Chapter 640 (1/2)
As for the ”big escape mode”, many people think it's hard to be elegant, and many FPS factories are not willing to do it Obviously, this is nonsense.
Not only the domestic game manufacturers are trying to follow suit, but also the big foreign companies are learning the big escape mode.
Andrew, CEO of EA, praised ”survival of the Jedi” for bringing fresh blood to the industry and praised the research and development team of ”survival of the Jedi”. And he also said that the future ”battlefield” game may have a similar big escape mode.
Yves guillemot, CEO of Ubisoft, also said in response to relevant questions on the company's financial conference call that the game of big escape is a very interesting game playing method at present, and they may also launch this mode in the future game DLC.
Even these classic FPS factories attach so much importance to Jedi survival, we can see the unprecedented success of this model.
……
For Chen Mo, ”survival of the Jedi” is currently the most cost-effective game, especially as a VR game, its resources are very controllable.
In terms of game mechanism, Jedi survives is that 100 players parachute to every corner of the island, search for weapons, vehicles and materials with bare hands, and survive to the end.
There are nearly 30 kinds of guns in Jedi, but they are still within the acceptable range of Chen mo.
As for various props and vehicles, in fact, many FPS games have been done a lot, just a few more tricks.
The biggest difficulty lies in the reproduction of the whole map.
Unlike the League of heroes, the Jedi map can't be memorized. The whole map is 64 square kilometers in size. There are various complex terrains and buildings in the map. It can be said that most of the work is on this map.
Fortunately, Chen Mo used to look for some materials when playing this game. Some websites such as svsvr also have a full picture of the whole map. It should be able to restore the same using memory playback potion.
Even if there are some deviations, it doesn't matter. Now Chen Mo can completely rely on his own level ability to complete.
Of course, it doesn't matter if you can't remember it at all. Level design can be made by time. On the premise that the design ideas and basic rules are very clear, it's just about how to divide the terrain, how to place the houses and how to brush the resources.
The second is about some basic settings of the game.
In terms of action, the Jedi survival has a certain survival nature, so the action must be richer than the traditional FPS game, even including the left and right side of the head, over the wall and other actions.
For VR games, Chen Mo considers adding more actions to make the player's experience closer to the real situation.
On the one hand, the operation of ”looking for shelter” is added. At this time, the player will lean against the shelter closely and can lean out of the shelter at any time for shooting. After shooting, the player will automatically return to the ”close to the shelter” state.
(there are similar operation modes in gta5 and mysteries.)
On the other hand, the operation of ”blind shooting” is added. When players hide behind the bunker and are not willing to show their heads for accurate shooting, they can use blind shooting, that is, shooting with guns extended outside the bunker. Of course, in this case the accuracy of shooting will be greatly reduced.