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Chapter 206 Unsatisfactory plan

The first game of Fantasy Star, Jester, has never played it. After all, the sales of MS are not high in Japan and the United States, let alone the number of products that can be sold to China. Although this game was replicated in the first generation on the md platform in 1994, and domestic players can play this game mostly from md, no one of the friends around Jester had this cassette at that time. Later, he forgot about the simulator, so he was not very familiar with the first game of this game.

However, based on the project given to him by Nakayuji, he thought it was pretty good, but he was still a little worried that the 3D scene and animation that Nakayuji mentioned were able to be completed on MS at that time. Not only because of the powerful function of MS, but the bigger reason is that the technical ability of the am3 development team led by Nakayuji is indeed the best in the Japanese gaming industry. Now, relying only on one Nakayuji, he has to make a question mark whether it can be completed.

I simply wrote down my own suggestions in this document and put them aside.

After stretching, he had to rush to the development center of "Heavy Fighters" to take a look. This kind of work is basically like this every day after returning from London. Except for a few days, on the contrary, he did not think that this kind of life would be very tiring. Instead, he enjoyed this kind of work and rest method that filled all his time.

Whenever I look at some games that only appear in his mind, and are really slowly taking shape under his hands, the sense of accomplishment is indescribable.

Especially for the recent games, Jester has added a lot of his understanding of how games in this era should be designed. It can be said that in addition to the game framework and prototype, this is already his own game. Therefore, after completing the production of "Flame Emblem", Jester has the feeling of joy that he did not have after completing the game production.

The same is true for this time's "Heavy Rail Force".

To be honest, the entire plot of "Heavy Fighter" this time has no similarities with the one he remembers in his mind. Jester didn't even tell the original plot of the game that was written by the game, but just talked about the general background. As for how to set up the main and side plots in the game, that's what these playwrights do.

Although the plot in the game discussed at the end still has a clear main line of the game, which is also the key and motivation for players to continue the game and experience the plot, it still adds a lot of side plots and freedom that is not inferior to the original. Jester can even see some of them. During the discussion, he accidentally mentioned many of the creativity he thought of in the later game "Fallout" of the same theme.

Go to the lounge to pour a cup of coffee, and then Jest walked to the development room of "Heavy Fighter".

On the way, he greeted the passing employees with a smile. As long as Jester was not in development in the company, he had no airs at all, and was no different from an ordinary college student. He did not want the atmosphere of a company that made games to be too serious.

At this moment, Sean Dabilli, holding a large stack of setting pictures, lowered his head, and hurriedly walked through the aisle.

Jester originally wanted to get out of the way and let him pass, but when Sean Dabilie passed, he saw Jester holding a cup of steaming coffee beside him, and a hint of joy appeared on his face.

"Boss. I happened to have something to look for you!" Sean Dabilly blurted out, "I went to your place to look for you a few days ago. Your assistant said you were in the development room and I didn't go in because I was afraid of disturbing you. Now I can find your free time."

Jester smiled and asked in confusion: "Will you call me before you go to see me?"

"I just had to worry and forgot."

So Jester didn't regret his office. Instead, he went to the employee lounge with Sean Dabilly, which was originally renovated from a conference room, with sofa game consoles and TVs, various board games, flags and chess and card games, and also equipped with coffee beans and coffee machines, various fruits and desserts. During the break, employees often come to entertain themselves.

There is no one now.

Sitting down on the sofa, Sean Dabilly put the large stack of settings in his hand on the coffee table, and then began to talk nonstop.

The game creativity of "The Knight of the Round Table" that Jester told him before was indeed very inspired by him. He immediately went back to do detailed designs. After he had a lot of references to the technology accumulated by Mark Seni when developing "Avengers", his design style became more and more bold. Although Jester told him with his eyes that he had some important settings, which might be the key to the game. He was hesitant that there were too many people at that time, so he did not say it on the spot.

However, both of them forgot about this matter. Now a few months have passed, and the design and framework of this game have basically been completed. Dabilli wants to find Jester who came up with this creativity to help him see how the game is planned.

I quickly looked at the big stack of Shawn Dabili's settings. I have to say that he tried his best to make the first game after Shawn Dabili's own studio was established. However, from the preparations before the formal development, it was more prepared than any of his previous ones. Obviously, for him, especially when he saw the great success of Seff Dabirwater's "Contra", he would inevitably feel an indescribable pressure.

Moreover, he had the idea of ​​secretly competing with Sid Mel in a new game. After Sid Mel promised to set up a studio for him, he did not stay at the headquarters of Mars Entertainment in Costa Mesa like himself or Seff Daberwater, but went directly to Santa Monica, which has the best beach on the West Coast.

Jester watched it very quickly, but in fact he just picked up some key points and browsed it quickly. Originally, because he did not say the game "Round Table Warrior" in detail at that time, he did not have much expectations for Shaun Dabilly's design. This is not to say that Shaun Dabilly is not as good as Capcom's second dragon in the future. The reason why Capcom was able to produce the peak work of the Qing version of the level-passing action game "Round Table Warrior" was based on their years of experience in the Qing version of the action game. This was a result of accumulation and thrift, and it was not achieved overnight.

In "The Round Table Warrior", there are countless exquisite small settings. Once you discover and want to find out, you will have endless fun. For example, Jester is very addicted to a setting called "Random Steps" in this game, so he almost can't extricate himself.

And Ranbu is a hidden setting based on the core of "Round Table Samurai", which is the treasure drop system.

It can be said that this is the beginning of the advancement of this game master.

So, what is random steps? Simply put, the enemy's random steps are called "random steps" at a certain moment. At this time, when the entire item is cut open, special circumstances may occur, such as bleeding or 6 in vegetable pot, 800 points to make a magic wand or 6 in 6 in 600 points, 4 6 in 6 in 6, etc.

How to make random steps requires Dalian’s experience and practice.

Now Jester still remembers the situation where he studied Ranbu at that time. At that time, four game coins were worth one dollar. In the eyes of future arcade players, the price was too low. In fact, Jester remembers that when he played the cheapest time, he could have ten coins for one dollar. At that time, the game "Round Table Warrior" was very popular in the arcade hall, and most people like to choose a prince or king. Well, it was just a name at that time. To be precise, it was Lancelot or King Arthur. Lancelot was not King Arthur's son, but his subordinates and cuckolds.

However, Jester likes to use Puosi, that is, the axe player, not anything else, but because Puosi is the easiest to control the random steps.

For example, Jester still remembers some tricks of random steps. For example, if you cut 6 bags of gold box in the first level, you should jump 9 times. If it is 3 bags, you will jump 21 times, and there will be a red shock. For example, if you want to let the above drop, you must be an axeman. You must release it (a+b) when the soldier rushed over and rolled. For example, you must die to 0 lives in the second level, and you can cut 2 up in the third level, and so on.

If Jester didn't say these things, these settings, and if Sean Dabilly had any experience like Capcom had studied these games for many years, it was basically impossible to think about or design them.

Sure enough, after Jester finished watching this game plan with Sean Dabilly, although he had thought that it would not satisfy him very much, what he did not expect was that from this plan, what he saw was basically a King Arthur version of "Avengers", which basically had no new meaning.

So, Jester, who was slightly angry, threw the plan in his hand directly on the table.
Chapter completed!
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