Chapter 6 Inspiration

According to Su Li's design, "Into the Fog 2 - Unreal City" will completely abandon the original pixel style, and will also abandon the original 2D side-scrolling mode, and develop in the direction of 3D action games.

The original pixel wind is just the product of Su Li's compromise, after all, no matter how much you advertise terms such as feelings for pixel wind, you can't hide the reality that it has long been not mainstream.

Often, indie games that use pixel art can reduce the pressure on the art side, and Su Li's first indie game chose pixel art for this reason.

The reason why a small number of games use pixel art, in addition to some real feelings, is more because the technical force can't run those high-definition textures or models smoothly.

For example, "Minecraft".

If you change this game to a delicate HD model, even if many computers are going to say goodbye to it.

Now with the Oasis Engine, many of the things that hold Su Li back are no longer in the way. Version 0.1 of the Oasis engine has good support for the production of Suli's envisioned 3D action game.

One of the handicaps of this engine and the accompanying Nerve language is that it has already been designed with an extremely advanced program architecture. Makers only need to fill in the blanks with their designs as if they were filling in the blanks.

This greatly saved Su Li's time, and now for Su Li, time is his worst enemy.

Now that he has made a decision, with Su Li's superb action, he naturally started the game development work as soon as possible, and he didn't think about taking a break at all, it seems that this half a month of crazy study has not made him feel a little tired at all.

An action game for the purpose of passing the level, if it does not contain combat elements, it is very cost-effective for the producer.

This means that you don't need to design the game's stats, you don't need to design an interesting story, you don't need to make models of all kinds of enemies, you don't need to design combat modules.

But that doesn't mean it's easy to play, on the contrary, it's a great example of the designer's skill.

Giving up other aspects of embellishment, what I end up with is relying on the core connotation of this game to attract others.

The biggest difficulty of this game comes from two aspects, one is the feel of the game, and the other is the level design.

An excellent action game must be able to allow players to get a comfortable game experience in the process of passing the level, and the pleasure that players get in the game should not only be the sense of accomplishment of passing the level, but should get a sense of accomplishment from every action and every operation.

Of course, this design is definitely not a simple thing, and as the game has evolved, some of the controls that were originally considered very cool have become a bit commonplace, and in order to impress those who have experienced many battles, they must have enough characteristics.

For an indie game, you don't need to do everything, but it does have to be distinctive.

And the other difficulty, and the biggest one, is the design of the levels.

For this game, the level is the most critical factor that determines the success or failure of the game, and it is the soul of this game.

There's no combat, there's no story, and all you'll be able to captivate players is unique gameplay and subtle levels, and this game has been designed to a demanding point.

There is a great benchmark that cannot be bypassed in this kind of game with weakened and combat elements, and that is Nintendo's Mario.

Whether it's the first generation that saved the North American game market and swept the world, or the sequels that continue to be praised by players, such as Horse 64, Galaxy, and the latest Odyssey, they all embody the essence of the game, which is fun.

Monumental games have turned Mario into the No. 1 IP in the game industry, and it is completely interesting and purposeless in design, which is also the direction that Su Li is chasing.

It's almost impossible to design a series of game levels from scratch in a short period of time, but fortunately, Su Li didn't start from scratch.

He pulled out a folder from the drawer, and inside was a thick stack of A4 paper, which were all the ideas and designs that Su Li had accumulated over the years.

These things aren't a complete game plan, but fun designs when Su Li's inspiration strikes. The A4 paper is all hand-drawn by Su Li, such as level sketches, mechanism design, gameplay design, etc., which are a little messy, and many symbols can only be understood by Su Li himself.

This is his accumulation for so many years, and it is not easy to be able to insist on recording his inspiration at any time all the year round, and it is precisely because of this persistence that Su Li has accumulated a considerable fortune.

A lot of the levels and gameplay here are designed to be very creative, but there are many difficulties in implementation, and Su Li's dream is to be able to realize the creativity here.

Now, with the Oasis engine, some ideas that were originally difficult to achieve are no longer in the running glass.

Su Li began to review his designs one by one, some of which he didn't even remember, but after seeing them here, he was still very excited.

Pull valuable drawings out of the folder, set them aside, and look at them as you build a prototype of the game in your mind.

The name of the new work is set to "Into the Fog 2 - Unreal City".

However, in Su Li's eyes, this first work and this sequel are completely incomparable, and the difference is more exaggerated than the ugly duckling to the white swan.

The setting of the first game is simple, it is the story of an explorer who is lost in a misty valley and goes through great dangers to find his way out.

The second game continues the background of the first work, that is, the explorer finds an uninhabited city in the fog, the city is very large, but there are no people, and there is no record in the memory.

So the explorer decided to discover the city's secrets.

The setting is very simple, and the setting of the game is limited to the city.

The ultimate goal is to find the city's secrets.

After having a rough prototype, Su Li created a document in the computer and then began to write his own design document.

The format of the document is somewhat arbitrary, and he only needs to be able to understand it himself.

The document is not long, and Su Li did not write in great detail, mainly writing a few gameplay cores on it.

Then he found a blank stack of A4 paper and began to sketch various kinds.

Compared with using a computer, Su Lizai prefers to use this primitive hand-drawn way to draw design sketches, after all, this is an independent game, and the designed things do not need to be shown to others, and it is faster and more feeling for him to draw them by hand.

There is no very standardized process, Su Li is now completely based on his feelings, and he feels that his state has never been so good.