Chapter 19 Do You Think It's Easy to Make a Page Game?
In the afternoon, Qi Yong finally let Ye Shenxi see the results of the front-end team's work during this period of time, Ye Shenxi manipulated the mouse, and the villain in the web interface finally made a simple movement in the four directions of up, down, left and right according to the mouse click, although it was only a very basic operation, but it still made Ye Shenxi finally have a feeling of starting to score.
The scene is just a solid color background, and the character is also a big-headed doll, of course, this is a temporary replacement resource from the Internet Download, but as long as the outsourcing and art team begin to gradually produce art resources, you can directly replace the characters and scenes, and then it will be a bit of a game.
For front-end programmers, they will gradually be exposed to more complex front-end performance, including scene copy switching, player operation effect feedback, and especially the implementation of complex skills and special effects in battle. 3 professions, dozens of partners that players can recruit, monsters, and bosses, each of which has distinctive skills and special effects, not to mention whether this large amount of resources can be loaded smoothly in the case of limited player bandwidth, so that players do not experience Caton at allββββ In Ye Shenxi's conception, he reserved a month for the front-end team to optimize performance, which is the most difficult place to overcome.
Or do you need to hire another experienced front-end program for page games, specifically responsible for the performance of combat effects, Ye Shenxi made a decision, this person he has to ask some old friends from the past.
The work progress of the server group is still in Ye Shenxi's expectations, and several basic server databases have been built, although there are only two people, but in general, it is faster than the front-end group, which is relatively reassuring to him.
Wei Cheng and Li Duo have already begun to complete the design of some basic systems such as characters, friends, chats, and dungeon levels, and of course, the combat system is controlled by Ye Shenxi himself.
For most games, these basic systems are the same, there will not be much difference and it is difficult to have any innovation, designers need to consider the player's long-term game habits when designing these basic systems, so that players can quickly get started and become familiar with the game based on their previous game experience after entering the game.
In many systems, the web game is even a simplified version of the terminal game, and some domestic terminal game planners don't look down on the page game planning, they think it's not a simplified version of the thing, and there is even a saying in the industry: a one-year experience of the terminal game planner can go to a web game project as a system planner.
But Ye Shenxi knows that this industry has not yet realized that web games are not as simple as terminal games, and it needs to pay more attention to the player's game experience than terminal games.
What is User Experience? A purely subjective personal feeling generated by the user in the process of experiencing the product.
Of course, games belong to products, and players are users.
Players' tolerance for web games is far lower than that of desktop games, and the client that they spend a few hours downloading, even if the first feeling is not good, and the initial impression is not good, they usually have the patience to play more, otherwise wouldn't it be a vain download?
The web game opens the web page to play, but if the game experience is slightly unsmooth, directly in the upper right corner of the fork to leave, how big is it.
What do you do if you want to retain players? The web game team can only do everything they can to improve the user experience for players and minimize the areas that players may encounter during the game that lead to a bad experience.
Therefore, Ye Shenxi's requirements for the three planners will be higher, higher than at the time of the milestone.
What is the most intuitive experience a player has in the game? In the scope of planning responsibility, the most intuitive is the interface operation.
Highlight the main points, simple and clear, this is the first mandatory requirement that Ye Shenxi put forward to Wei Cheng and Li Duo regarding interface operation. The display space of the web game interface is not as large as that of the terminal game, and the options button and border collection bar of the browser itself occupy a large part of the computer screen, so be sure to keep the interface clean and tidy, especially during the period when the player is novice, the limited space can only be used to display the most useful things for the player.
In the system interface, reduce unnecessary redundant content, even if it is displayed through the secondary or tertiary interface, to avoid players receiving unnecessary information interference.
There are also some common interfaces that must be kept unified, such as the confirmation prompt box that often appears in the game, a line of words "Are you sure you want XXXX?" There are two buttons below, [Confirm] and [Cancel], which are both in Wei Cheng and Li Duo's designs. Wei Cheng's design has a [Confirm] button on the left and a [Cancel] button on the right, while Li Duo's is just the opposite. It is taboo to have the same design in the same game and make it impossible for players to maintain a consistent game habit.
After players develop the habit of playing the game, many times they don't read the text at all, and after the confirmation prompt box pops up, they directly click the button on the left, and then you let him click it only to find that it has no effect - it turns out that the [OK] button is on the right this time...... You're kidding.
There is also a detail in this interface, the color of the [Confirm] button itself must be different from the general color of the generic [Cancel] button, this is to emphasize important information, and it is also a psychological hint to the player, so that he intuitively has a desire to click. The same idea is especially used in payment-related systems, usually the [confirm] button in the system is dark red, and the payment system will generally use gold or dark yellow, from the button color to convey the message of "click this button to pay", so that players also have psychological expectations and preparations in advance, which is a very good game experience.
There are many details in a game like this, and they may not fully reflect the experience and ability of a plan, but they must reflect the plan's understanding of the user. They may not seem obvious, but they add up to a lot of things that can greatly improve the player's gaming experience.
Quite simply, players will feel that the game is designed, and they can feel these things, and they will have a feeling of "this game is quality-assured" from their hearts, so as to generate a sense of identity.
If a player agrees with the game, he may not be so appetizing in other ways to play, and he will not lose it so easily.
This is something that Ye Shenxi has always wanted to convey to the planner, the details.
In his future work, he will gradually strengthen the sensitivity and control ability of all project team members, whether it is planning, programming or art.
Ye Shenxi said solemnly: "When you are designing, there must be two stages of transformation. β
"The first stage is to determine the design idea, this stage must be from the perspective of planning itself, what is the purpose of the design of the system I designed, why should I design it, and what kind of effect is it to achieve? Think about this thing first, otherwise you don't even know what it's for, how can you expect it to be useful in the game? β
Wei Cheng frowned, nodded while thinking, and Li Duo also took out a notepad and began to take notes, and Rao Bin, who was writing art needs on the side, also stopped typing and listened attentively.
"After thinking clearly about the design purpose, the design idea, in order to achieve that effect, how to do it, what aspects need to start, after this point is clear, at this time you have an outline of the planning document. For a planner, figuring these two things together will take up most of your work time, rather than writing documents. β
"When it's time to write the document, your perspective will change, from the perspective of program and art, think about how to write this document so that they can understand your design more clearly and intuitively, the program needs logic and judgment process, and the art needs to be detailed elements, so that they can realize what you want."
"More importantly, you have to stand in the player's perspective to improve the details, imagine that you are an ordinary player, after opening this system, how you will feel when you operate, whether there will be resistance, whether there will be inconvenient operations."
Ye Shenxi looked at the three planners in front of him and said firmly: "I hope our team is user-oriented. β
Well, efficient communication, user-oriented, this will be the corporate culture of Qingyu Network.