My game, you have no right to award

Chapter 22 Rewards and Unlocks

Chapter 22 Rewards and Unlocks

However, although the score for the plot has increased a lot, why have the scores for some other categories dropped a few points?
Could it be that the yellow two-handled vases that fill the entire screen are affecting the gameplay?
indeed.

Thinking of this, Zhou Kuang felt relieved.

When players see a screen full of interactive items, they may be distracted and even wonder if there will be easter eggs or hidden items after they have interacted with all of them.

But in fact, there is no complicated reason behind this. It is simply a countermeasure for him to deal with the system rating. It is impossible for these yellow double-handled vases to be retained when the actual game is launched.

"Okay, not bad."

"Next, we'll continue optimizing the action system. If there's any new plot, we'll find a way to incorporate it into the demo. The placement can be more clever. Don't be so casual. It hurts my eyes when I see it like this." Zhou Kuang paused.

"Ok."

"Also, the music is a bit too thin. If you have time, ask the outsourcing team more often and ask them when they can finish it. Try to make it faster. If not, you can send me a demo first."

“Have you done the optimization?”

Zhou Kuang turned and asked Yang Ji and Wu Qianhe.

However, he actually already had his own answer to this question in his mind. The game was still just a demo at this time, and the construction period was very short, so many things probably had not been considered very clearly.

Otherwise, the system would not have given only 11 points.

Wu Qianhe nodded, then shook his head. "As for the code, we haven't had time to optimize it yet, but the framework is ready. If we want to optimize it, it won't take too long. The main thing is to get it done first, so I told them not to worry about optimization for now."

Yang Ji meant the same thing, but in terms of art, unlike the code that Wu Qianhe was responsible for, the optimization was more about art resources.

The time required to optimize art resources increases exponentially.

For example, the most basic art resource is the 3D model.

Every 3D model that players see in the game is made up of countless polygons.

The higher the number of polygons, the more detailed the model will be and the better the visual effect will be.

But at the same time, they require more computer performance and put a greater burden on the computer.

This is also why 3D games often have lower frame rates than 2D games and require high-configuration computers.

In today's world, consumer-grade computers available to ordinary gamers can be easily squeezed out by high-definition graphics.

Even Nvidia's RTX2024 graphics card, the most powerful consumer graphics card in 4090, cannot withstand the pressure of the exponential number of polygons.

Not to mention the extremely performance-intensive options like ray tracing and global illumination.

Therefore, game makers need to weigh which models need to be refined and which ones can be "cut corners".

For example, backgrounds that are very far away, such as mountains, city buildings, and forests, can all have their polygon counts reduced.

From a distance, players can't tell the difference at all. What's more, they can be directly replaced with textures to save more performance.

In addition to reducing model details based on the effect, you can also judge based on importance.

For example, teammates following the player not only have important plot content related to the main storyline, but can also assist the player in actual combat.

Then you absolutely cannot reduce the number of polygons in the model.

However, some NPCs who are only used to purchase props or even as background boards to create atmosphere can be simplified appropriately.

In addition to the model itself, there are also optimizations of textures and special effects.

Textures are very similar to models. The higher the resolution of the texture, the higher the performance requirements. Therefore, designers will use compressed textures to reduce consumption when appropriate while ensuring visual effects.

Many online games may not seem to have the same graphics as 3A masterpieces, but their actual performance requirements are also very high. This may be because the special effects are not optimized enough.

More than a dozen people may be attacking and casting spells on the same screen at the same time, so the computer performance requirements are definitely much higher than those of stand-alone games.

When there are guild wars in online games, there can be even more people on the same screen.

Online game creators can only choose to reduce the quality of details to make room for this kind of on-screen combat.

In addition, as a buy-to-play product, the optimization time for stand-alone games is often several times or even dozens of times that of online games, so it is not surprising that they are well optimized.

Zhou Kuang really didn't have any good ideas to improve the efficiency of optimizing the art part. After all, this was a job that could only be adjusted little by little and then compared in terms of cost-effectiveness.

If you are satisfied with the performance of the picture after reducing some details, then keep it. If you are not satisfied, then change it back. Keep adjusting it until you are satisfied.

"There's no need to optimize the art yet, let's focus on the visuals."

"Regarding the program, Old Wu, please try to optimize it first."

After assigning the task, Zhou Kuang also felt a sense of satisfaction.

The project progressed steadily under his leadership, and even the demo game effects exceeded his expectations.

The employees of this company are definitely not there to do the work for free, but each of them has their own skills.

……

……

……

Another week passed, and after countless internal test version updates, the demo finally reached the task requirement of 60 points.

“Rating has ended!”

"Host, please click on the rating results to view them!"

"Ding!"

"Mission objective 1 completed!"

"Mission rewards will be distributed soon!"

Zhou Kuang immediately opened the scoring results.

【Gameplay Rating: 72】

[Game graphics rating: 77]

[Game Audio Rating: 45]

[Game plot rating: 41]

[Game Optimization Rating: 26]

[Comprehensive score: 60]

Great! Finally 60 points!

Zhou Kuang and his team fine-tuned the demo time and time again, during which time they created several scenes and bosses.

Not only did the score not increase during the production process, it even decreased because the completion of the new scene and the new boss was not as good as the first Turtle Level. However, for the second mission, these are all crucial preparations.

After all, a complete game trailer can't have only one scene and one boss, right?
Only sufficient content can arouse players' imagination and expectations for the full version of the game.

The amount of work they completed in this week or so was terrifying. Zhou Kuang even dared to guarantee that no other team he had been in before could have done it.

"The mission reward has been distributed!"

Zhou Kuang looked at the system intently and found a few more things.

【100 points redemption voucher × 1】

【Expandable surprise gift box × 1】

[Independent game plan raffle ticket × 1]

Before Zhou Kuang could react, the system's voice sounded again.

"Ding!"

"It is detected that the host has completed the system achievement: Light of Departure!"

"Conditions for achievement: Complete the first task assigned by the system!"

"System Mall has been unlocked!"

(End of this chapter)

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