Chapter 234 - Time for Boss Pei to Perform? (1/2)
August 18th, Wednesday…
Repent and be Saved’s demo was ready.
The so-called demo was the ‘demonstration’, ‘display’, and ‘sampling’ of the game and could be called the beta version of it.
For a game like Repent and be Saved, as long as the character modeling, actions, and fighting systems, etc. were or more or less complete; just adding a few scenes to it would result in the creation of a beta version.
Normally, tweaking the beta version and continuing the art resource development would happen in tandem. While the new scenes, monsters, and settings were being created and beautified; characters’ movements, battling, and other details could be enhanced as well. This way, the development of the game could be sped up.
Boss Pei’s office…
Li Yada was tweaking the game on Pei Qian’s computer. Once he confirmed that the system design specifications were accurate and the modifications were complete, he was going to let Boss Pei have a go at the game.
Pei Qian was standing at a side, watching Li Yada modify the game’s specifications.
Action-based games’ production threshold was extremely high.
Why were some domestically-produced games’ battling actions pathetic and unbearable to players while some foreign AAA major blockbusters could make people feel immersed and pleased to play?
This all depended on one thing: details.
For example, if a character was holding a dagger, a straight sword, a huge hammer, or other types of weapons; the movements and actions would definitely be different. Much attention needed to be placed on every single frame of movement.
Of course, seizing onto the specific actions would help; however, this also required some modifications.
Once a single frame was slightly off, crooked, too fast or slow; players would not get a sense of satisfaction from the game.
Besides this, using different weapons to attack an enemy would result in a different response from the enemy. The damage caused to the surroundings also had to be taken into account.
For example, a huge difference would be present between using a dagger or a huge hammer to attack an enemy. The impact of the attack and the opponent’s minute response would be very different. If a huge hammer smashed onto a monster and it did not flinch, players would feel that the ‘impact was very unrealistic and poor’.
Hence, adjusting the appropriate impact was an artistic flair and a physical exercise.
However, all these problems could be solved using money.
Repent and be Saved had used the best action template and schematics; the best 3D arts on the website for resources had also been used and slightly modified. Hence, the actions within the game were very smooth and were distinctly better and different from ordinary domestically-produced games.
To put it plainly, it all came down to money.
Naturally, as adjusting movements and motions was an artistic matter, Li Yada had not intervened. However, when it came to modifying the system design and specifications, that was Li Yada’s time to shine.
For example: when players used different weapons to hack at a monster, how much blood should it lose? How many hacks would kill the monster? Different types of attacks would result in different impacts on monsters; how much blood should each one cost? How much exactly?
These were all issues pertaining to the system design.
Although similar AAA productions that had immersive gameplays would also use all sorts of UI to represent one’s health bar, these similarly also needed specific system designs behind them. These pieces of information had all been hidden during gameplay by system design.
Li Yada took one final look at all the system designs and specifications as she was prepared to stand up and let Boss Pei have a go at the game.
Pei Qian stopped her. “Wait a moment; tweak the settings more and elevate the stats of the monsters.”
Li Yada was stunned. “Some more? It is already very high.”
Pei Qian nodded, “Higher. I want to double its attacking power. No, wait. Triple it.”
Li Yada, “?”
Previously, Boss Pei had already said that Repent and be Saved had to be an extremely difficult game. Everyone in the project team had to try their very best to think of ways to make players lose.