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Chapter 42 A hodgepodge of games

This game must be equipped with the dual PPU high-end eight-bit substrate that has not yet been taken out. Only the color processing capability of this substrate can barely meet Jester's requirements.

The content of the game will be very large, but just a preliminary concept. Jester sets up nine completely different aircraft for this game, all of which are designed based on fighter jets that have existed in World War II in history.

In Jester's memory, in the entire history of 2D arcade flying shooting games, no game has ever had so many types of settings.

Similar games today, such as "Iron Plate" and "1942", and even the extremely classic "Saroman Snake" can only control a lonely plane and do not give players independent choices.

Moreover, Jester remembers watching an interview before, which was about the history of game development.

He remembered that a guest in it mentioned the player's sense of substitution when he mentioned "Super Horse".

"People are tired of playing a cold spaceship in the game, a racquet with pixels and an unknown bean circle. They want to play people."

Jester knew that "Super Horse" was not the first video game to use human as the protagonist, but it was the first to achieve great success. The success of this game made many designers understand that human is the easiest character to be brought into by players.

Although it was only a small detail, Jester thought it was crucial.

Even if the game is used to use a dual 8-bit PPU to process the screen, the precision cannot be comparable to later generations. Moreover, it is much more difficult to identify two different aircraft by ordinary people than to identify two different people.

Players are not military occupants. They will not like a plane without much life, and it is a plane from the second World War.

They are not Transformers, so why should players like them?

But if you are a human, and you are a handsome and handsome man, or a beautiful and charming woman, it will be completely different.

Humans will naturally like beautiful things.

Therefore, in the initial settings of this game, Jester asked players to choose the driver instead of directly choosing the model.

The driver Jester chose the aesthetic style of Japanese comics. He really couldn't appreciate the American comic style, and the future has proved that the aesthetics of Japanese comics are global, and only the aesthetics of American comics will be loved by the kiwi.

However, Jester himself has no experience in this area. Although he has read many comics and classic characters in later generations, he still feels that it is not too troublesome to find a special comic artist to make the setting diagram of this character based on his character settings.

For this game, Jester's goal is to strive for excellence.

After choosing the pilot, you will go to the hangar to choose the model - there are nine different aircraft to choose from, three in the United States: F4U Pirate, P51 Mustang, F38 Lightning, and two in the United Kingdom: MK9 Fire Spitfire, MK1 Hurricane, and two in Japan: N1K1-J Purple Electric, Zero Type, and two in Germany: FW190 Mockingbird and BF109.

After choosing a good driver and type, Jester also prepared for players that in many later generations, it has basically become a common gameplay, but no game has ever had a similar setting - a self-selected weapon system.

In fact, this is a very ordinary humanized setting in later games, but it is extremely shocking in the eyes of players of this era.

Players are no longer flying a designed aircraft fixed by designers, but set by themselves - self-selected engines, self-selected ordinary weapons, self-selected special weapons.

This kind of DIY setting is an irresistible attraction for players who are in contact with the first time, because in the process of self-design, players will pour their emotions into the process, and with feelings, they will naturally have a sense of substitution.

When players think of me flying a plane I designed to save the earth is completely different from thinking of flying a plane I designed to save the earth.

In terms of specific gameplay, Jester has referred to many similar games from later generations, such as engine skills, charging system, bomb system, etc.

Engine skills vary according to the engine you choose. Some engine skills can accelerate breakthroughs after using them, some can quickly drop and avoid barrage that is difficult to avoid, and some can make the aircraft fly backwards.

Of course, the engine skill will enter cooling every time it is used, and it can only be used for the second time after the cooling is completed.

This is just a few very common settings in later generations, but it is groundbreaking in this era.

Not to mention the bomb system, this is the most important setting in the flying shooting game. It first appeared in the sequel to "1942", but a similar setting appeared in "1942", where the plane controlled by the player can avoid it in an emergency.

The bomb system set by Jester is a special weapon chosen by the player. There are laser cannons that can clear a straight channel, some can carry out indiscriminate attacks within the fan-shaped range in front of you, and some can generate a protective cover and not be damaged for a certain period of time.

There are many more, such as the secondary machine system, gold coin system, bonus system, life bonus system, etc.

Most of these specific settings are referenced to the classic air combat game "Striker 1945" in the future. This game comes from ten years later, when this type of game has developed to its peak, and the perfection of the setting is far beyond what it is now.

Jester wrote several pages on paper and drew several pictures of various pictures.

As for the level Jester has not started designing it yet. He was not very good at playing this type of game before, nor has he memorized the version of this type of game, so his memory is not very clear, and he can only recall a few levels slightly. Even these levels can only be roughly explained, and many specific details are not clear at all.

He just checked the system in his mind and tried out the two games "Thunder" and "Striker 1942", and needed four points to purchase each game. The remaining eight points he now is just enough to try out.

The system in Jester's mind is quite humane. Once you try it, you can pass the level once, have unlimited life and can continue the level infinitely. Otherwise, for Jester, "Striker 1945", he could only sigh to the sky in "Thunder".

This game is really not something that humans can play.

Taking the settings he wrote, Jester walked towards Mark Seney's office. He wanted to discuss with the other party and listen to the other party's opinions, although he was very confident in his hodgepodge game that combined countless classic settings in later generations.

Mark Seney has been in a bad mood lately because the progress of the Avengers, which he had high hopes, has almost completely stopped.

Hearing Jester's purpose, Mark Seney nodded. It would be good for him to temporarily change the settings and think about it. Anyway, he had some ideas on how to deal with smooth motion in low memory, and the high-end version of the substrate has not been completed yet, so he was not in a hurry.

Holding the set that was not too detailed and did not even have a name, Mark Seney browsed it carefully several times, and while looking at it, his eyes were still full of brilliant colors.

"Every time I look at your design, I can give me a lot of inspiration. For example, this bomb system can be added to "Avengers" to allow the characters in it to have such protective moves - of course, there must be restrictions. The limit that you can only use three times per plane in a game is very good in the flight game, but it is not suitable for me in this fighting clear version of the game."

Mark Seney put the design draft in his hand on the table and said thoughtfully.

Jester was also a little surprised when he heard his words. What Mark Seni said was a setting that would definitely be available in the Qing Dynasty game in later generations. Jester remembered that when he was reborn, he called this move "Dabao". When he was released, he would deduct part of the blood bars according to the proportion, but being able to knock all enemies around him away is a very useful life-saving skill.

If Jester remembers correctly, the first time he appeared in "Double Dragon 2". Unexpectedly, Mark Seney only saw his bomb system and could think of this creativity. He is indeed a legendary figure who can win the GDC Lifetime Achievement Award.

After Mark Seney finished speaking, he took out his pen and immediately started writing and drawing on the table.

Only when he finished writing the stuff did he remember that Jester was still in his room.

Mark Seni said embarrassedly: "If you don't remember this inspiration immediately, you may forget it in a flash. My recent work is so busy."

Jester also sincerely admires Mark Seni's enthusiasm for making games.

He was almost a hand-off manager for several games that were under his name, especially "Snowman Brothers". He almost memorized the game, drew all the level settings diagrams, listed the details of the settings, and then threw them to others, letting them be responsible for the programmatic process.

This also made him feel a little ashamed.

In his opinion, he had hardly contributed to this game, but he could enjoy all the names of this game after its success.

Mark Seni is completely different. Not only does he complete the settings from the beginning, he even sets pictures and levels, and even solves the problems encountered during programming.

At this point, Jester is far inferior.

"Extremely groundbreaking." Mark Seney commented in an admirable tone of the initial setting of the game that Jester just showed him. Although the content is very sketchy, he can also see the wonderful design ideas from it.

In addition to seeing the bomb system just now, Mark Seni was also very impressed by the idea of ​​DIY at the beginning.

When he thought of this, he couldn't wait to play this game. This feeling was so unspeakable.

Mark Seney said, and a look of confusion suddenly appeared on his face.

He picked up the setting draft on the table and pointed to the large introduction to the worldview at the beginning of the game and asked Jester: "Why do you need to do it in such a detailed way?"

Jester smiled. Today's designers, even geniuses like Mark Seney, have not discovered that the future development of electronic games has changed from simply playing a game to experiencing a story.

This is also the core value of the game's sense of inclusion.

"A worldview starts. I plan to find someone to write a few novels based on this setting. The protagonist is the four characters of this game, two men and two women. This can make it easier for players to recognize the world. In the future, we can continuously add new works based on this worldview to improve the world's settings. Maybe more than ten years later, as the number of games we make under this worldview increases, the world will gradually improve, and this worldview will become a world that players truly recognize. At that time, when they look at this world, it is the same as watching the world of Star Wars."

Jester explained carefully in a teasing tone. When he said that, he automatically thought of Blizzard's "Warcraft" series.

Mark Seney nodded in surprise while listening.

He suddenly realized that his world of "Avengers" could be operated in this way. He suddenly remembered that Jester had bought a comic studio recently? Can this game be made into a comic?

Thinking of this, Mark Seney's eyes lit up.

This seems like a very good idea.
Chapter completed!
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