dish, and it was found as soon as it came up?