When I write a bug it becomes the core gameplay.
Chapter 419 demo
Chapter 419 demo
Soon, a month passed.
December 12, Shanghai, Chuangda Technology.
Wei Chengjie sat at his new workstation and received several documents from the imperial capital.
"Okay, all received!
“I have to say, this efficiency is really high.”
Wei Chengjie couldn't help but sigh, and asked, "How is it, how does it feel to be the new producer?"
Su Tong on the other side simply replied: "Not very good, I will continue to be busy."
After saying that, there was no more response from the other side.
Wei Chengjie couldn't help but burst out laughing. He didn't know since when he began to become more and more accustomed to the somewhat nonsensical working mode of Against the Heaven.
After finalizing the development plan for "Blood of Lies" last month, Wei Chengjie and Zhou Yang took action on their own.
The two of them went to Shanghai and Guangzhou respectively to look for capable outsourcing studios there, preparing to deeply transform these studios and incorporate them into the Against Heaven 3.0 model.
Of course, during this process, both of them also brought some direct descendants and confidants from Nitiantang, mainly programmers, with a small number of designers, artists and testers, to ensure that the large framework can be built as quickly as possible.
Among them, since Wei Chengjie was originally an old employee of Shengjing Group, and Shengjing Group was located in Shanghai, Wei Chengjie was more familiar with the industry environment in Shanghai and had certain connections, so he was naturally responsible for the work in Shanghai.
Zhou Yang worked harder and went to Yangcheng. Although it was his first time there, he was very motivated because of this reason.
After arriving in Shanghai, Wei Chengjie quickly visited several relatively powerful outsourcing companies in the area.
Of course, he didn't have many choices.
Because currently the outsourcing companies in the market are basically focused on art outsourcing, there are not many companies doing programming outsourcing.
Most companies prefer to keep the software in their own hands, otherwise it would be troublesome if the other party sets a trap for them or starts to cheat and stop maintaining and updating the software after receiving the final payment.
However, this also shows that the programming outsourcing companies that can survive in a similar environment do have some skills.
The company that Wei Chengjie finally chose, Chuangda Technology, is such a company with some great skills.
Chuangda Technology is not the strongest, but it can be bought with money.
Although there were some companies with stronger technology, they basically rejected Wei Chengjie's request outright. They were living a comfortable life and had too many projects on hand to finish. They were not willing to work for Nitiantang at all, even if they were paid more.
As for Chuangda Technology, it was shaken by Wei Chengjie's financial offensive.
Although they have not directly agreed to sign the agreement and attack as an exclusive outsourcing studio for Against Heaven, Wei Chengjie can see that the other party's attitude has softened and there is still some room for maneuver.
The result of the first cooperation will largely determine whether the subsequent cooperation will be smooth.
After all, life in an outsourcing company is not very comfortable, and there are often concerns about food shortages. If there is a sponsor who can make stable profits and stable cooperation, there is no need to go against money.
It doesn't matter who you outsource it to, right?
After more than half a month of busy work, Wei Chengjie and other employees of Nitiantang have basically completed the transformation of Chuangda Technology, reorganized the entire work process, and have begun to try to develop some programs.
Of course, there will be many problems along the way.
For example, Nitiantang is currently using the official latest Wanxiang Editor for development, rather than the original Qianhuan Editor.
After developing several games, the programmers of Against the Heaven's Glory have basically gotten used to it, but Chuangda Technology still uses Qianhuan Editor more often.
After all, other game companies that outsource tasks basically don’t have the courage of Against Heaven, and dare not use the official new editor so early, nor are they able to fix the endless bugs. To be safe, they basically still use the Qianhuan Editor for development.
Therefore, the programmers of Chuangda Technology have to hurry up and adapt to the Vientiane Editor, which also takes some time.
But overall, the progress is still within an acceptable range.
Today is a special day because Against the Heaven sent us a trial demo and promotional video of "Blood of Lies".
Later, Against the Heavens will cooperate with the official platform to officially announce the new project "Blood of Lies".
Wei Chengjie first checked the specific content of this demo.
Similar to the previously planned development content, this demo has two completely different playable characters, a puppet and a human; four different monsters, two different elite monsters, and two different bosses, which are also half puppet and half monster. In addition, there is a large playable scene and three single-structure background scenes, namely the town, puppet workshop, cathedral, and underground maze.
Among them, the town is a large playable scene. If you can defeat all the monsters, the entire game process should be about 10 minutes.
The puppet workshop, cathedral, and underground maze are just simple areas with only a small number of monsters, and are mainly used for scene style display and CG production.
According to the plan, "Blood of Lies" will have about 10 chapters, and each chapter will have two to four small-sized boxes, several elite monsters and about two bosses.
The town is roughly the content of the second chapter of the game, which is the first large box level that players will face after passing the simple novice guidance level.
As for the main monsters in the town, they are naturally puppets, mad humans, mad dogs and the like.
The Puppet Workshop, as the name suggests, is the area in the game where puppets are mass-produced. There will be a large number of puppet enemies here; in the cathedral, there will be crazy clergy and beastly humans; in the underground palace, there will be a large number of horrible monsters and indescribable large creatures.
The game's promotional CGs are basically real-life demonstrations using these materials.
Although the game demo has not been fully optimized at this time, the actual picture quality may be better than after optimization, but based on previous development experience, the gap will not be too big.
This is an action game after all, so there is no need to spend money to produce overly detailed CG. With the high-definition materials of Against the Heaven, real-time rendering is more than enough.
It is easy to notice in this trial demo that humans and puppets basically use double the materials.
For example, the protagonist that the player can control, the monsters that can be attacked, the elite monsters, and the boss basically have two forms: puppet and non-puppet.
There is a certain amount of material reuse involved.
For example, the humans and puppets controlled by players are extremely similar in appearance, but differ in some details. For example, the joints of the puppets are very conspicuous, and you can see the uniquely shaped spring slowly turning behind them.
In addition, there are some monsters in the game that are transformed from puppets, such as corrupted zombie puppets, or puppets controlled by strings similar to the puppeteer profession, or terrifying large puppets that are the result of the combination of indescribable creatures and puppets, etc.
The reason for producing all of these in the demo is mainly to better determine the standards.
It is to determine both the image design standards and the action standards.
In Blood of Lies, puppet-type enemies generally follow a unique set of movement standards.
Since the puppets are driven by springs, their movements are relatively stiff. During the power-accumulation process, the puppets' movements are a bit like winding up a spring, and will become slower and slower; but at the moment the spring is released, the previously accumulated power is instantly released, and will become extremely fast again.
This action pattern is obviously completely inconsistent with the logic of reality, and is completely different from the actions of ordinary human enemies or monster enemies.
In gaming terms, the situation of fast and slow swords is extremely serious.
If it is a non-puppet enemy, then the entire action of the monster from raising its hand to attacking will be more in line with common sense, and the player can basically dodge by feeling.
However, the action mechanism of the puppet is difficult to predict, because after the puppet raises its hand, it starts to wind up and accumulate power. The actual attack action is extremely short, and it is difficult for players to judge when to dodge. If they are not careful, they will be caught by the enemy's attack while dodging, causing extremely serious consequences.
Therefore, in order to solve this problem, "Blood of Lies" has made a series of optimizations for the attacks of puppet enemies.
For example, when the puppet's spring is charging, although its movements will not change much, it will just raise its hands and slightly tremble at the joints, but the sound of the spring will be obviously different.
The longer the power is stored, the tighter the sound will be, just like the feeling of gradually being unable to wind the spring.
Over time, players can roughly determine the monster's attack timing just by hearing the changes in the sound of the clockwork.
In addition, before the monster attacks, there will be more obvious action, sound and special effect prompts, which will help players better grasp the timing of dodging or counterattacking.
However, even with these preparations, the movements of the puppet enemies will still appear a bit strange. After all, replacing the action logic of other enemies with the action logic of puppets is not a simple task in itself, and requires subsequent continuous adjustments.
Of course, there are many other contents hidden in this demo, such as player-selectable weapons, weapon transformation and combination systems, player-available props, and human and puppet part transformation and damage reduction mechanisms.
It's not completely finished yet, but the basic mechanics are almost there.
In other words, this demo can also be regarded as a development textbook for "Blood of Lies".
Wei Chengjie's next task was simple, which was to let everyone at Chuangda Technology watch and learn the demo repeatedly, understand the game's design concept and the details of each system as soon as possible, complete their own part, and ensure that the game "Blood of Lies" could be completed on schedule.
(End of this chapter)
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