Chapter 317: In-depth tuning of the COK game
After returning to China, Liu Neng was fully involved in the development of the game "Clash of Kings".
Because he has signed a cooperation agreement with IBAL, he still wants to be perfect for his performance at the press conference when the time comes.
After all, it was the first time to demonstrate on the world stage - it is undeniable that even if he thinks he is on the same level as IBAL, in fact, in terms of world influence, ten peacocks are not as good as one IBAL.
COK is a brand new war strategy game, not only because the platform is designed to be mobile, but also because its design concept is more advanced than the desktop game era.
The gameplay of SLG is always changing and evolving, and the earliest SLG games rarely appear in terminal games, and the vast majority of online SLG games are mostly made on web game platforms.
None of them can escape the far-reaching influence of the "grid" game, where a grid represents a coordinate, and a coordinate represents a player's or NPC's stronghold.
Because of the expressiveness of the web game platform, it is too backward, so the big world map is static.
This means that the monster appearance and disappearance mechanics in all PVE gameplay can only be solved through refresh.
And on the big map, it can't be animated at all, to put it simply, it's very impressive for the player. The player sends out a team, but they can't see it on the map. This is undoubtedly very unpleasant.
The gameplay of "Three Kingdoms" produced by Black Duck Studio is actually like this.
In fact, this is already a relatively advanced page game SLG at this stage.,In a more ancient era,SLG's page game can even be said to be a pure word game.,Through some tables to achieve the layout of monsters。 The player selects the grid and enters a page where they can perform a series of operations such as expedition, occupation, taxation, and so on. Everything is controlled through a web page, not a concrete component.
Liu Neng has always believed that this is the problem, when the gameplay of SLG games is transplanted to mobile phones, it must no longer be like a browser game, through a series of web pages to deceive players.
This issue was already thought out when the Unity engine was first made.
At that time, the production process of the game was divided into several levels in the engine, the most basic was the game object, on which you could add the components you needed, and these components could add various attributes to the game object, such as sound, such as color, etc.; Multiple GameObjects can make up a scene. The game is actually made up of this series of scenes and game objects.
For SLG games, the big world is actually a huge world, and any element on the surface is a game object that the player can manipulate.
This solves the problem that players cannot interact with any scene directly on the large map for SLG games under the Unity engine.
While it may sound simple, it's actually a great step forward.
The realization of a technology, from the initial idea to the complete realization, was completed by making Master Lu Fan lose an unknown number of hairs.
Cok, based on Unity, is actually a game designed for mobile from start to finish.
When Liu Neng joined this project, he reorganized a lot of logic, and some changes in the way of operation also required him to re-summarize in depth.
The simplest thing is that everyone on the computer is actually used to double-clicking and quickly double-clicking with the mouse.
This is the result of years of being educated on the computer.
But on a mobile phone, this kind of double-tap operation is of course possible, but few people do it on that small screen.
For example, on the computer, our mouse has two buttons, and the left and right buttons can represent different operations.
But on mobile phones, there is no input device such as a mouse, how to achieve the so-called left and right button operation? Naturally, the logic needs to be redesigned.
There are also many operations on the myth operating system that are difficult to achieve on a computer, such as zooming in and out, and holding the screen with two fingers; On a computer, I'm afraid you still need to use the mouse wheel, right? But in many cases, the scroll wheel does not do this.
Daystar Studios has actually done quite well, straightening out quite a few operations. However, many details are still too weak and need to be tuned.
On the other hand, it is the design of the interface UI. This is also very different from terminal games and web games. The most obvious thing is that there are a lot of rows of activity buttons spread all over the game in the web game, which makes people feel full of activity. And there is only a small gap between the icon and the icon.
Doing this on a mobile phone will only make the player unable to see the normal game screen at all. You need to make a separate game activity interface, and then just put only one activity entrance on the main interface; Only the more important portals will be displayed on the main screen.
These need a long time to figure out, and of course, with Daystar's learning ability, you will definitely learn how to do it sooner or later. It's just that it might take half a year, a year. Liu Neng's addition is just to reduce the cost of trial and error by allowing them to avoid detours.
He redesigned the logic of the resource belt of the large map, and distributed the resource fields that were originally randomly allocated according to certain rules. There are six levels of resource belts, from level 1 to level 6, not only the level of the resource fields that appear, but also the level/strength of the monsters.
From the outermost to the most central small piece of the resource field, the level gradually increases. However, it also means that the territory has been greatly reduced, and the number of high-level resource fields has also decreased. Players will gradually be "relocated" to the Core Resource Zone, which greatly increases the chances of them meeting each other.
The ultimate goal of SLG games is actually social, social does not mean that you have to be friends, it also means that there may be wars - negative social is also social, isn't it?
"This point still needs to be changed, and the value increase brought by the generals in the battle must be reduced."
"By how much?" Liu Fei asked.
Liu Neng thought for a moment and said, "It's reduced to, less than ten percent." ”
"I'll go, this won't work, the player is not pursuing! What do we sell if we don't sell generals? Liu Fei thought that he would be decisive, but he didn't expect to be so decisive, and the generals who accounted for more than 50% of the value directly saw that the value was less than 10%? This approach is simply a draw from the bottom of the kettle......