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77.45% PixelPioneers: The Birth of a Gaming Empire / Chapter 79: Chapter : 78 : Is This Possible?

บท 79: Chapter : 78 : Is This Possible?

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For the relationship with the players, John has to maintain it well, for example, by giving them some new news and telling them not to worry, as the game is being made, this is a piece of critical information. John is not concerned about what the game industry thinks. After all, the game is not sold to them after development.

Keeping the plot and art style of the game in mind, John communicated with the relevant departments. The final answer was that he could do it, but bloodiness should be controlled.

The main character in the game is the same as the setting of the art style in the game. This is where John feels the most difficult or the most conflicted in the game. For his memories, the impression of the first encounter, people will always beautify it in their minds.

There is no doubt that John, who has the memory of a parallel world, has valuable assets, but he also has a preconceived concept for the characters of "Resident Evil" and the game art style.

***

In the PixelPioneers office, John is talking to everyone about the art style in the game, including the outsourced art projects, and they have summed up many times. The overall art style of the game has been determined. The team started the basic development of the game, and at the same time, they thought about the dynamic difficulty of John.

"Don't use the big data in the game to reduce the difficulty after the player has died several times, based on the player's existing save file, including the damage during their progress, and the combined data of the killed enemy to determine the current game difficulty."

In the office meeting, John made a request.

The true dynamic difficulty is not just a simple difficulty, and then after the player dies a few times, the monster attribute decreases. It is based on the player's performance in the game so that the difficulty of the game has always been balanced with the player's strength.

Although it is a type of action-adventure, its theme is still horror, which makes players feel a little threat of fear. This is an element that must be maintained, otherwise, the story of "Resident Evil" will not be done at all.

The requirement of dynamic difficulty is not very difficult, but the technical operation of data is a great test for them.

***

The rest of the game development is not so difficult. For the perspective problem, John decided to set it to an over-shoulder perspective. Many people raised questions about John's decision.

"Mr. John, is this shooting method too risky?" Braden, who newly joined the team, hesitated.

Braden just joined the PixelPioneers team, mainly responsible for the planning of the weapon shooting part of "Resident Evil." Before that, he also served as the core planner of an FPS online game with 500,000 online users. Braden has a unique perspective on shooting games.

Currently, shooting games on the market have two perspective modes, one is the FPS mode which is the first-person mode, and the second is the TPS mode which is also called the third-person mode.

Among them, the first person is the most widely used, and although the operation of the TPS mode is the third person when running, most of these games will also be switched to the first-person mode when aiming.

"Resident Evil" is not a pure shooting game," John said with a smile.

In the beginning, John also thought about whether to replace this over-shoulder perspective with a third person or first person. But after careful speculation, John found that this game makes sense using the over-shoulder style.

First of all, it's the problem of substitution. Just like "Outlast," it's the first-person perspective, which brings players an immersive substitution. But the problem also appears, that is, the immersion substitution is too strong, which makes the player feel too scared, resulting in sales not going up. Using a third-person long-distance lens will cause the details to be unable to be viewed, resulting in a lot of elements in the game that cannot be immersed.

Instead, the over-shoulder perspective can perfectly neutralize these elements. In addition, the characters that the player can control in the game, or the characters of the friendly camp, are all handsome men and women, which is also a very outstanding setting.

Because of the over-shoulder viewing angle setting, it is determined that the protagonist manipulated by the player will occupy a large proportion of the screen, which the player can often see.

After listening to John's explanation, although Braden understood it, he still had some worries in his heart. After all, this was not a small creation. Even if the shooting mode is not the main gameplay in the game, it is also one of the core systems. Whether the player can accept this creation is a challenge.

It is just like why the four buttons to control the direction, most of the cases are ↑↓←→, WSAD; this has become almost the habit of players, and breakthrough and creation are not always a wise choice.

***

When the preliminary work was completed, various departments quickly entered the tight development cycle of the game and the progress of the development was much faster than John thought.

After all, for everyone in the game industry, overtime is already a habit. Even if there is no mandatory overtime requirement in PixelPioneers, there are many interesting ideas that cannot be stopped with the progress of development. An interesting game, for game industry development practitioners, and the attraction is extraordinary.

On the other hand, there is the temptation of bonuses. The high bonuses brought by the release of "Octopath Traveler" and the high bonuses brought after the launch of "Outlast" are all expected by everyone, and they are spontaneously working overtime and want to complete "Resident Evil" as soon as possible.

During this period of game development, John, Luna, and Armani were also discussing some issues about the development of PixelPioneers Studio.

John started to relax a bit after completing the GDD document of "Resident Evil." Luna was taking care of the official blog and learning about game development experience. It is still in a state of half and half. But Armani, who currently holds the position of general manager of PixelPioneers Studio, can be said to be disciplined.

In the office, John and Luna listened to Armani's updates on Schultz's development. Are they not a game company? Is this possible?


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