Chapter 38: The Core
The next day, Xia Qinglan returned to the capital.
In the end, she is a vigorous and resolute girl, and she does not hesitate to do things.
Of course, her departure this time was just a temporary separation, and the future Oasis team, as well as Su Li himself, were recognized by Xia Qinglan.
On the other hand, she has also been recognized by the whole team.
This time when she goes back, after Xia Qinglan finishes handling her personal affairs, she will come back and officially join the company. In the future, Oasis will add another general, at least the production efficiency of art resources will be doubled.
From one person to two, it is indeed an extremely huge improvement.
Xia Qinglan needs a week to deal with personal matters, including turning down previous internship positions. There was still a vacant room in the suite that Su Li rented for Bai Senxia, and the two girls were quite willing to live together, which saved Su Li a lot of expenses.
During this time, the development of the future oasis is still carried out in an orderly manner, and after more than half a month of running-in, the team members are also familiar with the working mode of cooperative development.
In the first month of development, most of the work was to build the framework of a game, but at this time, it was impossible to open the game at all. The final appearance of the game now exists only in everyone's imagination.
And what they're doing now is turning that imagination into reality.
Another advantage of Xia Qinglan joining is that she has a thorough understanding of the entire domestic art resource outsourcing industry, and compared with Bai Senxia, she is more familiar with the routines and environment of commercial creation, and she does not feel unfamiliar at all.
If a game is divided into three aspects: design, program and art, then in the domestic game industry, the real J is close to having the strength of 3A development, that is, art.
Thanks to the incomparably developed outsourcing industry, domestic artists can be said to have the art strength required by 3A development, and have really participated in the development of 3A games, at least the quality of art resource output can meet the requirements of 3A.
In fact, if you look at the list of the production staff of many masterpieces, you can see many Chinese people, and there are many Chinese developers in major game manufacturers, and many of them have now returned to the domestic game industry.
For example, UBI's studio in Shanghai has developed good quality "Splinter Cell: Double Agent" and "Splinter Cell: Pandora of Tomorrow", although this is not a domestic game, but most of the production staff are Chinese, and many of them have now become an important force in the domestic game industry.
There are many excellent programmers in China, and the weakest point is in engine research and development, computer graphics-related graphics programs. This is a field of rapid technological innovation, and few people or companies can keep up with technological innovation without real needs.
However, as long as there are actual needs of the project, and then after the training of internship development, the program is not the biggest obstacle to the development of 3A in China.
The biggest obstacle is design.
The designer, who is the absolute core of game development, determines the soul of a game.
But that's what is lacking the most.
Su Li felt very lucky because he had a pretty good team in the initial stage.
But he also had a lot of pressure because he decided the soul of the project.
Lost Secret is still a long way from triple-A, and according to the scale of the project, it's just a small project. But with the help of the Oasis engine and system, it delivers enough content to rival some good medium-sized projects.
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After Xia Qinglan officially joined the Future Oasis, the pressure on Bai Senxia was greatly reduced. She has taken on a lot of work, including liaising with outsourcing partners.
Similarly, the design of the central ruin, an important scene in the game, has become her task.
Of course, the design of the central ruin requires Su Li's cooperation, because this is not only the design of the scene, but also contains a powerful and important level, and Su Li has added a puzzle element here.
After repeated exchanges with the team and Su Li's in-depth thinking about game planning, the core elements of "The Lost Secret Land" were determined.
Survival, action-adventure, puzzle-solving.
These are a few of the core elements of Lost Realm, and the most important gameplay in the game.
But it's quite rare to want to make a game interesting. The so-called fun is not just about imagining how fun the gameplay is, but about transforming it into an immersive experience that players will not get tired of engaging for dozens of hours.
This is the difficulty of designing a single-player game, and how to make players invest dozens of hours without social bonuses is a problem that all single-player game designers need to solve.
"When the player enters the game, the first problem he needs to solve is survival."
At a development meeting, Su Li elaborated on his design.
More than a month has passed since the development of Lost Realm, and through the efforts of the entire team at Future Oasis, the framework of the game has been built.
The art team composed of Hakumori Xia and Xia Qinglan can now produce art resources efficiently, and the originally empty game scene has begun to become vibrant. Xia Qinglan also undertook some small design work, doing some simple terrain levels, and shared a little pressure from Su Li.
ARRANSON's lighting system has been accepted and tested well, and more specific development work is now underway.
Now, Su Li needs to really start building the soul of the entire game, and the development work has entered a new stage.
The survival system, one of the core elements of the game, became the first major development effort.
There are many games with survival as the core gameplay, such as Don't Starve is a very famous game.
However, there are still some differences between the survival system of "Lost Secret Land" and survival games, in survival games, survival itself is the ultimate goal of the game, and the ultimate goal of "Lost Secret Land" is to clear the level, and survival is one of the restrictive conditions.
"We need to build a complete wilderness survival system, in which we quantify the player's survival value into the following aspects, including hunger, health, and stamina."
Su Li drew a tree diagram on the whiteboard to illustrate the content of the design.
"All the player's actions are closely related to this survival system. The player begins their adventure at the edge of the forest, with the ultimate goal being a central ruin. Let's assume that the process is 10 hours and 5 days in the game. During this time, the protagonist manipulated by the player is not Superman, he needs to eat, drink, rest, and face different dangers over time. ”
"As you move towards the central ruins, you need to find something to help you survive, craft weapons to deal with dangers, arrange your rest time, and restore a real wilderness adventure."
"That's the most important core element that we're trying to solve, a reasonable and fun survival system that's different from survival games. It needs to be fun, not difficult. ”
On this day, the development of "The Lost Secret Land" finally hit the first mountain.