In fact, for Chen Mo, the previous 1.6GB of resources is quite a lot. For mobile games, it can be used.
There are two uses for resource quotas, one is to download shared art and music resources.
Of course, this designer who is basically just getting started will use it. Later, these resources can only be used as alternative resources. In order to improve the quality of the game, the art and music resources are basically remade.
Another use is to use the editor to generate rules and game infrastructure, taking up program capacity.
Like "My name is MT", the rules are very simple. The editor's program is probably only less than 30M, which is basically negligible.
Chen Mo’s previous focus was on the mobile game, so he basically didn’t care about it.
However, if you want to develop particularly complex strategy classes, real-time strategy games, or moba games, their rules are particularly complex, then the editor's program will take up a lot of resources.
Chen Mo wants to use a 1.6GB resource quota to make a real-time strategy game, it is still a bit tight, and now it has been upgraded to 5GB, which is very comfortable.
Next, there are a bunch of special items left.
Memory playback syrup must be kept, this thing is not too much for Chen Mo.
As for the responsive injection and the hand-speed lifting syrup... Although it seems that there is no egg, it is used together, and it is permanent.
It will be useful at least when playing games later.
All used up, Chen Mo did not feel that he has changed.
"Oh, let's do this first."
Chen Mo took a break and sat in front of the computer to start writing design documents for the new game.
......
With money and users, Chen Mo is going to be a word of mouth.
Just like through the "Plants vs. Zombies" into the field of mobile games, Chen Mo also needs a good and good game to enter the PC field.
Before, Chen Mo hesitated between RTS games and MOBA games, not thinking about which one to do.
In the long run, MOBA games can be said to be once and for all. If you give "League of Legends", at least Chen Mo can lay down and make money in six or seven years.
The real-time strategy game, the experience of past life, must be rubbed by MOBA games, and will go downhill sooner or later.
However, after investigating the PC-side game market in the parallel world, Chen Mo decided to make a real-time strategy game, which was also produced by previous Blizzard: Warcraft.
First of all, in terms of production difficulty, MOBA games are higher than RTS. Because there are a lot of numerical balance and hero mechanism problems in MOBA games, sometimes many problems are caused by the whole body. It may change the life of the game if the version changes are not good.
Although RTS also requires numerical balance, it is relatively easy because the mechanism is not as complicated as MOBA games.
Secondly, from the perspective of game promotion, players in this world have not been exposed to MOBA, but are very familiar with RTS. If Chen Mo wants to promote MOBA games, the start may be slower.
There is also the need for Chen Mo to use the contents of the "Azeroth Universe" as soon as possible. The faster these settings form the game, the higher the level of recognition of the players, the faster the spread of the game culture. .
Therefore, considering it in a comprehensive way, Chen Mo decided to do "Warcraft" first. Otherwise, when the MOBA game is made, there is no point in doing RTS.
......
Next, it is the big framework planning.
In a strict sense, Warcraft is a series of games, "Human and Orc", "The Tide of Darkness", "The Gate of Darkness", "The Rule of Chaos", "The Throne of the Ice", although these are called " Warcraft, but the difference is great.
Aside from the progress of the plot, let's not talk about it. From the game mechanics, there are some differences in the versions.
Like "Warcraft 2", Blizzard really formed its own style, Blizzard operating system (left button selection, right-click attack mobile) was established. The "fog of war" model has also begun to be widely promoted into real-time strategy games.
In "Warcraft 3", the introduction of "hero" has become a subversive setting, which perfectly balances the team spirit and personal charm, and greatly enhances the strategic and ornamental nature of RTS.
In the version of "The Frozen Throne", the balance of "Warcraft 3" has been constantly adjusted, and the plot has reached its peak, which makes Warcraft a timeless classic game.
For Chen Mo, the detour that has already passed does not have to go, he is ready to skip the previous stage and develop "Warcraft 3".
In the story of "The Frozen Throne", Azeroth's two most popular tragic heroes: Illidan and Arthas, as the two protagonists, finally battled against the Frozen Throne, pushing the plot of the entire Azeroth world. On the peak, and a large number of players into the pit "World of Warcraft", or to further understand the history of Warcraft, it is out of love for these two heroes.
As for the previous plot, Chen Mo intends to integrate all the wonderful plots in The Rule of Chaos. In this way, Chen Mo's version is actually a two-in-one version of "The Rule of Chaos" and "The Frozen Throne."
As for the others, including "The Tide of Darkness", "The Gate of Darkness", etc., if the player's voice is high, it can be added as a DLC.
......
In Chen Mo's planning, the design outline of Warcraft is divided into six aspects, namely, basic rules, combat mechanisms, ethnic architecture and arms settings, plot related, map checkpoints, and networking mechanisms.
There is a lot of content, and Chen Mo did not plan to finish it soon. After roughly writing the design concept and innovation of Warcraft, Chen Mo went downstairs.
Qian Qiang just joined the job yesterday and sat next to Zheng Hongyu.
And Zheng Hongyi and Su Yuyu are playing the "Leagues Conquest" while trying to write a research report on real-time strategy games.
“Is the research report written?” Chen Mo asked.
Zheng Hongyu said: "Almost."
Su Yuyu said with some enthusiasm: "Write... well."
Chen Mo nodded: "That's it, you got it, you keep it yourself, I won't watch it."
Zheng Hongwei and Su Yuyu: "???"
Su Yuyu is speechless: "The manager, you don't look at it, let us write something?"
Chen Mo said: "If I don't let you write a research report, can you seriously play it? Besides, your research report must be written in a bad way, and you don't know it."
Zheng Hongyu and Su Yuyu: "..."
Chen Mo said: "Okay, the new game development plan is already there. Come to the conference room and talk to you."
Four people sat down in the conference room, and Chen Mo distributed the printed "Warcraft Design Concept Draft" to everyone.
Zheng Hongjun was surprised: "Wow, the manager, are you finally going to be Azeroth?!"
Su Yuyu said: "The real-time strategy class! Hey, it looks like this is a big work! But, can you do it..."
Qian Qian touched his chin: "It’s not a pit game, it’s a pity..."
Chen Mo is speechless, this dead child, how do you think about doing pit games every day?