Page 873
Page 873
Qin Nan, who was poached from NetEase to Xinghuo, was not criticized by anyone, but after he took charge of Rongguang Studio Group.
There's also a desire to quickly achieve results to convince everyone.
Coincidentally, of Rongguang's six studios, apart from Song of the Holy Maiden and Project Ark, the games from the other studios have already been launched and are running.
After coordination, it was found that there were plenty of manpower available.
So Qin Nan and Chen Anyu, who were lost indefinitely, discussed it and decided to extract a group of people from the group and form a new project team as the core.
The core person in charge who was selected was Li Ming.
Li Ming's resume is also quite remarkable. He spent some time in FGO, but later, due to a lack of momentum in Wuqi Midao, he was transferred to Wuqi Midao to serve as an operations manager.
He worked in the life-long misadventure for a year and cooperated quite well with Chen Anyu.
The aimless wanderer gradually found his own rhythm.
It follows a crisis-solving puzzle style, with each chapter having a corresponding crisis. As the director, the player needs to handle these crises, interspersed with elements similar to catching Pokémon, such as catching various locked-up individuals.
During the year that Li Ming was in charge of the operation, not a single male character was released in Wuqi Mitu, but one charming and dangerous female character after another was launched.
Despite some community fluctuations, it turns out that when it comes to playing the "imprisonment" theme, even if there are female players, their needs are actually quite similar to those of male players.
Also because of his outstanding performance in the endless journey.
This time, the task of establishing a new project for the Xinrongguang Studio Group fell to Li Ming.
As the person in charge of the project and the person in charge of the plan.
Now that Lin Li is asking questions, Li Ming should be the first to answer, both logically and emotionally.
"This setting is more reasonable than before."
Lin Li is here to save the day. The reason he's here is because Li Ming and the development team had already given Lin Li a design before this.
In the initial setup.
"Sky Girls" adopts a very safe "Spark Plan", which is that Earth is attacked by an unknown alien creature, and then some girls acquire ship equipment similar to ship girls.
They can transform into mecha girls and go to the battlefield.
This setting, even in 14 or 16, would still be considered a pretty good one.
But if we look at it 20 years from now, it might be a bit difficult.
It's not that it's bad, but this concept has been overused, and players don't find it novel anymore.
Moreover, it is based on Spark's own successful experience.
A girl can be bound to a weapon, but ideally, she should also retain her identity as a girl in addition to the weapon.
Take Girls on the Frontline as an example. Although each character in Girls on the Frontline has a different name based on their weapon, they also have relatively independent personalities beyond their weapons.
Even their bond with the guns themselves is a very important part of the storyline. For example, 95 is called 95 because the commander gave her a Type 95 rifle.
The storyline created by this bond cannot be replaced by simply giving a 95-style moe character design.
Therefore, the girls in "Sky Girl" can be associated with certain aircraft, and these aircraft can also have their own historical prototypes. The girls themselves can also have some references based on these historical prototypes.
However, forcibly calling this girl a mecha girl is no longer very popular at this point in time.
Ultimately, today's players are no longer the kind who can be swindled out of money with just a character illustration. In fact, because of the existence of Starfire itself, players in this timeline are even more discerning than in the previous life.
Even if the storyline can't be a plus for a game, it certainly shouldn't be a minus.
Under these circumstances, the new settings that Lin Li later provided were clearly more suitable for storytelling.
Li Ming also grasped the concept immediately.
They quickly understood why Lin Li had set it up this way.
"The psychological gap experienced by the protagonist being transferred from the front lines to the rear can serve as an important emotional thread."
"At first, he was dismissive of the missions in the rear, even seeing it as a kind of 'exile,' but as time went on, he developed a bond with the girls. At the same time, we can adjust the battle events at any time according to the plot."
"At the very end of the first major chapter, we can even allow the enemy to advance all the way to the player's location, forcing the player to hold off the enemy." (Key)
After Li Ming finished speaking, the rest of the people also chimed in.
"The clash between the half-baked Ellie and the players who retreated from the front lines is immediately apparent!"
"Indeed, just the presence of these people is enough to make you feel that this place must be full of stories."
"However, Mr. Lin, how exactly will you incorporate the Little Witch Academy and 'teacher drama' elements that you just mentioned?"
Lin Li felt that they truly understood what he wanted to express.
Then he picked up a marker and quickly wrote down a few keywords on the whiteboard.
"Conflict, growth, trust."
“You see, the relationship between Ellie and the players, no, even the entire base and the players, is like that of a problem student and a new teacher.”
Chapter 541 Pay-to-Win Mode
"Before the players, this base was just a local self-defense organization. The only three flying girls had absolutely no experience, and their fighter jets were the oldest type."
"The girls had no concept of war, so they were instead dissatisfied with the various discontents expressed by the players as soon as they arrived at the base."
"The girls feel that the player is making trouble for no reason. We can even arrange for them to resist the training arranged by the protagonist, believing that precious ammunition and fuel should not be used for training."
"But the commanders who returned from the front knew very well that without training, there was no chance to waste time on the real battlefield."
“We can gradually unfold these conflicts in the early stages and then eventually resolve them.”
Lin Li's voice gradually lowered, as if he were describing a scene full of tension.
"We can end the first act of the game with a relatively big crisis."
"The arrival of the enemy threw Ellie and her two companions into chaos."
"The village they want to protect, and their families."
"At this point, they were forced into the task and realized how important it was for the commander, who was the player in charge, to train them."
"At the end of the first act, Ellie and the player finally reached some kind of understanding."
"Ellie pilots her fighter jet, soaring into the sky, while the players, in the ground command center, direct them via radio..."
Although there are still some questions about the plot of "Sky Girl".
However, in terms of gameplay.
The draft was finalized from the very beginning of the project.
The combat gameplay of "Sky Maiden" will adopt a combination of two modes.
In normal mode.
The game is an RTS game with an adjustable camera angle, looking down from above. However, unlike traditional RTS games, in "Sky Girls"...
The camera will focus on the plane piloted by the flying girl.
By default, the flying girls will automatically fly their planes and engage the enemy.
But at the same time, players can also control the fighter jet.
The control method is very simple: wherever the player clicks, the fighter squadron will follow.
To be more specific, it's like the player has a string that allows them to drag their fighter jet across the map for relative movement; they can slide left or right, or suddenly slide backward.
If the plane suddenly slides backward, it will perform maneuvers, such as pulling up or making a sharp turn, to execute the player's commands.
These maneuvers are very diverse.
The final visual effect is that players can see the girls perform a variety of highly maneuverable actions by swiping their fingertips.
However, although the actions look flashy and players need to unleash skills, the overall combat is still more of a lightly automatic battle.
Players are mainly responsible for using skills and performing some micro-management.
However, in some major battles and story cutscenes, the game will switch to the classic air combat perspective.
This classic air combat perspective is similar to that of games like Thunder Fighter and Ace Combat.
In the classic aerial combat perspective of "Sky Girls", players will be completely immersed in the combat experience of the flying girls.
Switching from a top-down view to a first-person or third-person perspective, players can clearly see the fighter jets weaving through the clouds and feel the thrill of the wind whistling past the wings.
This switching is mainly to increase the game's immersive experience.
It also serves as an open stage for the level design.
For example, if Lin Li wanted to design some giant flying machines built by goblins using the power of "I think" in later levels.
Or perhaps some enemy aircraft with unusual abilities.
This first-person perspective obviously makes the game more engaging for players.
Moreover, this model already has very mature and successful commercial game examples.
Games like Thunder Fighter and Ace Combat have always been popular, even though most of these games are set in the future, modern times, or history.
However, the gameplay is the same, and their success proves that players have a need to control fighter jets in the game.
As for fictional worlds.
It's not really a negative factor.
What detracts from the score is the poorly designed fictional world.
The design of aircraft in this world is an area that the production team will focus on in the future.
Lin Li's requirement was to design an entire iterative series of aircraft, referencing World War II and incorporating elements such as dieselpunk.
Moreover, these aircraft should ideally have a relatively clear distinction from the aircraft design institute. For example, aircraft designed by Griffin Design Institute can lean towards historically German aircraft.
For example, a lighthouse design firm can participate in the design of some American aircraft.
Known for its robustness, durability, and powerful firepower, the aircraft has a thick fuselage and wide wings. While it may not be as agile, it can carry a large amount of ammunition and heavy weapons.
It can also incorporate designs from the Soviet Union in the past. The range may be shorter and the ammunition may be less, but it will be sufficient and cost-effective.
In addition to these major design institutes.
Lin Li also plans to introduce some small design studios, each with its own unique design concepts and styles.
To make these planes more realistic.
Lin Li also requested that the production team write detailed history and background stories for each design.
For example, the founder of Griffin Design was a retired ace pilot who hoped to change the landscape of air combat through lightweight and agile aircraft.
The founder of Steel Wings Design Institute was a military engineer who firmly believed that only powerful firepower and strong defenses could win wars.
"These backstories not only make the planes more lifelike, but also increase the player's sense of immersion."
Besides.
"By the way, when taking off, we must add a close-up shot of the beautiful girls boarding the plane. The uniforms of the flight girls can be designed as various short skirts."
"Do whatever you want, you should all know that."
After all, it's a two-dimensional game.
Emotional value is built not only on the plot but also on the visuals.
A scene of beautiful girls in dresses boarding a plane can not only showcase the girls' personalities but also immerse players in the world and satisfy their visual needs.
You can also get some latex suits similar to EVA. In short, XP has many features, so it can satisfy your needs.
Designs like this are always welcome.
At worst, we can add a skip button later for players who have entered a state of deep concentration or are tired of watching.
After all, once the flying girl enters the aircraft, the expensively crafted model of the beautiful girl won't be very clear.
In the game's setting.
Each girl has her own corresponding plane or a certain type of modification. Of course, they can also fly other planes.
This setting separates the pilot from the mecha.
Logically, it's similar to drawing characters and their unique weapons separately, a practice seen in many games.
For example, "Steel Storm"
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