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Home > Fantasy > Almighty Game Designer > Chapter 568

Chapter 568

Words:1610Update:22/06/20 13:07:23

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However, there was at least one thing that everyone was very clear about. From the CG, this game was basically a Chinese style game. The heroes in it were also mainly Chinese heroes.

This surprised many players, as the majority of mobile MOBAs in China were still mainly Western fantasy heroes.

Speaking of which, this also had something to do with League of Legends. In the parallel world, most MOBA players came from League of Legends, and the hero design of League of Legends itself was very likable. Therefore, these mobile games unknowingly imitated this style.

Moreover, for most video game designers, changing MOBAs to a Chinese style was risky, as they didn't know if the players would accept it.

Chen Mo's change wasn't exactly bold, but it did make many players' eyes light up.

After watching so many Western fantasy games, it wasn't a bad idea to try a Chinese style once in a while!

Since it was Chinese heroes, who were the people in the cinematics?

The players entered the game with questions in their minds.



Zhang Bei was playing as well. After watching the cinematics, he was both shocked and envious.

Although the mobile version of Ancient Calamity was quite expensive, it was impossible to make a cinematics like this. After all, the investment was too high, and Emperor Dynasty Entertainment wouldn't agree to it.

Although Zhang Bei was the chief designer of the entire project, he was still under the control of the higher-ups. He couldn't be like Chen Mo, who could do whatever he wanted with the game and spend the money as he pleased, without any qualms.

Zhang Bei could only sigh. There was no point in being envious, Chen Mo couldn't do what he wanted …

After entering the game, they went straight into the tutorial.

In fact, if players had already gone through the tutorial in other servers, then creating a character in the new server would automatically skip the tutorial.

However, as Kings of Glory had just been released, everyone had to go through the tutorial before they could play the game.

First, there were a few simple instructions, telling the players that the story took place in a fictional continent, and that the players would summon heroes to battle.

Obviously, this was similar to the tutorial in LoL, and other mobile MOBAs did the same.

What Zhang Bei cared about was how the game was going to be played.

The instructions were simple at the start, just moving, attacking, casting skills, killing heroes, buying equipment, and recovering health. To Zhang Bei, these were all very common designs. There was nothing worth mentioning.

Zhang Bei's hero was Arthur, and Arthur's skills were basically the same as Garen's in League of Legends. However, it might be stronger than Garen's, as it had two movement skills that were more useful.

Zhang Bei was a little disappointed because he didn't see any good changes in Arthur's control. He just had to click and click.

Could it be that Chen Mo said he wanted to change the way skills were cast, but in the end, he still made a very average system? Zhang Bei was a little suspicious.

However, Zhang Bei still found something valuable, which was the layout of the entire game interface.

On the bottom left was the virtual joystick, and on the bottom right were the attack and skill buttons.

The minimap was moved to the upper left corner. After expanding the minimap, one could send a signal from it.

The scoring panel, the shop, and the share button were well placed in the empty space of the interface, and the layout was relatively reasonable.

Moreover, there were three smaller buttons on the rightmost side. They were Attack, Retreat, and Assemble. They could be used to quickly send messages to teammates.

Zhang Bei was also very surprised. Obviously, this was a very good design. Although the interface of the mobile game needed to be as few as possible, these three buttons were still very important.

After all, in MOBA games, you needed to coordinate with your teammates at all times. In mobile games, you also needed to quickly make your teammates understand your intentions. Although these three buttons were small, they were very useful.

After going through the most basic explanation of the operating system, it was followed by PVP and combat training.

However, Zhang Bei highly suspected that the enemies he faced during combat training were computers as well, as he was having too much fun killing them …

He randomly chose an archer hero, and all of his opponents just kept charging forward. Zhang Bei's final score was 10-0-3, basically crushing the entire field.

Moreover, Zhang Bei also noticed a few unique features of the game during the battle.

First of all, the pace of the game was very fast.

If a battle was going smoothly, it could end in ten minutes, and the earliest one could surrender was six minutes.

Players fought fiercely from the moment they came online, killing and exhausting each other. Moreover, because the number of skills was reduced to three, players at level four could use their ultimate skills to wreak havoc.

At the same time, because the size of the map had shrunk, the movement speed of the heroes had increased, and the number of displacement skills had increased, causing the pace of the game to increase.

Secondly, equipment could be purchased anywhere on the map, and there was no need to return to the fountain.

This seemed like a relatively risky change, but after playing for a while, Zhang Bei felt that this design was very good!

Being able to purchase equipment at any time, anywhere, and turning one's financial advantage into an advantage in equipment was very important in a fast-paced game like this.

This also meant that the snowball effect would become much easier, as there was no longer a need to worry about whether to go home or not. There would not be the situation of having a huge amount of savings, but not being able to replenish equipment in time, and being killed by the enemy. Some of the stronger physical heroes could even avoid going home.

Moreover, Zhang Bei could feel that the mechanics of the map should have undergone some changes, including the respawn time of the monsters, the speed of the minions, and the role of the various epic monsters. All of these were slightly different from LoL.

Even the HP of the defense towers had been reduced. In LoL, the time when a defense tower was destroyed was actually very late, but in Kings of Glory, if the defense tower was not in a state of defense, it would even be destroyed when the hero was at level two or three.

All of these settings actually pointed to one result, and that was that the pace of the game had been greatly accelerated.

It was common for League of Legends to go on for more than half an hour, or even forty to fifty minutes, but it would never happen in Kings of Glory.

In Kings of Glory, the standard game time was basically 15 minutes, and the game could be played in six minutes. There were very few games that dragged on for more than 30 minutes.

In other words, in terms of game time, this game was very suitable for mobile games.

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