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Chapter 39 System Design

There are many examples for the design of the survival system.

However, the design of the survival system of "Lost Secret Realm" requires more consideration. This system itself is not to make things difficult for players, but is part of the entire open world of the game.

This system itself is a factor that prompts players to complete their mission goals in an open sandbox world.

Like the real wild adventure, as the time of survival in the wild increases, the difficulty increases exponentially.

In the game, as the game time increases, the player's survival will become more and more difficult. The manifestation of this difficulty is divided into two aspects. First, as the game time increases, the faster the player's survival value decreases, the less physical strength recovers, the lower the upper limit of physical strength, and is more susceptible to abnormal states.

On the other hand, as the game progresses further, it is more difficult for players to obtain survival supplies.

This is not an easy design, because "The Lost Secret Realm" is a real open world, and players can freely choose the road to the central ruins. Open world, freedom, this is a label that "The Lost Secret Realm" focuses on, and all designs must serve this.

In order to complete such a design, the entire team has begun to study various materials on wild survival, various texts, pictures and videos, as well as some academic articles, which have become the research objects of everyone.

The world in the game does not need to be bound to correspond to reality one by one, but the careful details can definitely add a lot of color to the game.

Now, the biggest problem encountered by the entire development team, or Su Li, as the chief designer, is how to perfectly combine the game levels, scene environment and the entire game system.

And, how to perfectly integrate the levels in the game into this open world without appearing abrupt.

This is the soul of the game, and Su Li dared not finish it easily.

Therefore, Su Li delayed the pace of level design, first and the team members to improve the entire survival system step by step, and gained some inspiration from it.

If you are in a mature game development studio, these things will be decided when the project is established, rather than designing them while doing them.

But this is how independent development is. It is hard to imagine that independent projects are comprehensive when they are opened. "The Secret Realm of Lost" itself is a bit hasty.

However, this did not make the team members of the future Oasis feel confused. For a project that lasted for half a year, such difficulties were just beginning.

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In the game, the survival system must be a quantitative system. In addition to functions, the values ​​are also a very important design.

This is the first time Su Li has designed game values ​​in a formal project. If the numerical design of the survival system is not good, it will be a devastating blow to gameplay.

The entire team has entered a very tense development state, and there are almost no previous things they are facing.

If you have a single feature, you can find reference designs from many games, but if you perfectly integrate these features into an open world, almost no one can complete the challenge.

Now, everyone's expectations for "The Lost Secret Realm" have changed from an excellent open world game to an open world with rare high openness, reasonable and fun.

At this time, the personnel quality of the future Oasis team is fully reflected, and almost everyone can stand on their own and solve problems independently.

Now, in addition to Su Li, who is the main designer, Alanson and Summit have also begun to be responsible for some system design work.

In the future Oasis team, the so-called design work is not just about design, but about completing all the work that needs to be implemented from the design program.

Summit has completed the design and implementation of the food system. The food system is a very critical system. Players can obtain raw materials from the wild and process them into food. Different foods can restore hunger levels. Similarly, food in the wild itself is not very safe and may lead to some abnormal states.

This system not only includes building a food library with all kinds of food, but also includes a complete system from collection and hunting to food cooking.

After completing the food system, Summit completed the entire production system at a very fast speed, including production tools and weapons. The two systems themselves have certain similarities, but the production system is a little more complicated.

Alanson built an environmental system using the optimized chemical engine and the already perfect physics engine.

The environmental system is designed by Su Li, and then handed over to Alanson for improvement. Although Alanson's greatest value is his technical strength, he has learned game design and there is no problem in designing a system separately.

The implementation of an environmental system is much more complicated because there are much more things to consider.

Weather is the core of the environmental system. In "The Lost Secret Land", many special weather is set. The changes in weather will have an impact on the entire game scene, thereby causing some special changes.

For example, in rainy weather, all rainwater will simulate the reality of obstacles such as trees. Moving forward in the rain will consume more energy faster, and long-term exposure to the rain will reduce health. Finding a route with dense trees can reduce the impact, and making a simple rain poncho with leaves can also reduce the impact of rain.

Alanson's light source system, which took nearly a month to complete, shines here, but because of the existence of this light source system, the game restores more than 90% of the light changes in reality. Such an excellent light and shadow system is completely optimized at the black technology level and can also be loaded on low-configured computers.

The environmental system also contains many other details, such as the animals in the scene will choose different routes and methods of action in different weather, and plants will have different forms due to changes in the environment. Players can pollute water sources, ignite trees and grasslands, etc.

In this way, a survival system was slowly built. During this period, Bai Senxia completed the preliminary design of the protagonist, and the team members no longer needed to use that simple and simple villain to test the game functions.

Because of the preset advanced action parameters in the engine, Su Li completed a smooth set of character movements without spending any motion capture. You should know that many game projects cannot afford the money for motion capture, and the characters' movements can feel obviously stiff.
Chapter completed!
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