Game Development Mad God

v10 Chapter 968: PlayerUnknown's Battlegrounds (3)

Trivial development may be the safest way to evolve the game for most players in the game. After all, this is a survival game.

In the single player mode, all of the 100 people except the player themselves are their own enemies. Therefore, the player himself must have a sense of seeing and listening to all directions. To put it bluntly, it is trivial. Insignificant, just like Zhuge Liang.

Therefore, players work hard in the game to collect all kinds of materials that are useful to them. These materials can be firearms or other things, but these are without exception. Materials are directly related to the survival ability of the player in the game.

Survival is the eternal theme in this game. After all, only one player among a hundred players can eat chicken in the end, so the person who survives to the end is the final winner, no matter what kind of method the person uses.

Whether it’s the way the gods block and kill the gods and the Buddhas, or the way the sap is behind the wretched ones all the way, the player's ultimate goal is to become the last person alive, no matter how good the player is in the game, he can’t live. At the end of the game, it doesn't count as eating chicken, just everything is imaginary.

Therefore, players must always be cautious in planning their next actions in the game, whether it is for reconnaissance or movement, especially when entering buildings, they must be careful.

After all, there are ninety-nine enemies of its own on this island. Although the number of these enemies is constantly declining, they may still give the player a shot.

In addition, the safe zone in the game is constantly shrinking, so the density of its own players has not changed much, and the intensity of the battle is always very strong.

Besides, the map itself has very complex terrain. If the player makes good use of these terrains, then the player will be a very powerful help whether it is used for hiding or for battle. This is something the player must know.

To put it simply, in Lin Yan's view, although the map of this game is not very exquisite, of course, this is an online game in its own level of exquisiteness and naturally cannot be compared with large-scale stand-alone games.

But a lot of modeling can be considered very real, such as small towns, communities, military bases and air-raid shelters, etc. In this chapter of the map, players can experience a variety of different scenarios.

It can be said that the reason why this game itself is very playable is that the richness of the scenes in the map is definitely a great contribution.

In the original game, in order to make the content of the game appear more real, three different weather scenes, sunny, foggy, and rainy, are also specially set.

And while picking up the conversion, I have also changed many physical effects in the game to a certain extent. Sunny days are normal in the game. Naturally, the most direct impact on foggy days is to reduce the visibility of the entire scene. This is a huge test for players who use sniper rifles.

As for rainy days, visibility has a certain degree of impact, and the player's movement speed will also be limited. It can be said to be very realistic to show the physical effects that should exist in the weather.

Of course, in Lin Yan's opinion, the system shaping of a really good game itself should be quite good, and the system shaping of this local survival system is quite remarkable.

The first is the climbing system. The basic jumping function is a setting that exists in many design games, but this jumping function itself has many limitations. For some relatively high obstacles, it is of no use. .

Therefore, in the game, in order to allow the player to quickly climb over some relatively high obstacles, the climbing ability is set in the game. Using this ability allows the player to quickly climb over some more difficult obstacles, so that the player has better Game experience.

There is also a clothing system in this game, but the main function of the clothing system itself is to make players look at their characters more pleasing to the eye. Of course, among the materials that players can collect in the game, there is auspicious clothing. This clothing can It allows the player and the environment to be integrated and more concealed, but the impact of other clothing on the game environment is quite limited.

Of course, there are some differences between wearing clothes and not wearing clothes. Take shoes as an example. The sound produced by the shoes and the wide-angle are different. The sound made by the person wearing the shoes during the movement. It's deeper, and the wide-angle player walks more loudly. Only in some special sections of the road, the sound is lower than the player wearing shoes, but wearing shoes and not wearing shoes does not affect their own speed.

Of course, there is the weight-bearing capacity in the game. The main things that affect the swelling capacity are backpack belts and body armor. The backpacks are also divided into different levels. The higher the level of the backpack, the higher the weight-bearing capacity. 2. The weight of other equipment is the same, but the weight of the weight does not affect the player's own running speed.

Of course, this is actually very unreasonable in Lin Yan's view. The higher the weight-bearing degree, the more he will naturally bear the weight. People who carry a hundred catties and those who carry ten catties.

Running speed is naturally different in a real environment. Such a design is obviously unreasonable. It is clearly a game that pursues reality. However, such an unrealistic shape appears in such details. Homura seemed completely unnecessary.

Of course, this game itself still has many remarkable points in the system. The biggest improvement of this game itself is that it has a more delicate picture than other shooting stand-alone games.

The game screen at least gives the player a very intuitive feeling. In PlayerUnknown's Battlegrounds, whether it is in arts and sciences or in the conversion of perspective and close-up, as well as light and shadow special effects, etc., they are very delicate.

It is very in line with the perception of the human eye, and it appears more real, and the sense of substitution for the player is also very strong.

In addition, the weapon resources in the game itself can be said to be not so sufficient. Not all players can find weapons at a glance in the game, which also creates a chance for players to conflict, not to mention enemies. .

Knowing that players and teammates may also conflict for the allocation of resources.

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