Chapter 39 System Design
There are many examples of the design of the survival system that can be referred to.
However, the design of Lost Mystery's survival system requires more considerations, and the system itself is not designed to make things difficult for the player, but is part of the overall open world of the game.
And this system itself is a factor in the open sandbox world that pushes the player to complete the mission objectives.
As with real-life wilderness adventures, the increase in difficulty increases exponentially as the time spent surviving in the wild increases.
In the game, it becomes more and more difficult for the player to survive as the game time increases. The manifestation of this difficulty is divided into two aspects, one is that as the game time increases, the faster the player's survival value decreases, the physical recovery decreases, the upper physical strength decreases, and the more vulnerable to ailments.
On the other hand, as the game progresses, it becomes more difficult for players to obtain survival supplies.
This is not an easy design, as Lost Mysteries is a true open world where players are free to choose their path to the central ruins. Open world, degrees of freedom, this is the main label of "Lost Secrets", and all the design must serve this purpose.
In order to complete such a design, the whole team has begun to study all kinds of materials about wild survival in the past few days, various texts, pictures, videos, and some academic articles have become the research objects of everyone.
The world in the game doesn't need to be confined to a one-to-one correspondence with reality, but the attention to detail can definitely add a lot to the game.
Now, the biggest problem encountered by the entire development team, or Su Li, as the chief designer, is how to perfectly integrate the game level and scene environment and the entire game system.
And how to make the levels in the game perfectly integrated into this open world without being obtrusive.
This is the soul of the game, and Su Li didn't dare to finalize it easily.
Therefore, Su Li slowed down the pace of level design, first improved the entire survival system step by step with his team members, and gained some inspiration from it.
If you're in a mature game development studio, these things will be decided at the time of the project, rather than being designed as you go.
But independent development is like this, it is difficult to think of all aspects of independent projects when they are opened, and "The Lost Secret Land" itself has been opened in some haste.
However, this did not confuse the team members of the future Oasis, and for a project that lasted for half a year, such difficulties were just the beginning.
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In the game, the survival system must be a quantitative system, and in addition to functionality, numerical values are also a very important design.
This is the first time that Su Li has designed the game values in a formal project, and if the survival system's values are not well designed, it will be a devastating blow to the gameplay.
The whole team went into a very intense state of development, and they were facing something that had little precedent at the moment.
If you have a single feature, you can find a design that can be referenced in many games, but it is almost impossible to integrate all of these features in an open world.
By now, everyone's expectations for Lost Secret have changed from an excellent open-world game to an open-world with a rare high degree of openness, and reasonable and fun.
At this time, the quality of the personnel of the future Oasis team is vividly reflected, and almost everyone can take charge of themselves and solve problems independently.
Now, in addition to Su Li, who is the chief designer, Alanson and Summit are also responsible for some system design work.
In the Future Oasis team, the so-called design work is not only about design, but also about completing all the work from design to program implementation.
Summit completed the design and implementation of the food system, the food system is a very critical system, the player can obtain raw materials from the wild and process them into food, different foods can restore hunger, similarly, the food itself in the wild is not very safe, may cause some abnormal states.
This system includes not only building a food library of all food types, but also a complete system from gathering and hunting to food cooking.
After completing the food system, Summit completed the entire crafting system at a very fast pace, including crafting tools and weapons. There are some similarities between the two systems themselves, but the crafting system is a little more complicated.
Aranson, on the other hand, used an optimized chemistry engine and a well-established physics engine to build an environmental system.
The environmental system was designed by Su Li and then handed over to Alanson to refine. Although Alanson's greatest value is his technical prowess, he has learned game design and has no problem designing a system alone.
The implementation of the environmental system is much more complex because there is much more to consider.
Weather is at the heart of the environmental system, and in Lost Realm, there are a lot of special weather settings, and changes in the weather will affect the entire game scene, causing some special changes.
For example, in rainy weather, all the rain will simulate the reality of being blocked by obstacles such as trees, and moving forward in the rain will consume physical strength faster, and being exposed to the rain for a long time will reduce health. Finding a wooded route can reduce the impact, as can making a simple poncho out of leaves.
Alanson's lighting system, which took nearly a month to complete, shines here, but because of this lighting system, the game restores more than 90 percent of the real-life lighting changes. And such an excellent light and shadow system is completely optimized at the level of black technology, and it can be loaded on low-configuration computers.
The environment system also includes many other details, such as the animals in the setting will choose different routes and ways of action in different weathers, plants will take different forms due to changes in the environment, players can pollute water sources, set trees and grasses on fire, and so on.
In this way, a survival system was slowly built, and during this time, Shiramori Xia completed the preliminary design of the main character, and the team members no longer needed to use the simple villain to test the game's functions.
Because of the existence of preset advanced motion parameters in the engine, Su Li completed a set of smooth character movements without spending any motion capture costs. You know, many game projects can't afford to spend money on motion capture, and the characters' movements can feel noticeably stiff.
So, as we approach December, Lost Secrets ushered in its first private beta version.