Game Development: Starting with Recreating the Anime Game Style

Chapter 95 Thank you for not recognizing my worth

Chapter 95 Thank you for not recognizing my worth

Chu Chen removed the weapon pickup system from the framework design.

The reason is that the concept of Heroic Spirits is different from that of Heroes of Eternity.

Heroic Spirits and Noble Phantasms are strongly bound together.

For example, if a Guan Yu is released in the future, he will definitely use the Guan Dao as his Noble Phantasm. If Lu Bu is released, shouldn't he be allowed to use the Fangtian Huaji?
In addition, only after being bound can the skills of the Heroic Spirit be bound to the skill, such as light attack and heavy charge, which can correspond to the skills of the Heroic Spirit.

In this mode, each Heroic Spirit has five attack modules. Click the left mouse button, tap the left mouse button repeatedly, click the right mouse button, hold down the right mouse button to charge up, and unleash the ultimate attack.

You can also set two or even three stages to charge up the power by holding down the button.

These settings greatly enhance the presentation of Heroic Spirits, allowing some anime or classic scenes to appear.

Some Servants that are difficult to design in the conventional way can also appear in this mode, such as Gilgamesh, because he is not tied to a weapon.

Therefore, his attack module can include ranged attacks, since Archer's class is ranged.

~~~
Normal Attack: Gate of Babylon Projectile

Action description: With no enemies around, Gilgamesh, without drawing his sword, elegantly raises his hand or even remains still, and shoots out several Noble Phantasm prototypes from the golden ripples behind him.

When there are enemies around, it will switch to the normal melee mode.

~~~
Since there are no weapon-bindings, Chu Chen can draw some inspiration from the design of "Overwatch" for the design of ranged heroes.

These heroes do have ranged attack modules.

However, once drawn into melee combat, they will be at a disadvantage. Even for the sake of the game experience, Chu Chen would design melee modules for these heroic spirits, but the strength of these modules...
It's basically like a mage using a staff as a club.

In addition, to prevent melee heroes from being targeted by ranged turrets, the game also features a long-press parry function.

Furthermore, the method of holding down the block button differs slightly depending on the hero.

Normally, the Saber class's "long counter" is to generate a barrier, while the Lancer class's is the pattern of waving a flower stick, as seen in Black Myth.

Some Assassins also possess stealth abilities, which can help them counter these "remote show-offs".

Of course, more practical balance requires a lot of data to support it, and adjustments will be made continuously after the Servant mechanics are confirmed.

Chu Chen is currently only proving whether this model is feasible.

The seven classes have their own strengths and weaknesses, and they are balanced with each other, which is part of the interesting aspects of Fate/Zero and the Holy Grail War.

Following this line of thinking.

The number of players in each round also needs to be considered.

A Holy Grail War with 100 Participants?

No, it's too chaotic. Also, the battles between heroes take a relatively long time, unlike shooting games where too many people would drag out a single game too long.

Reducing the number to 20 or 30 people is a relatively feasible approach.

Based on this, we can prepare "historical mode", which is the Holy Grail War map and participants from the previous anime.

In this mode, players can only choose a fixed set of Servants, and the number of players in each round varies depending on the original work.

As for the in-game growth system, since there are no weapons, Chu Chen focused on the "Command Seals" system, which is equivalent to the Soul Jade in Eternal Calamity.

A single Servant can have up to 7 Command Seals, each granting different buffs.

Meanwhile, each player can place one Command Seal in the "Release Bar" and gain a short-term buff by "Losing Command Seals". In addition to searching for Command Seals, "Spirit Armor" for defense, "Holy Spirit" for attack enhancement, and "Medicine" for recovery together form the in-game progression system.

As Chu Chen began to write, little by little.

A framework gradually took shape in my mind.

However, whether it's fun or not, and whether it's even playable, clearly requires further consideration.

In addition, this project has another major problem.
Who will do it?
Did they poach the Azur Lane studio from Tencent?

It's probably not going to work. It's not that it's the game engine for Azur Lane, but rather that this group of people doesn't have the DNA for action games. If they were to make it, it would be very difficult for them to achieve the effect that Chu Chen wants.

Chu Chen knew very well that the most important factor in how a game would ultimately turn out was the people involved.

No matter how brilliant Chu Chen's plan is, if it can't be executed, it just can't be executed.

Moreover, he is only a beginner in the field of large-scale 3D games, unlike his experience in anime-style games.

Looking at the entire domestic team.

It's estimated that only the team that came down from Meteor Butterfly Sword could achieve the effect Chu Chen wanted. This group has an incredibly deep understanding of action games.

And the most crucial figure among them is Guan Lei.

Guan Lei's past life can be described as "full of misfortunes". Although Meteor Butterfly Sword was famous, it did not make much money. As the combat planner, Guan Lei was packaged and sent to Wanmei, and later acquired by Kongzhong.com.

During his time at Kongzhong.com, the project "New Meteor Sword Record" was launched, with Guan Lei serving as the producer. The project underwent its first test in 2013, but failed due to adjustments in operational strategies and development difficulties.

In early 15, the entire project was sold to Tencent. After Tencent took over, it boosted traffic, but still failed to make progress. In 16, Guan Lei's team began to transform and planned to create a "New Meteor MOBA" project.

However, due to the explosive popularity of Honor of Kings, Tencent no longer needed a second MOBA game, and this project, which was only initiated in early 16, quickly came to an end.

By the end of 16, Guan Lei's team was abandoned by Tencent.

Afterwards, Guan Lei left for NetEase, where he integrated some of the results of "New Meteor Sword Record" and began producing "Meteor Heroes".

This time, Guan Lei finally succeeded!
After the release of "Meteor Shower," which became a huge hit, Guan Lei's influence within NetEase Games increased significantly, leading to the establishment of Studio 24 in 19 and the creation of "Naraka: Bladepoint."

Putting aside the operational success of Naraka: Bladepoint, just looking at its game content, whether placed domestically or globally...

They are all absolutely top-notch.

Of course, Chu Chen didn't know all of this information; he only knew a little bit. But there was one thing Chu Chen was very clear about.

Chu Chen knew that Guan Lei's team was currently working at Tencent.

After all, in a way, Jiao Xiaofei and Guan Lei were in the same boat at this point. Although they hadn't talked much, they both knew that the other was on the "optimization list."

Chu Chen mentioned Guan Lei unintentionally while entertaining Jiao Xiaofei.

For Chu Chen, the fact that these domestic manufacturers "only look at KPIs" has indeed made it much easier for him to poach talent.

Otherwise, they'd lock up someone like Lei; if they let him go to Europe or America...
It's highly likely that he had already made his fortune during the first Meteor Butterfly Sword incident. How could Chu Chen, ten years later, still have the opportunity to pick up a bargain?

This is the current state of the Chinese game market.

Feng Yi, who could create "Black Myth," also had to prioritize "KPIs" over the gameplay itself when making "Dou Zhan Shen" in this market.
I don't know if this is a blessing or a curse.

"After returning to China, I still need to visit Tencent."

(End of this chapter)

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