My game, you have no right to award
Chapter 25: Complete the demo
Chapter 25: Complete the demo
In other words, Zhou Kuang could even create the original "Vampire Survivor" first, and then use the same framework to create several survivor-like games, each with its own unique features.
Then, they would launch Vampire Survivor first, and after it became a hit, they would gradually release all survivor-like games before other companies could react, satisfying players' appetites and eating up the big cake of survivor-like games in one go.
Since all other survivor games except "Vampire Survivor" itself can reuse the framework, similar codes, etc. of "Vampire Survivor", their cost pressure is extremely small.
The only risk might be that Vampire Survivor itself doesn't take off.
However, after careful consideration, Zhou Kuang felt that this possibility did not exist.
Because the popularity of "Vampire Survivor" is not due to the good graphics, the touching plot, or the lucky events, but it is purely due to the interesting gameplay itself that attracts players, and it became popular after players spread the word of mouth.
Anyone who has seen or played "Vampire Survivor" knows that the graphics of the game itself, if not shoddy, can be described as terrible.
Even in the pixel style, it is not the most refined one.
But even so, the game is still extremely popular!
There is no similar game in this world.
Risk, no!
Zhou Kuang decided that as long as he completed mission objective 2 and released the trailer, he would mobilize people and start producing "Vampire Survivor".
Thinking of this, Zhou Kuang felt that it was time to recruit people.
Their company only has about 40 people, which is not enough even for the production of "Treasure Hunt in Classics of Mountains and Seas" now. If they open two projects at the same time, it will be a bit stretched.
How about opening a separate studio dedicated to making survivor-like games?
When this thought came to my mind, I could no longer suppress it.
It's just that he is short of funds now and can only endure it temporarily.
……
……
……
"How about it?"
After Ma Tu asked this question, several people stared at Zhou Kuang with expectant expressions.
"That'll be fine."
After thinking for a few seconds, Zhou Kuang nodded. Everyone immediately showed a joyful look, but no one celebrated because they knew that the work was not yet done.
At this time, the revenue of their only game still in operation, "Hot Blood Battlefield", has dropped to a worrying level and may fall below the break-even point at any time.
In order to avoid failing to complete Task Objective 2, Zhou Kuang demanded that the demo must be completed this week, and no more working time would be invested in it, no matter what it looked like.
The next week or two will be spent on making the trailer, ready to be released on Bilibili at any time.
The operations director had already started discussing cooperation with the official B station early on. After all, he wanted to ensure that everything went smoothly.
Even if he can't reach one million views purely by his own strength, he will rely on his uncle's strength to push it forward.
Naturally, favors and money are indispensable.
So far, the demo has nearly ten bosses and more scenes, but not every boss or scene is of high quality enough to be playable.
For example, the earliest Turtle Level they made was the one they prepared most thoroughly and is also the most impressive level at present.
They also added an area before entering the battle to show the battle with monsters, collection elements, plot items, etc.
Other maps were mostly fragments, the kind that would be revealed if displayed for more than ten seconds. Some bosses didn't even complete their attack animations, some didn't have enough time to bind, and some didn't have a complete attack flow designed at all.
The planning team's worksheet is already filled to the brim and is about to overflow.
Therefore, how to use the resources at hand to make a good trailer so that players can't see any flaws and raise their expectations as much as possible is what they have to do next.
What Zhou Kuang is least worried about at the moment is the image quality.
Because no matter which scene or map, the graphics quality of their games is impeccable.
With Unreal Engine 4, the most advanced 3D game engine currently available, their game graphics rendering level is not inferior to any 3A game, and is even better than some games on the market.
The dynamic lighting and shadow system of Unreal Engine 4 makes the leaves, grass, etc. appear particularly realistic.
The most important thing is its rich library of materials.
Due to the short development time, it was impossible for them to produce all the art materials themselves, so purchasing and using ready-made materials from the rich material library of Unreal Engine 4 became the best option.
Although the purchased materials may not be 100% compatible and meet their needs, at least the quality of the materials is absolutely top-notch.
Having Yang Ji responsible for unifying the style is the icing on the cake. People can't see any conflict in styles between the materials at all. It's almost as if all the materials were made by themselves.
Only in this way could they improve the visual effects of the trailer to the best level within a short construction period of less than two months.
Zhou Kuang asked several people to return to the groups they were responsible for and immediately began to arrange work related to the trailer.
I closed the office door, opened the system, and checked the demo's current score.
【Gameplay Rating: 78】
[Game graphics rating: 89]
[Game Audio Rating: 71]
[Game plot rating: 56]
[Game Optimization Rating: 43]
[Comprehensive score: 72]
The game’s current overall score has reached 72, which may not seem like much of an improvement compared to 60, but it’s actually a lot.
After all, this is the final version of the demo, so he can't just cram plot content into it as he did before in order to complete mission objective 1.
Moreover, the most crucial thing is that he found that when the plot items were stuffed to a certain level, the plot score would not only not increase, but would continue to decline.
Therefore, he, Fu Anle and Ma Tu kept adjusting, and they only put in the appropriate amount and the best parts of the plot, but because the amount of plot was not enough, they only got 56 points.
On the contrary, the audio score, which was not very impressive at the beginning, reached a good level after the outsourcing company expedited the completion of the bgm.
At least after Zhou Kuang listened to them, he thought that the rhythms of these outsourced songs were very catchy and they were all in line with the theme of Shan Hai Jing.
There was no way to optimize it, after all, the improvement in the quality of the trailer was too small, so Zhou Kuang asked Wu Qianhe to optimize the demo a little and then went to do other things.
Gameplay and picture quality are both closely related to the trailer, and they have also invested their greatest efforts in strengthening these two aspects.
Zhou Kuang was not surprised that the graphics scored 89 points, but he was a little surprised that the gameplay only scored 78 points. He believed that the score was lowered because some bosses were not completed well.
(End of this chapter)
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