Chapter 48: Worldview Remake
Due to the small size of Sky Mountain, the price of this game in the system store is not too expensive.
All you need is 40,000 scare.
So after making up his mind, Meng Shu immediately bought it.
Suddenly, with the clattering sound of gold coins, his scare value changed to 5,158,000 points.
Then, there is the mechanical beep of the system.
[You have obtained a step-by-step development tutorial for the survival adventure game Sky Mountain]
[You have obtained the concept design of the survival adventure game "Sky Mountain"]
[You have obtained the VR version of the survival adventure game "Sky Mountain"]
Meng Shu closed his eyes slightly, and after 2 seconds, he poured the system into his development tutorials.
A PPT also appeared on the desktop of the computer, which was the conceptual design of "Mountain in the Sky".
Since you have to choose to remake the game, the development tutorial is not very useful.
The document in front of you is the main thing.
Meng Shu moved the mouse, double-clicked on the document, and browsed it carefully.
Then I found out that many of the things in it were not implemented in the game.
For example, the types of monsters, in addition to the existing ones in the game, there are also more scissor-type monsters, wall-climbing monsters, slime-type monsters, and so on.
But none of this is made into the game, so it's probably a matter of funding.
Just like in "Alice Crazy Returns", many of the most creative monsters have been removed and replaced with the common little white-headed black mud.
However, as a small-scale 2D game, "Sky Mountain" already has seven or eight kinds of monsters in itself, which is enough. Because it's a survival game in itself, the production team is weak in combat and monsters, and it can be understood.
In addition, in the PPT, there is also a conceptual design drawing of the building.
Corridors, corridors, stairwells, guest rooms, all angles, and some close-ups.
According to the original design, there are 4 aisles on each floor and 20 rooms.
There were all kinds of looting in each room, instead of only two rooms on each floor, as is the case now, and the supplies were pitiful.
It can be seen that the game developer may be preparing to make a 3D game, but it is estimated that due to various reasons, it has led to the creation of a 2D game like the current one.
Although the cost is saved, it is also a pity that a lot of design is abandoned.
After hurriedly browsing the PPT, Meng Shu began to make follow-up plans.
He created a new page at the back of the PPT, and then typed in the ideas he already had in his head.
Since it is necessary to remake 2D into 3D and make it VR, it is inevitable that it will be overhauled.
The first is the scenography of the building.
A conceptual design draft is always a conceptual design draft and is not a reference.
This question is best taken in combination with reality.
So, he thought about it and decided to go out and stay in several of the most well-known hotel buildings in Shenzhen, and photograph the structure and decoration inside for Xia Nianzhen's reference.
Then at this point, Xia Nianzhen will have to explain it to the meeting at that time, and then take her to the hotel to check in.
After all, she is a scenographer, and she is the best source of material on site.
The other is the worldview and backstory.
The original game of Sky Hill had four endings, and each one was surprising.
The first ending is that the protagonist worked hard all the way to the first floor, and when he opened the door, he found that it was the top floor outside. When he learned that he had spent a lot of time doing useless work, he had a nervous breakdown and finally committed suicide by jumping off a building.
In the second ending, the protagonist goes all the way to the first floor and opens the door, only to find that everything is normal outside and there are groups of police officers around. The monster hacked to death behind him became the front desk of the building at some point. In addition, all the monsters that they hacked to death became human corpses. In this state of mental confusion, the protagonist becomes a murderer and dies under a police gun.
The third ending, through decryption, found himself lying on a hospital bed with two researchers in front of him. When they saw themselves awake, they said that the data had been collected and that the subject could be terminated.
So in the game, only the fourth ending is the perfect ending.
Specifically, the protagonist successfully came to the underground garage, and after killing the giant monster entrenched here, he came to another building.
Here, as a conscious body, he found himself an experimental subject lying in bed for human research?
So in disbelief, he touched his real body, and finally woke up, returned to reality, and then escaped through many crises and ran to the sunset.
These four endings gave Meng Shu a lot of room for modification.
In order to facilitate the integration of elements of the Foundation, he designed a new world view while retaining the backstory of "Mountains in the Sky".
First of all, the protagonist is a D-class who lives in the FBC base.
As a humanoid consumable, he was used by the FBC doctor for an experiment one day.
The purpose of this is to test the properties of Containment Object 825's 'Illusion Helmet'.
As a result, the protagonist was secretly given sleeping pills, and in an unconscious state, he was tied to the operating table.
He was then put on Containment Object 825 and began experimentation.
After that, it's time for the backstory of the game itself.
Under the hallucinogenic influence of Containment Object 825, the comatose protagonist travels to the Sky Mountain building in the world of consciousness and lives on the 100th floor.
From here, he witnessed the attack of biological weapons and the mutation of the building's tenants.
Then comes the flow of the game, where the player controls the protagonist as he moves through the building to the first floor.
But here, Meng Shu made another modification.
As long as the protagonist goes out from the 1st floor, the first two endings will be triggered, that is, the ending of jumping off the top floor and the ending of the police shooting.
This means that the protagonist ends up losing to Containment 825, physically dying in the conscious world and then brain-dead in the real world.
However, when the player decrypts the documents collected throughout the building, a third ending can be reached, returning to reality.
At this point, the player will be able to see an animation.
The protagonist uses his willpower to break free from Containment 825 and come to his senses, and is summarily terminated by Foundation security personnel as he prepares to escape.
All three endings are the protagonist's death in vain.
Therefore, the fourth ending is for the player and the protagonist to discover the truth together.
The player needs the monsters in the underground garage, and then comes to reality as a conscious body, and finds that everything is just an experiment, and their struggle to survive is just an illusion, which is the data collection of these white-robed researchers.
Therefore, the player needs to manipulate the protagonist to touch the protagonist's real-life body and break free from Containment 825 to wake up.
Then, Meng Shu will arrange an animation here.
The protagonist remains silent, pretending to continue unconscious, and then takes the opportunity to escape the laboratory.
Upon passing through Containment Chamber 173, he was discovered by security and shot on the spot.
Then, the movement caused by the gunfire attracted the attention of the D-class personnel in Containment Chamber 173, thus...
In short, Meng Shu's original intention was not to touch the backstory of the game itself, but to add a layer of worldview on the original basis.
I have to say that the ending of the game itself largely gave him the opportunity to add new settings.
Otherwise, there is no need to rack your brains to unify the world view like the previous three games.
Now that the world view and setting of Sky Mountain are largely complete, it's time to polish the game's content.
After all, no matter how well the game's backstory is told, it's just a story.
The real big content is still in the experience of the game.
Aside from the linear flow and making "Sky Mountain" a large-scale map for free exploration, the main story and side quests are indispensable.
The main story remains the same, just apply the original game, it's as simple as going downstairs to escape.
There are a lot of tricks in the branches.
The 100-story building, at least 10 rooms on each floor, will make the game 3D, and there must be a lot of survivors who have not mutated, so the side quests are much easier to do.
To this end, Meng Shu decided to hire another task designer to complete the development.
Finally, there's the design of the monster.
The monster design of the original game remains unchanged.
On top of that, add some new monsters.
And Meng Shu already had an idea.
He assured that in this game, players will feel a thrill that is even more terrifying than in Face.