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Chapter 373: Clever Design

 In the next few days, Wang Jian sorted out the plot of "Abandoned City Story".

  This game is very old at first glance, and the plot is not new, even a bit old-fashioned.

  But it is like those ancient myths, grand and grand, with a long lasting appeal.

  Through various dictionaries, the narration between the lines of the NPC, and the dialogues of the characters, the game's amazing and perfect grand worldview is displayed, making people feel like reading an epic of civilization that was once splendid and now buried deep in the ground. The more you understand, the more shocked you feel.

  The reason why the classics can endure for a long time is because they have a charm that transcends the times and will not fade.

  ...

  in the conference room.

  Wang Jian planned to the following tool people: "This time we will develop an RPG game called "Abandoned City Story"."

  He drew a circle on the whiteboard: "On the border of the Principality of Ness, there is a A small town called Holm Town. And our protagonist lives in this town." The

  planners listened carefully.

  Wang Jian continued: "When you first entered the game, you can choose the origin of the protagonist, namely the eldest son of a knight, the abandoned son of a thief, a disciple of a sage, and an orphan of a temple.

  The four different origins correspond to knights respectively. , thief, mage, priest 4 occupations, which also have an impact on the subsequent plot tasks. However, no matter what the protagonist's background is, there is a common secret identity behind it, which is also the key to promoting the game, although the protagonist himself knows nothing about it. "

  What is the identity of the protagonist?" Leghair Planning couldn't help but ask.

  Wang Jian smiled: "The detailed plot will not be finished in a while. For more information, you can go back and read the information I sent you. Today, I mainly talk about the game mechanics."

  He drew next to the circle again . Some wavy lines, representing forests.

  "That's why, one day, the protagonist felt an inexplicable call, came to the forest outside the town, and found the entrance to the underground cave. This is the scene at the beginning of the game."

  Wang Jian introduced the previous key plot, Then I drew a rough map of the underground cave on the whiteboard. Although it was relatively simple, everyone could understand it.

  "This is the underground cave that the protagonist first discovered. In ordinary games, characters can be seen directly when they move up, down, left, and right on the map.

  But this game of "Waste City Story" is different, it is set on the map in advance There are some event points, when the cursor moves to the event point, press the decision key, the corresponding event can be triggered, and the player can understand the current state through the narration."

  Seeing that everyone seems to understand, Wang Jian gave an example to explain : "For example, at the event point here at the entrance, when my cursor moves over and presses the decision key, the narration will display: You entered the cave, followed the narrow steep slope all the way down, entered the crack in the ground and moved forward, and finally Entering an open space."

  This example was instantly understood by everyone.

  "How does it feel similar to the previous MUD games."

  "It's really a bit retro..."

  MUD, originally referred to as a multi-user maze, is a multiplayer real-time virtual world, usually based on text descriptions.

  The player plays a role in the virtual world, the system outputs a short text describing the scene where the player is located, and the player interacts with it by entering commands.

  For example: <You come to a clearing in the forest, there is a big tree in the east, and a thick rope hangs down from the tree. Far north of you there is a smoke rising from the kitchen.The obvious exits here are south and north. >

  If the player enters gonorth (moving north), the system will output the scene where the character's new position is located after processing, and the prompt symbol for accepting the next command... This cycle of the game.

  The planning of the fat house has some feelings: "In those RPG games in the past, it often took a minute or two to run a map, which is not the time to fight. If you travel long distances and time is wasted on running maps, it will be very difficult. Boring.

  I played a game before and received a letter delivery mission to send the letter to a remote town, and the nearby teleportation array hadn't been lit, and it took me half an hour to go around the map. I almost vomit. Like this kind of design, there will be no such situation."

  Bailiao thought for a moment, then said: "The advantage of this design is that some unimportant processes are ignored, and the movement of characters is based on event points. Instead, the focus is shifted to the plot. Through the description of the narration and the map scene, it is as if reading a fantasy novel with illustrations, leaving the player to make up the specific picture by himself. In fact, it can be regarded as an enhanced version of the text adventure game. ."

  Wang Jian smiled slightly: "Not bad."

  In fact, he guessed that the reason for the design of "Waste City Story" is to save energy and show more content with less functions.

  Out of curiosity, Wang Jian spent 10 points and the system to understand the production background of "Abandoned City Story".

  It turned out that such a wonderful game was made by one person!

  The size of the entire game is only 32MB, but it contains extremely grand content. It can be said that although the sparrow is small, it has all the internal organs.

  This way of adding event points to the map not only saves resources, but also gives the game a unique interest and charm is a genius.

  In fact, in the history of games, there are many genius-like designs.

  For example, a cold knowledge obtained by Wang Jian through a smart cat doll before.

  In the game "Pac-Man", there are 4 ghosts of different colors chasing Pac-Man. Xiaohong's logic is the most simple, she is chasing after Pac-Man, while Xiaofan tries to get ahead, aiming at the position 4 squares in front of Pac-Man.

  Xiaolan's goal is very special. It leads a line from Xiaohong, passes through the second grid in front of Pac-Man, and extends to the position of the same length as Xiaohong.

  The shy little orange chases Pac-Man, but as long as it enters the 8-square radiation area of ​​Pac-Man, it will run away shyly, hide to the lower left corner, and wait until it leaves the area before chasing.

  It doesn't need much advanced AI, just through this simple design, the ghosts are as magical as if they were alive, and they also know how to use their own wisdom to cooperate in combat, and to chase and intercept Pac-Man from all angles.

  Wang Jian doesn't need to save resources now. There is a production team, let alone 32MB, it is no problem to make 32G. But he still intends to retain this feature of "Waste City Story", but in some places, it can be improved.

  The original battle scene in the game is just a static monster screen. The avatars of the players' team characters are below, and then there are options such as attacking and escaping props.

  When a person with a hammer weapon attacks a monster, it will make a dull blunt strike sound, and a small hammer will be displayed on the monster's head.

  Like this kind of part, it can be made into a 2d battle, and it can be made more gorgeous.