Chapter 456: Just die a few more times

As the project of "Soul of Darkness" was confirmed, the entire team began to develop in an orderly manner, and the "Legend of Zelda: Breath of the Wild" was slowly building a large map of Hailaru. The main difficulty of Dark Soul is also on the map.

Instead, it is the art material. The entire team already has some experience. At the beginning, when facing the various requirements mentioned by Yang Chen, the team will be dumbfounded.

But after several games have been made, the whole team can almost understand what Yang Chen wants to express.

As for the above story, it is still the same as before. The big template Yang Chen came by himself, and the remaining details are added by the editing team for subsequent retouching and modification.

Moreover, in terms of the various gorgeous fighting techniques of the characters in "Wolf: Shadows Die Twice", the action of "Dark Soul" is obviously more ``practical''.

For example, block, roll, backstab, and cut again. This is not the same style as the slightly gorgeous battle in "Wolf: Shadows Die Twice."

But for the map design team of the game team, it seems a bit difficult.

The three-dimensional connected big map, there is no place in the game that cannot be reached on foot, and even occasionally players will find some amazing shortcuts.

For example, here can even get there.

And compared to other games, the "Dark Soul" has canceled the design of the mini map.

In other games, when players are playing games, they usually don't notice the sentence with hints in the mission description, such as "there are huge footprints by the river" or "the village at night is quiet and strange".

Anyway, as long as you follow the task guidance on the mini map and the system guides the route, you can just run.

This type appeared in online games from the earliest. Later, it was promoted in page games, and then became the standard of mobile games.

Even to complete a task, as a player, you only need to perform two steps.

Take the task, complete the task, the middle series, the system will take you to complete automatically.

Including the later stand-alone games, including the 3A masterpiece, this design is also very rare.

But in "Dark Soul", Yang Chen wants to bring a more realistic Rodland to the player.

There is no navigation, no compass, and no small map guidance. Players need to "look for the way" from the NPC's prompts and admonitions. Of course, this is not really a little help. For example, the game is unique. People mode.

In the game, there will be admonishments left by players in certain parts of the level, as well as spells that call for support. Players help each other, but they do not know who the other is, and witness other undead in the game. trace.

"Mr. Yang! This map design is too rough!"

Looking at the map design plan given by Yang Chen, everyone was surprised.

If traditional map design is used, all kinds of small map compasses and route guidance treat the player as a chick, and care for the students fearing that they will not find their way home.

So, the map design scheme of "Dark Soul" given by Yang Chen can be described as a hidden murder everywhere.

Throw it directly from the cliff, can't fly? He fell dead; can't find his way home? Then don't go home.

If this is the first time to develop such a game, Yang Chen will not directly come up and choose such a hard-core "Dark Soul", but just like "Wolf: Shadows Die Twice", first come to two abuses A tireless mini-game that trains the minds of players, but with the success of "Wolf: Shadows Die Twice", there have already been many players who have shaken M like this type of game.

Therefore, Yang Chen dared to throw out the big move of "Dark Soul" without hesitation. Of course, Yang Chen thought that he still listened to his conscience. At least he did not directly release the original "Dark Soul".

However, although the map design scheme is a simple and rough treatment of players, it does not really give players any tips and let them explore for themselves.

The actual map will still give some simple tips and take care of the player's place, but this requires players to pay attention to it, use keen observation to discover, and read.

Otherwise, just die a few more times.

…………

However, compared to the "Dark Souls" map project team, I feel the existence of a bag. In addition, "The Legend of Zelda: Breath of the Wild" project team's map design team is extremely excited.

It is also a map design, but in "The Legend of Zelda: Breath of the Wild", it is another scene. After all, this is not a game that makes players feel suffering. It is to let players have a constant It's a novelty, and it is also a game in the open world.

The most important factor in the game is the "temple", and this is also the main core gameplay in "The Legend of Zelda: Breath of the Wild". Each temple has a variety of ingenious designs that require Players use the unique props in their hands to decrypt and clear customs.

In addition, the map design of "Legend of Zelda: Breath of the Wild" in the game fully utilizes the principle of the lighthouse effect.

Limited by the function of the switch, Yang Chen cannot extend the horizon of the game indefinitely, because the function cannot afford it.

Therefore, scenes over a certain distance will be blurred into the texture.

However, in the game, no matter how far apart, the watchtower must be clearly visible, and the player is guided by the watchtower to one map after another.

The strange stones nearby, the landmarks attract you as a player to find out; the distant mountains and the rising smoke, these conspicuous things make you constantly curious, and thus have a heart for exploration.

Not from the perspective of the game From the perspective of map design, if you have to evaluate it, you can say that "The Legend of Zelda: Breath of the Wild" and "Soul of Darkness" are completely going to two extremes. But each has its own beauty.

The charm of "Dark Soul" is to make you die a few more times.

After returning to his office from the studio, Wang Yaliang, who tied the handle of the switch to the steel egg claws and forced it to "play" "Dancing Full", leaned on the chair and Yang Chen stretched his lazy waist. A mobile phone was pulled out of the pocket and a new update was released.

Add the video of the film "Wolf: Shadows Die Twice", which constantly breaks through self-improvement, and add a paragraph.

‘Continue to break through ourselves, continue to explore the unknown, the fire will go out, but the king is gone, a story about fire, a brand new journey, the new work “Dark Soul” is under development, so stay tuned’

After writing, Yang Chen contentedly sent out the content with satisfaction.

GDD has been completed and the team has been assembled. Although each department has created a new folder, development is development.