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Chinese: Countless monsters
Zoom in: The protagonist is wearing an exoskeleton and holding a gun.
Monster modeling requirements: ...
[Main Character Model]
"Is this a case of directly extracting the storyboard from the promotional video and then building the game demo based on the storyboard?"
"Will this... will this even work?"
This is the first time I've seen this kind of promotional demo development.
Logically speaking...
Game promotional videos come in two types.
One type is CG animation, which mainly renders the world view.
These kinds of promotional videos were quite appealing a few years ago.
However, a large number of deceptive advertising campaigns have emerged.
Players are no longer interested in these kinds of promotional videos. You spend a lot of money to make CG animations, but players don't care at all because they know it's fake.
On the contrary, live demonstrations are gaining more and more attention.
Unlike CG trailers, gameplay demos are usually produced after the game is finished, or at least after a demo is made. The development team then selects the best parts to record, edit, and finally create the final product.
Showcase gameplay, visuals, and character models.
But Lin Li's method.
The approach is to first create a shared image in everyone's mind through script-like text.
Then, based on these findings, we can build up the game resources.
In fact.
The latter half of this planning document.
It involves categorizing everything that appears in the promotional video, separating it into development files according to its sequence.
From the gameplay to the art assets and scenes in the demo.
Even voice acting and music.
"That's terrifying..."
"That requires an incredible level of control over the game."
"We're making adjustments as we develop the game; it's practically multi-threaded 3D printing."
Eggplant's words hit the nail on the head regarding the most terrifying aspect of this model.
Because the development content was broken down into smaller parts.
Multiple teams can work simultaneously.
Efficiency is naturally maximized.
"Is it really possible?"
"It's possible. The difficulty in achieving this isn't in starting work simultaneously, but rather... in writing this document."
As Liu Peng spoke, he glanced at Lin Li, who was sitting at the front waiting for everyone to read the documents.
Lin Li's method is not impossible to replicate.
However, there is a major prerequisite for using this method.
You need to have a very clear understanding of the final effect of the entire game before development begins.
This doesn't sound difficult.
When developing a game, don't you, as the main creator, know what the final game will look like?
However, in reality, almost every game project undergoes various changes from its inception to its official launch.
It's even possible that what was initially conceived as an action game could end up being an auto-battle card game after development.
In this situation.
If you use Lin Li's method.
Ultimately, you'll find that the finished product simply can't be put together.
It would be a waste of time.
The group looked at each other in bewilderment.
After being surprised by Lin Li's development plan, I carefully examined the storyline and gameplay revealed in the entire demo of Future Line.
~~~
The core gameplay of Future Line is very simple.
It can be summed up in two words.
That's tower defense.
To put it another way, it's like the tower defense games advertised on various websites.
Enemies surge like a tide, crashing into a hail of bullets, ultimately creating an exhilarating experience.
This is how you play.
Someone actually tried this in a previous life; that's what "Heavy Outpost" is all about.
That game just went astray.
Just as Lin Li said, every game has a core. Any system you create that deviates from the core is useless and will only detract from the game rather than add to it.
The vast majority of players who learned about and purchased "Heavy Outpost" were drawn by its intense and exciting tower defense battles.
The production team's publicity also indicates that they are aware of this.
However, in the final product, the core construction and tower defense aspects actually account for a very small percentage of the process.
For more than 80% of the time, players will be "scavenging" in various ruins. To truly enjoy the game as advertised, you'll need to spend at least a dozen hours of that "garbage time."
Ultimately, despite the decent quality in the later stages, it received mostly negative reviews.
of course.
If Lin Li were to design "Heavy Outpost," he would cut out all the non-core systems and keep only the two most core and fun parts.
One is the core of tower defense games: killing monsters grants experience.
One of the core elements of idle games is automatic monster fighting.
Add another option: players can choose to take over control of a weapon at any time, such as a mech, rocket launcher, or metal storm to slay monsters. That would be enough.
Games aren't necessarily more fun just because the system is more complex.
Otherwise, Nintendo's games simply wouldn't sell.
Take Besiege for example. Its gameplay is extremely simple, yet it managed to sell 15 million copies in its first year as a beta version in 130.
of course.
Lin Li's "Future Frontline" is not a copy of "Heavy Outpost".
Much of the content, including that in the demo, is completely different from that in Heavy Outpost.
The two are somewhat similar in their core principles.
However, Lin Li was not one to be taken for a fool; he knew very well how to build a game around its core gameplay.
The reason Lin Li initiated the project "Future Frontline" is...
The answer is actually very simple.
For E3, for publicity, for traffic.
At Gamescom, Spark gained a lot of attention with "The Wandering Earth," but this time, it's in the United States.
This trip to the United States.
Lin Li had prepared three major moves.
One is the publicity and promotion of the Spark Group, whose main players include Galaxy Park, Genshin Impact, and these ten selected projects.
Secondly, there's "Star River Paradise: Survival," which has already been approved for development.
This project was initiated in the first half of this year by the studio currently developing "Stargazy Pleasures: Exploration," and was approved by Lin Li.
Chapter 496 A Spark That Overestimated Its Own Abilities?
Initially, the project was conceived as "Star River Paradise: Exploration 2".
However, during the project's development, "Galaxy Paradise: Exploration" has been progressing well, and even now, it occasionally appears on the Starfire platform's player concurrent online player rankings and best-selling charts.
Every now and then, some mod maps are released that become popular throughout the European and American communities. For example, in March of this year, a group of British players used the Galaxy Paradise: Discovery editor to create a Lord of the Rings mod.
It recreates some content from The Hobbit film trilogy.
The most ingenious part is that this mod utilizes the game's skin-changing function and equipment skills to achieve a character-switching function that is not available in the base game.
In this mod, players can take on the role of a member of the Hobbit team and embark on an adventure.
This mod is simply too good.
As a result, Galaxy Park: Discovery became a huge hit again, and mod creators were also greatly encouraged by the income from resurrection coins.
With the technical support of the official Spark team, Monkey has continuously updated many monsters and terrains.
It can be said to be a completely new game with a basic game framework.
This "unexpected" success is naturally a good thing for Spark, because both the mods and the game itself rely on the Spark platform.
However, this success also increased the pressure on the development team to develop a sequel. Ultimately, in order to prevent players from feeling that Starfire was pushing for a sequel and causing players to leave the exploration game, they decided to pursue their own path.
This is also for the continued development of Galaxy Paradise: Exploration.
Lin Li renamed the new project, which is the origin of the current "Galaxy Paradise: Survival".
however.
Whether it's the dozen or so games that Lin Li prepared for the Spark platform, or this "Star River Paradise: Survival" game.
In reality, it's unlikely that any of these factors will cause significant fluctuations at E3.
Because E3 is the American gaming expo.
It's not an American comic convention.
It would be extremely difficult to stir up trouble here.
The key is the subject matter.
What Spark excels at is not mainstream in the US market.
In the US market, top-selling games are almost entirely concentrated in the three genres of shooting, racing, and sports.
Although many American players are also complaining that they don't want gun, car, or ball anymore.
But this is similar to domestic players complaining that they don't want martial arts games.
Manufacturers don't want to make martial arts films either.
But the market only recognizes this theme.
The same goes for American manufacturers.
The mainstream market is still interested in shooting, racing, and sports.
So if you look closely, you'll see that all the major IPs of American domestic manufacturers are created around these three themes.
and so.
Regarding this E3 essay topic.
Lin Li naturally had to start from the answer of gun, car, and ball.
It seems there are three themes.
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