Chapter 184: Pokémon Chess

Gu Feng stretched out his hand and rubbed his chin and began to think about the second game.

Wen Meng did "Bubble Hall" alone, at most the art and music team had a little more workload, and dozens of people in the game development team were still empty, so they had to find another game to do.

After eliminating more than a dozen games in his mind, Gu Feng suddenly had a bold idea.

Why can't you make a Pokémon-themed game?

Although the ultimate goal of the VR game is not considered for the time being, if you make a game with a development cycle of about two or three months, by the time the game is launched, the animation and the game have accumulated a certain amount of popularity, and then the animation and the game will help each other and go hand in hand, which can deepen people's understanding of Pokémon more quickly.

As for what type of game to make, Gu Feng had a preliminary idea a few months ago.

His idea is not to replicate any Pokémon-themed game in his previous life, but to make a Pokémon-themed auto-chess game based on the experience of the Genting Game mode of League of Legends.

The reason why he chose to do auto-chess was that Gu Feng was deliberate.

First, it's very easy to get started. In terms of operation alone, the difficulty of auto-chess operation is at the highest level, that is, it is a level that can be done with a hand.

Of course, if you want to play this kind of game well, not to mention the grandmaster king, even the last master, it will definitely not work without a brain.

Second, excellent fun. Needless to say, the fact that Genting Game has been able to operate for seven consecutive seasons in the previous life and still maintain a good popularity is the best proof of this.

Third, there is a certain degree of challenge. Gu Feng has always wanted to make a game to verify his current production level, but it is not so simple to choose a suitable game.

It's simple, it doesn't make any sense; It's too difficult, and the price of overturning is borne by the original intention.

The biggest advantage of reproducing successful works from previous lives is that the risk is low, after all, those works have really been tested by the market.

On the other hand, the fewer things to learn from to make a game, the more independent and innovative designs, and the greater the unknown risks that you naturally have to bear.

Obviously, there is no need to worry too much about the gameplay of auto-chess, but since the skin has been changed, no one dares to say that Pokémon will be able to succeed in the form of auto-chess.

Are there still few kinds of auto-chess in previous lives? But how many of them were actually made in the end?

In Gu Feng's opinion, the biggest difficulty in the production of auto chess is actually the same as "Plants vs. Zombies", the balance of values!

In this regard, the reference value of the original work is not too large, after all, even if it is the original work, each version is constantly changing and adjusting the balance, but even so, it is still difficult to avoid the emergence of one or two hard-playing versions of the answer lineup.

Gu Feng thought that although it was a challenge for him to do this at his current level 8 numerical level, it was not impossible to achieve.

Having said all this, what really sealed the idea in the end was actually the travel cocktail.

With the existence of travel cocktails, Gu Feng can try and make mistakes to minimize the risks caused by market instability.

On the premise of having a travel cocktail, Gu Feng can completely let go of his hands.

Once you've decided what you're going to do with the game, a more realistic dilemma is in front of you, how do you do it?

In the early stage, I definitely don't consider what berserk mode and two-player mode play.

In normal gameplay mode, the game's big framework is actually very mature.

Like the layout of the chessboard, it is all over if you borrow it directly, and anyone who has played auto-chess understands how much difference there is between a hexagonal grid and a quadrilateral grid; Anyone who has been playing Genting since S1 knows how much difference there is between a one-sided four-row grid and a three-row game.

At least in terms of the pure player experience of Gu Feng's perennial king, the chessboard layout that has been used in the following seasons of Genting Game is quite comfortable to play, not big or small, the standing position is flexible enough, and the distance between the front and rear rows is also quite appropriate.

In addition to the board layout, the game interface layout and operation buttons can also be packaged and borrowed.

After all, the key to making Pokémon war chess is in Pokémon, not these details.

The original D key was used as a shortcut to refresh the library, eh, I don't, I'm going to change it to the C key, of course, it's okay to do that, but what's the point? Competing with yourself?

Gu Feng needs to think more about not these, but the choice of Pokémon, the setting of skills, the setting of bonds, and the setting of seasonal characteristics, which are the key factors that determine whether the game can succeed or not.

Auto chess is actually very special, it is not like other competitive games, even if there are no major changes in other competitive games for a few months, the impact will not be too big.

But auto-chess is not good, although the attraction at the beginning is not bad, but after all, there are so many types of bonds and cards, play and play, the playable lineup is actually just that, play a lot, and players who are generally interested in this type of game will easily feel bored and bored.

In order to solve this problem, Genting Game actually gave the right answer, which is to keep an eye on the direction of the game at all times, and eliminate the hidden dangers as soon as possible before some cancerous lineups cause bad consequences through timely major and minor changes.

During a big season, it's also a good idea to occasionally add or remove some bonds and heroes to keep the game fresh.

What's more, a big season must not be too long, at most three to four months before the season is renewed, introducing new seasonal gameplay, new bonds and heroes.

Of course, the things that are updated are all things to consider later, and Gu Feng only needs to decide what setting gameplay to use in the first season now.

After much deliberation, he finally decided to adopt the gameplay of the first season of Genting Season, which was that there were no bells and whistles, no elemental grids, no chosen ones, no light and dark gear, and no Hextech.

The reason for this is that he felt that the first season was best for players to familiarize themselves with this new genre, although it was a little less fun than the later seasons, but players were new to this type of game, and the freshness could make up for this lack of experience to some extent.

It's a big deal that the duration of the first season will be shortened, and when the players are already familiar with it, the second season will enlarge the moves, and then directly blind the players' dog eyes, isn't it beautiful?

Once you've decided on the basic gameplay of the season, the next thing to decide on is the design of the Bonds and the choice of Pokémon.

As long as the design of the bond is divided into two aspects, in Genting Game, it is race and class, and if it is replaced by Pokémon, it can be designed as attributes and professions.

There are a total of 18 attributes in Pokémon, and you can only use some of them every season, and you don't need to use all of them, and the profession is simpler, like the nail household in each season in the game of Genting, you can directly take it, such as the fighter who increases the upper limit of blood volume for all members, such as the mystic master who improves the magic resistance of all members, etc......