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Home > Fantasy > Almighty Game Designer > Chapter 522

Chapter 522

Words:1583Update:22/06/20 13:07:12

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Chen Mo's series of adjustments made Qian Kun's head hurt.

Didn't he say that the difficulty was going to be lowered? Didn't he just raise the difficulty?

Qian Kun shuddered at the design of the levels. If he had to describe it in one sentence, it would be that Chen Mo's evil intentions were hidden everywhere in the levels …

The mobs in Dark Souls had the following characteristics.

First, where you could see temptation, there would definitely be a trap.

For example, if you saw a glowing item or a fresh chrysanthemum, there would definitely be monsters waiting to ambush you if you looked to the left, right, or top.

Second, if you felt like you couldn't beat the enemy, then you really couldn't.

For example, if you suddenly saw an awe-inspiring knight, or a fatty that shook the earth as he walked, or an awesome fire-breathing dragon, then you would be able to imagine what would happen.

Your first reaction would be, "Damn, how can I beat such a powerful enemy?" But in order to clear the level, you had no choice but to give it a try. He was still hoping for a fluke in his heart. Maybe it just looked cool?

Then you would try and realize, "Yep, I really can't beat it!"

In the early stages of Dark Souls, there were many places where you obviously couldn't beat an enemy. Of course, if you were skilled, liked playing Contra, and were stubborn enough to try, it wasn't impossible to win, but it would take a lot of effort.

This kind of monster was supposed to be pushed to the next part of the map, and it would be more suitable to fight it after it became stronger.

Many players were dumbfounded when they first came into contact with this kind of level design.

Why? According to the flow, I shouldn't have met such a powerful monster!

But that was the truth. In Dark Souls, you wouldn't always encounter evenly matched enemies just because you followed the flow of the game.

Third, most of the more difficult levels had an easy way to clear them, such as killing enemies in the terrain.

But new players wouldn't be able to find it.

To put it simply, the level design of Dark Souls was extremely evil. There were a lot of seemingly unreasonable arrangements and insane traps. If you were to think of this game as a normal game, you would definitely be tricked so badly that your mother wouldn't recognize you.

However, if you carefully studied the checkpoint design of Dark Souls, got used to this way of thinking, and tried all kinds of methods, you would find that every seemingly difficult checkpoint had a relatively easy way to clear it, allowing many players who were not good at it to clear it.

Of course, this was the charm of Dark Souls' level design. However, this charm was hidden deep, and most people couldn't see it at first glance.

For Qian Kun, although he had done a lot of level design, the level design concept of "Dark Souls" had completely subverted his previous thinking.

His first reaction was that the game looked really f * cking difficult!

In this regard, he was helpless. The players could only pray for themselves …



Apart from developing Dark Souls, Chen Mo had other things to do.

The World One University classes were still going on. After seeing the performance of the new handheld console, Chen Mo's doubters all shut up.

Although this handheld was still far from being able to compete with mobile phones, everyone could see that this handheld still had room for development.

In addition, more than twenty indie games had been ported to the Switch platform.

Players could download these indie games directly from the Switch platform. Indie games that required more storage could also be purchased from the official website.

Currently, the indie games that had been ported to the handheld were mainly mobile and PC games. The designers of the original games were very proactive, as porting to the handheld wasn't a particularly troublesome task for them, as there wasn't much work at all.

They could simply make some changes and they would have another platform to sell their games on. Moreover, the competition on the handheld platform was not fierce at all. As long as the quality of the games was slightly better, they would be able to sell well.

Moreover, the Switch platform could perfectly support mobile games. Some PC games that couldn't run on mobile phones could run without any pressure after some optimization.

Some players were even calling for Chen Mo to port League of Legends to the Switch platform as soon as possible, so that everyone could play LOL without doing anything.

To this, Chen Mo replied enthusiastically, "Go play!

Don't think I can't tell that you're trying to find an excuse to screw over your teammates, and blame it on me! "

There were MOBAs for mobile devices, but League of Legends wasn't suitable for it. It was mainly because of the controls. Many of the settings and abilities in League of Legends weren't suitable for mobile phones or handheld devices.

This involved the basic rules of the game, the abilities of heroes, and so on. If it was completely changed, it would be completely different from the PC version of League of Legends. The handheld and PC versions wouldn't be able to connect to each other, as the mechanics were different.

If that was the case, it would be no different from two different games …

However, some PC games, such as first person adventure games, could be ported to the handheld platform, allowing many players to realize their dream of playing games while lying down.

The handheld had many buttons, and it supported motion sensing. The controls were also very well developed. Therefore, many designers saw the potential of this new handheld, and the enthusiasm for developing exclusive handheld games grew.



In the lobby on the first floor of the experience store.

There was an extra large LCD TV on the wall. Chen Mo had no choice but to add it after the strong demands of the players.

According to Chen Mo's original plan, there would be bookshelves next to the sofa in the living room. There would be many books on the bookshelves for the players to read. However, he had overestimated the desire of modern people to learn.

In reality, apart from Chen Mo flipping through the bookshelves, most players weren't interested in the books.

They wanted something like a TV, a modern multimedia device.

In layman's terms, they wanted pictures and sound …

This was a pain in the ass for Chen Mo, as the sound of the TV would disturb him a little when he was reading in the living room. But on second thought, even without the sound of the TV, the living room wouldn't be quiet with so many people, making it unsuitable for reading.

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