Rebirth of the Game Pioneer
Chapter 185 "Pokémon Battle Chess"
Chapter 185 "Pokémon Battle Chess"
Gu Feng stroked his chin with his hand and began to think about the second game.
Wen Meng is working on "Bubble Hall" by himself. At most, the art and music teams have a little more workload. Dozens of people in the game development team are still free. They have to find another game to work on.
After eliminating a dozen games from his mind, Gu Feng suddenly came up with a bold idea.
Why can't we make a Pokémon-themed game?
Although the ultimate goal of a VR game is not considered for the time being, if you make a game with a development cycle of about two or three months, by the time the game is launched, animation and novels have already accumulated a certain amount of popularity. By then, animation, novels, and games will interact with each other. With blessings, we can go hand in hand to deepen people's understanding of Pokémon more quickly.
As for what type of game to make, Gu Feng had an initial idea a few months ago.
His idea is not to copy any previous Pokémon-themed game, but to draw on the experience of the League of Legends TFT mode to make a Pokémon-themed auto-chess game.
The reason why Gu Feng chose to play auto chess was after careful consideration.
First, it is extremely easy to get started.In terms of operation alone, the operation difficulty of Auto Chess is as high as that of having hands.
Of course, if you want to play this kind of game well, not to mention the grand master king, even the last master, it will definitely not work if you don't have a brain.
Second, excellent fun.Needless to say, the fact that Teamfight Tactics in its previous life has been in operation for seven seasons and still maintains good popularity is the best proof.
Third, there are certain challenges.Gu Feng has actually always wanted to make a game to verify his current production level, but choosing a suitable game is not that simple.
If it is too simple, it means nothing; if it is too difficult, the cost of overturning will be borne by the original intention.
The biggest advantage of replicating successful works of the past is that the risks are low. After all, those works have truly experienced the test of the market.
On the contrary, the fewer things you need to learn from when making a game and the more independently innovative designs you have to do, the greater the unknown risks you have to bear.
There is obviously no need to worry too much about the gameplay of Auto Chess, but now that the skin has been changed, no one dares to say that Pokémon combined with Auto Chess will definitely be successful.
Were there not enough different types of auto-chess in the previous life?But how many models were actually made in the end?
In Gu Feng's view, the biggest production difficulty of Auto Chess is actually the same as that of "Plants vs. Zombies": the balance of values!
In this regard, the reference value of the original work is not too great. After all, even if it is the original work, each version is constantly making major and minor changes to adjust the balance. But even so, it is still difficult to avoid one or two occurrences. The answer lineup of the version that can be played hard.
Gu Feng thinks that although it is a certain challenge to do this with his current level 8 numerical level, it is not impossible to achieve.
Having said all that, what really sealed the deal for this idea was the travel cocktail.
With the existence of travel cocktails, Gu Feng can try and make mistakes as much as he wants to minimize the risks caused by market instability.
As long as he had the travel cocktails in hand, Gu Feng could use his hands freely.
After determining what the game is going to do, a more realistic problem looms before us, how to do it specifically?
In the early stage, the berserk mode and the two-player mode were definitely not considered.
In the normal gameplay mode, the overall framework of the game is actually very mature.
Like the chessboard layout, just borrow it directly. Anyone who has played auto chess knows how different it is to play a hexagonal chess grid and a quadrilateral chess grid; anyone who has played Teamfight Tactics since S1 knows it. , what is the difference between playing unilateral four-row chess and three-row chess.
At least as far as the pure player experience of Gu Feng, the perennial king, the chessboard layout that has been used in the following seasons of Teamfight Tactics is quite comfortable to play, not too big or too small, the positioning is flexible enough, and the distance between the front and rear rows is also quite appropriate.
In addition to the chessboard layout, the game interface layout and operation buttons can also be packaged and referenced.
After all, the key to Pokémon Battle is the Pokémon, not these little details.
Originally, the D key was used as the shortcut key to refresh the card library. Hey, I don’t want to. I want to change it to the C key. Of course it’s possible to do this, but what’s the point?Compete with yourself?
What Gu Feng needs to think more about is not these, but the choice of Pokémon, the setting of skills, the setting of bonds, and the setting of season features. These are the key factors that determine the success of the game.
Auto Chess is actually very special. It is unlike other competitive games. Even if other competitive games do not undergo major changes for several months, the impact will not be too great.
But Auto Chess is not good. Although the initial appeal is not bad, after all, there are only so many types of bonds and cards. After playing around, the playable lineup is actually only those. The more you play, the more you play this type of game. Players with average interests can easily become bored.
To solve this problem, Teamfight Tactics actually gave the right answer, which is to always pay attention to the direction of the game and make timely major and minor changes to eliminate hidden dangers as soon as possible before certain toxic lineups cause bad consequences.
In a big season, occasionally adding or deleting some fetters and heroes is also a good way to keep the game fresh.
More importantly, a major season must not be too long. The season must be updated every three to four months at most, introducing new season gameplay, new bonds and heroes.
Of course, updates are things to be considered later, Gu Feng now only needs to decide what setting to use for the first season.
After careful consideration, he finally decided to adopt the gameplay of Genting Season , that is, there are no fancy settings, no elemental grids, no chosen ones, no light and dark equipment, and no Hextech.
The reason for doing this is because he feels that it is best to let players get familiar with this new game type in the first season. Although the fun is slightly less interesting than in later seasons, the players are new to this type of game after all. The novelty of the game can make up for this missing experience to a certain extent.
At worst, the duration of the first season should be shortened. After the players have become more familiar with the game, wouldn't it be nice to expand the skills in the second season and blind the players' eyes?
After determining the basic gameplay of the season, the next thing to determine is the design of the bonds and the selection of Pokémon.
The design of bonds only needs to be divided into two aspects. In Teamfight Tactics, it is race and profession. If it is replaced by Pokémon, it can be designed into attributes and professions.
There are a total of 18 attributes in Pokémon. You can only use some of them in each season. You don’t need to use all of them. The profession is even simpler. Like the nail shop in each season in Teamfight Tactics, you can just use it. For example, fighters whose blood volume has been increased by all members, such as mystics whose magic resistance has been increased by all members, etc...
(End of this chapter)
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