Game Entertainment Empire

Chapter 100 New Game

Regarding "Biochemical Survival", Yang Chen intends to divide the core gameplay of several games in Dream Memory into different modes, although there are games in Dream Memory as templates.

But in fact, the development of this kind of game is even more difficult, and even to a certain extent, this game is even more difficult than "Resident Evil".

Because there is no example that can really be compared, whether it is "The Road to Survival" or "Counter-Strike OL" or the zombie escape mode in the "CS" module, the gameplay is a big reason, which can be refined into the game. The details of the performance, including experience feedback, must be taken into account.

Another very important point is that compared to "Resident Evil", the game "Biochemical Survival" is an uncompromising fps game.

Although firearms are the main system in "Resident Evil", strictly speaking, it is not a shooting game.

Even if the shooting feel is worse, it actually has little impact on the playing experience of "Resident Evil".

But it's different in "Biochemical Survival". The core refreshment of the game is shooting, which is to enjoy the baptism brought by the bullet storm.

Whether it is the pve mode where the zombies are mowing the grass like miscellaneous soldiers, or the pvp mode, facing the zombies who want to break through the stronghold and hunt down human beings, the blockade formed by the bullet storm is definitely the core of the game.

Shooting feel is the most basic, but also the most important element.

"Many resources can be reused. In the map mode, some scenes from the Giant Mountain Mental Hospital in "Escape", the police station, weapons store, and Umbrella laboratory in "Resident Evil" can be used as initial maps."

Sitting in front of the computer, Yang Chen was thinking about the development of "Biochemical Survival". Compared with "Resident Evil", the development cost of "Biochemical Survival" is not so much. Many art resources can be directly modified by a small part. use.

And some elements of elite monsters can almost be directly introduced into the monsters in "Resident Evil", such as tyrants, g monsters, lickers and vegetative people.

For example, some elite monsters in "The Road to Survival" in Dream Memories can also be directly introduced, such as tongue monsters and tanks.

However, when Yang Chen was preparing to write the pvp part of the gdd plan, he suddenly realized a very serious problem.

He took one thing for granted, according to the gameplay in his reference dream memory,

As well as the perfect situation they imagined, players need to work together to get the most perfect experience.

For example, in the zombie escape mode, some players are responsible for going to the front to unlock the puzzles and open the front door, and some are responsible for using guns in the back to stop the zombies from chasing and killing.

After the front road is opened, the zombies will be trapped in one place collectively, so that players who stay behind can also leave.

It sounds very good, but this is a very important problem. Players can't work together. Some people can stay behind and shoot zombies with guns, but there will be a lot of salted fish rushing forward together, blocking them. Afraid of walking slowly at the door.

This will lead to insufficient firepower in the rear of the palace, and then the group will be extinguished.

And if the group is destroyed frequently like this, can the player's game experience still be good?

As for voice command, then everyone is a passerby, so why should they listen to your command? Everyone is here to play games, not to be your little brother.

Looking at the gdd file in front of him, Yang Chen couldn't help but ponder.

The zombie infection mode is not bad. You can set the map so that one or two players can successfully defend a small place alone. You can also create an area that can accommodate more people, so that players can gather together to defend.

But the zombie escape mode, how to let players experience the fun, and whether zombies or humans can show off, this is a very important issue.

Show, this kind of behavior can be said to be one of the things players like to do the most.

Experts like to show, so that others can see their wonderful operations; Caipu likes to show, and wants others to think that they are a master;

No matter what level of player you are, your desire to show off will never stop. In a game that involves player-versus-player confrontation, if you can make players face the pitfalls, you can say one sentence: people Food addiction is great. That's basically the way to claim that you're more than halfway there.

How to enable players to have a good gaming experience is the biggest problem that Yang Chen needs to face at present.

Sitting in front of the computer, Yang Chen recalled the games in the dream memory world in his mind, and wanted to see if there were similar gameplays that he could refer to.

After thinking about it for about half an hour, Yang Chen shook his head and took a long breath. He couldn't think of a solution in a short time.

After a pause, Yang Chen put an exclamation mark and a question mark after the subtitle of gdd titled Losing Escape Mode.

"However, the hide-and-seek mode seems to be able to join in." Yang Chen thought of a leisure and entertainment mode in the dream world, his eyes lit up and he said to himself.

In a limited-sized map area, a small number of players play zombies, and most players can choose the corresponding model at will, and then hide.

However, this leisure and entertainment mode is not without its shortcomings, that is, as a zombie looking for people, the game experience is far higher than that of a hiding player. Even if you can't find a person, you can still have a sense of game experience.

This kind of gameplay is only hot for a while in the dream memory, and then quickly cools down, mainly because of this.

Whether the players who are hiding can also act forcefully, show off, and gain a sense of game experience is a very important element.

Yang Chen touched his chin, thinking in his heart.

"Jumping in front of you, but you can't hit me, this feeling should be liked by most players."

"There are also players who are caught and killed by zombies, not as bystanders, but also incarnate as zombies to find the remaining players; at the beginning of the game, all players cannot see other players, after hiding within a certain time limit, Only then can you see other players and prevent the possibility of being peeped at the screen and then turning into a zombie to catch people."

"Higher and more rewarding for winning humans, not just a little bit of experience, or game gold."

Referring to the gameplay mode in the dream memory, thinking from the player's point of view, Yang Chen quickly realized that some situations may occur in some games.

For this casual mode, there are bound to be players who don't want to be hiding, and are expected to send their heads to become zombies.

In this case, it is impossible to formulate punishment measures like some competitive games, after all, this does not affect the game experience of other hidden players.

And it may also be someone else's real dish, and it was found as soon as it came up?

( = )

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