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    After the meeting, Chen Xu also returned to the office and carefully refined the game design draft in more detail.

    Different from other rts types, the races, arms, and building attributes in "Warcraft" are all different.

    There are corresponding detailed values, this one is still more complicated.

    And these contents are the core of "Warcraft".

    Different races have their own characteristics and also have their own positioning.

    For example, buildings such as the night elves and the ancient war trees, in addition to being able to produce troops, can also stand up to move and attack.

    Therefore, under normal circumstances, the night elves will place the ancient war tree (barracks) next to the neutral monsters, and then wait for the starting hero to come out, and cooperate with the ancient war tree to quickly upgrade to 2 levels.

    The same is true for the human race. The main city of the human race can turn farmers into militiamen. In the early stage, the human race can use the militia to quickly divide mines and level up.

    In addition to the different characteristics of the starting heroes, there are countless tactical ways to play.

    For example, the first swordsman of the Orcs can use the wind step to harass the enemy's peasants, follow the online team and grab the treasures dropped by the monsters when the opponent beats the monsters to the residual blood, and use all the early economy to buy neutral shops. The attribute equipment will pull the Juggernaut's combat power to the highest level.

    When the Terran had a neutral tavern against the Orcs, they abandoned the advantage of mining and tried their best to level up the starting Archmage. At the third level, they bought two copies of the Beastmaster and used porcupines to harass them. Bring the group healing scrolls, militia and mini towers, and proceed. After the first wave of attacks, use the group healing scrolls in the wizard and human shops to quickly supply, and after the wizard has a certain amount, bring the militia and mini towers to build the arrow tower. Take the Orcs directly.

    Racial characteristics, architectural characteristics, and hero matching are the core points that differentiate "Warcraft" from other RTS games.

    At the same time, if the scene is divided into attack type, armor type, including a skill of each arm, and related values, it is very complicated.

    Just one attack type, in "Warcraft", it is divided into ordinary, piercing, hero, chaos, siege, magic, etc. At the same time, the armor is also divided into light, medium, heavy, enhanced and hero and no armor, the total Twelve species.

    For the damage model, Chen Xu has already asked Qin Yi to start making it.

    Twelve different types and damage calculation ratios will be built first, and the classification of monsters will be involved later.

    As for Ruan Ningxue and Yang Xin, they are working on the production of the art content in "Warcraft".

    The main characters in the game, such as Arthas, Illidan, Tyrande, Sylvanas, Jaina, are naturally handled by Chen Xu himself.

    If you only look at the models of these characters in the game, it is really appalling from the current point of view.

    But if you only look at the original concept painting, no matter what period it is, it will definitely be first-class.

    But there are more than just these main characters in the game.

    Ordinary arms, such as human soldiers, orc soldiers, and undead ghouls, all need to be produced by art.

    In addition to this, it is the interaction between the operation of the game and the ui.

    This piece needs a lot of changes.

    Although the game design concept of "Warcraft" is unquestionable, after all, limited by the technical reasons of the previous life, the content of this part can be said to be quite anti-human, even unscientific.

    Among them, the interactive experience of players is one of them.

    In the previous life, "Warcraft" does not support player customization.

    For example, items in the hero item bar need to be used with the numeric keys of the keypad.

    This design is mainly because there is a formation function in "Warcraft", and the number keys on the letter keys are reserved for formations.

    Therefore, the tool bar can only be used with the small keyboard.

    But for most ordinary players, this design is actually quite awkward.

    Especially some rookie players.

    formation?

    What do I want to do in a formation, the mouse is in such a basket, then I go over with my eyes closed, and I'll be done with one hero with all my heart.

    In addition, there are related font bugs. When the map resources and time of a game are too much, there will be an error that the font becomes garbled.

    These were all limited by the game development technology at that time, and now Chen Xu naturally has to do it more seriously, correct these shortcomings, and make the whole game more perfect.

    As for the plot of the game, Chen Xu has not done it for the time being, because this part is not very urgent.

    In addition, there is a very important direction, and it is also one of the greatest designs in "Warcraft".

    It is also the design that the previous "Warcraft" can endure for a long time, and even after more than ten years, countless players are still immersed in it.

    That's the map editor for Warcraft.

    To describe it in one sentence, "Warcraft" is a masterpiece of rts.

    The map editor of "Warcraft" gives "Warcraft" more possibilities.

    Many players contact "Warcraft" not even from the plot, campaign and rts gameplay.

    Instead, got into the pit from an interesting rpg map.

    Guarding the sword pavilion, guarding Athena, fantasy Cao Cao's biography, the rich world, the Great Escape from the Pyramids, the catastrophe in the Western world, the police to catch the thief, the troll and the elves, the rabbit and sheep war, the invincible human race, the war of the soldiers...

    It even gave birth to classic games such as "dota", especially "dota". It can be said that the moba era in the previous life and later is inseparable from this game.

    The glass slag of the previous life created the map editor, which actually originated from the creativity in "StarCraft", but it was not very perfect, and it was very complicated. It was not until "Warcraft 3" that the map editor was relatively sound.

    But it's just a small addition to the content of "Warcraft", and even the glass slag doesn't realize how great it is.

    That's why there was a later dispute with Ice Frog over Dota's copyright.

    Knowing these contents, Chen Xu will naturally not despise the map editor in Warcraft.

    But want to do best to make it more perfect.

    After all, in the previous life, with the development of the times, the map editor of "Warcraft" was actually changed by the folk god players several times, adding some more content.

    In addition to the heroes, arms, buildings and other elements in the game and the content of each attribute.

    Also includes a shaping of the game map.

    Forests, water surfaces, rocks, in addition to the weather and time settings in the game, and the time factor will also lead to a state of neutral monsters, waking up or sleeping, including a visual field of view in the game, both day and night. is different.

    However, compared to the map editor in his previous life, Chen Xu still felt too complicated.

    Because the map editor of the previous life, although very powerful, can be used in map production, but it still needs a certain code base and so on.

    For Chen Xu, with the parallel world technology, it is completely possible to achieve a more open design.

    If you want to make more complex and interesting maps, you have to open higher port permissions to folk masters.

    For some ordinary players, they can also use the map editor of "Warcraft" to make simple defensive maps based on the design of their own game mechanics.

    Just like the opening of mods in "Jelly Bean Man", "Naughty Kitchen" and "Minecraft".

    Let more ordinary players ponder a little to create a variety of interesting maps, and even why can't the map editor be a part of the game's gameplay?

    For example, a variety of maps are placed in the same community for classification, and players can like the producers by playing the corresponding maps.

    Make it an open community like Minecraft.

    Unlike the official platform that was represented by the pig farm in the previous life, the quality of the remake is the reason for the glass slag, but why the war3 official platform in the previous life has also become a tool for making money, and more and more rpg maps are like page games. Same?

    In the final analysis, it is the reason for the commercialization of the platform. There are indeed many map players who choose to share for free or voluntarily because of their feelings.

    However, the map community of war3 does not have a good environment like mc. Your map will not be displayed directly without adding the mall platform. Even if the platform thinks that the map is not profitable, it will not even give you a review.

    Therefore, it is inevitable to create a good community environment.

    But for Chen Xu, this piece of Nebula game is already experienced.

    Of course, one must pay attention to the platform review. Like the "Seven Dwarfs and Snow White", "Guardian Athena's macho version", "Xiangxiang Princess", a map that excites LSPs, makes it disappear in the parallel world In it.

    Well... at least the official player will definitely not be able to find it.

    Sitting in the office, Chen Xu thought about some directions that can be optimized and improved in "Warcraft".

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