Chapter 496 (1/2)
Chen Mo and Zhou Jiangping discussed the specific design.
The rest is good to say, mainly some core components.
In Chen Mo's previous life, many parts of switch were made for integration and power consumption ratio, which could not be bought on the market at all. These parts must be redone for Chen mo.
And in the past, there were many technologies that needed patents, such as somatosensory technology. If it really all depended on buying, it would really be a big expense.
For these, Chen Mo and Zhou Jiangping also discussed some general countermeasures. Because the world's technology level is higher, and is not completely consistent with the technology of Chen Mo's previous life, many designs actually have corresponding alternatives.
Including HD vibration and somatosensory elements, which have a great impact on the game design, Zhou Jiangping has made every effort to ensure that there are corresponding alternatives and will not affect the touch of switch.
Even with some of the black technology in the parallel world, it will surpass to some extent.
In addition, the switch body can also be made thinner, and the frame is smaller, which is also an improvement. In terms of the level of science and technology in the parallel world, these improvements are not difficult.
Of course, the specific design still needs to be improved continuously later. This is a relatively long-term work. Before the real prototype is made, Chen Mo is not sure how much the hand-held machine can achieve.
……
After returning to the experience shop, Chen Mo began to write the design concept draft of Super Mario Odyssey.
For Chen Mo, the difficulty of making this game is far higher than that of all other games before. The biggest difficulty lies in the artistic quality, action and level design.
Super Mario Odyssey is a box court game. In Odyssey, the way of customs clearance is very simple. As long as you collect enough moon, start Odyssey and go to the next map.
Therefore, it is not the primary task for players to pass the level. The most important thing is to find clues and get the moon.
In Super Mario Odyssey, the hidden way of the moon is very natural, and the density is very high. A small map can even embed nearly a hundred moons, which makes players find hidden fun in Odyssey far more than other sandbox games, even the seeds of Zelda's Yaha are a bit inferior.
At the same time, these levels must also give players some challenges in difficulty, allowing players to use a variety of ways to pass, rather than just a linear route, so that players can give full play to their intelligence.
If we say that the game with the highest level of level design in the world, Super Mario Odyssey, if not the first place, is enough to be in the front row.
Many of the scenes in Super Mario Odyssey are based on reality. For example, New York City corresponds to New York City, and the desert country is based on Mexico.
The scene of the game is not determined from the beginning. In Chen Mo's previous life, the developers of Super Mario Odyssey first designed a core play method for this level, and then considered how to put the scene in.
For example, if the designer wants to design a scene that makes Mario move slower, he naturally thinks of the desert. And they don't want to use the Egyptian pyramid, which has some rotten streets, so the Mexican desert has become a very natural choice.