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    Called Ruan Ningxue into the office, and first confirmed with the other party about the art of "Dark Soul" and the production of related resources.

    Then Chen Xu mentioned this expedition.

    "Are we going to simultaneously develop a game to participate in the expedition?" Ruan Ningxue asked curiously.

    "Simply put, it's me, it's just a matter of time for the Dark Souls side, I'll do it myself for the new game, but the art team draws two people to give me the materials, and I do the rest myself. Done." Chen Xu said.

    "Okay." Ruan Ningxue nodded.

    ………………

    And when Chen Xu was talking to Ruan Ningxue.

    The news about this expedition has also spread in the game circle.

    ‘The game department has a new expedition activity! ’

    ‘Anti-war theme, this time is not easy! ’

    'It will be World Peace Day in two months, and in recent years, there have been some domestic games about war, and there have been many claims in the society that war-themed games breed violence. This time, the game department chose anti-war as the theme. Slightly political. ’

    'It's all bullshit to say that I don't know which clowns are all day long. ’

    'Stop talking about it, they're all clowns. The game industry pays so much tax every year, and we gamers are not afraid of shadows. Let’s discuss this expedition. ’

    ‘I wonder if NetDragon and Tenghua will participate in this year’s expedition? Last year, Jian Huo Lei, a subsidiary of NetDragon, participated. ’

    'It shouldn't be that I haven't heard anything, but speaking of last year, I was more concerned about whether Chen Xu would participate. Last year's "To the Moon" was unexpected. ’

    ‘I don’t think so, isn’t he developing that PC masterpiece Dark Souls? ’

    ‘Yeah, for Nebula Games, this game should be very important. If they succeed, their platform has a high probability of becoming an exclusive platform, so guess they won’t be distracted, right? ’

    'Then I can rest assured, I'm really afraid of running into Chen Xu again anyway, and this guy is a quick shooter. This time, the development time period for the expedition is much shorter than the previous one. If he wants to participate, it will be a huge advantage. . ’

    Many game designers in the industry are discussing the news of this expedition.

    The main reason is that the time period this time is relatively short.

    And to be honest, if you just want to do war games in war-themed games, everyone knows how to do it.

    It is nothing more than to reflect the big scene of the war. As for the player's experience after that, it is not good to watch.

    But anti-war themes, this is much more difficult.

    If one is not good, it will bring players not anti-war thinking, but embarrassment.

    In this case, it can be said that it is very difficult to make an excellent anti-war game.

    ………………

    In the Nebula game office, Chen Xu was typing on the keyboard in front of him.

    On the computer screen is a design concept draft titled: Braveheart: War of the Worlds.

    There were many anti-war games in the past life.

    But unlike most anti-war games, "Braveheart: World War" developed by Ayu is a very special work.

    In terms of the size of the game, "Braveheart: World War" can be said to be very small in size.

    Because this is a 2D graffiti cartoon-style adventure puzzle game.

    Even in the whole game, the characters' lines are not too many.

    There is no depiction of cruel war scenes, it is more of a unique perspective and narrative technique to let players understand how the war is through a side of the story.

    The whole game does not have the sensory stimulation that makes players see red with a bayonet, but has the kind of emotion contained in "All Quiet on the Western Front" and "Schindler's List" that can only erupt in the most tragic and terrifying disasters.

    Of course, there is another reason to choose this game.

    That is, the size of this game is not large, and at the same time, like "To the Moon", this game can be said to be quite touching.

    Just enough to harvest a wave of players' sentimental value.

    After all, the next "Dark Soul", and the "Three Kingdoms Kill" and "Jelly Bean Man" that are currently gaining momentum are not games that can make players cry and feel sad.

    Hmm... Maybe when Black Soul goes online, the player brought tens of thousands of souls in the early stage and didn't consume it. After the first death, he died again, so there may be a lot of sadness.

    Sitting in front of the computer, Chen Xu wrote the background of the game.

    Soldiers from three different countries, a female nurse and a dog.

    The entire game is not about the impact of war from a macro perspective.

    Or the core of war.

    It just picks up ordinary people in war to tell their stories.

    It deeply depicts the tragic scene of the war and the deep suffering it brings to people.

    ………………

    Day by day, in Braveheart: World War, Chen Xu mainly dispatched two employees in charge of art resources to help.

    The rest is done by himself, the progress is neither fast nor slow, but he is not in a hurry.

    After all, there is still a long time before the expedition deadline.

    In addition to that, the combat system of "Dark Souls" has basically been completely determined.

    The rest is some minor optimization and trimming, which is not a big problem.

    It is on this level of difficulty that Qin Yi and others are a little bit uncertain about the planning of game values ​​and level BOSS design.

    At the beginning, knew that there was no difficulty setting, no minimap setting, and the monster attributes were still very high.

    Qin Yi didn't have a direct knowledge yet.

    But when it came time to design the levels on the map later, the water temperature gradually became incorrect.

    First of all, the design on the map is indeed very delicate.

    Although the map of Soul 3 is not as artistic as Soul 1, the single-scene map Soul 3 is still enough to surpass a large number of games.

    But in addition to sigh the exquisite map design.

    The traps added later, as well as the map branch for monsters.

    Qin Yi has only one feeling, that is full of malice!

    This is simply inappropriate!

    In one sentence, the world is full of danger.

    There will be some collectible elements in the game, these elements will sparkle, just tell the player to come and come, I am here waiting for you to come and collect it!

    This is nothing special, basically all RPG games, not even just RPG games, have this setting.

    But "Dark Souls" is not the same as those coquettish bitches.

    In the world of "Dark Souls", there may be a hidden monster above the things you pick up, just waiting for you to bend over to collect these elements, giving you a sudden surprise.

    In addition, in the game, there will be all kinds of monsters hiding behind dark corners and bunkers, or seeing love directly around the corner.

    At the same time, there are treasure chest monsters disguised as treasure chests in the game. When you run over happily and think you have found a treasure chest, they are directly swallowed by them.

    Not to mention the complicated death mechanisms on some scene maps.

    Even on the branch of the road ahead in the early stage of the game, there will be some enemies that are far more powerful than the mobs, so powerful that if the player has not figured out a basic gameplay of the game.

    It's a death to meet!

    In addition, there is another setting in the game, that is, the currency used for upgrading and shopping in the game will explode in half after death.

    If it is not picked up before, it will disappear directly after death again, and there is a refresh mechanism for monsters.

    Although it was just a design concept plan without a complete implementation, Qin Yi had already made up the picture of the game at that time just by looking at it.

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