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Regarding "Resident Evil Resistance," John intends to divide the core gameplay of several games from dream memory into different modes, although the games in dream memory serve as templates.
In reality, however, developing this game is more challenging, even more so than "Resident Evil."
This is because there's no clear comparison example. Whether it's "Resident Evil Resistance," "Counter-Strike Online," or the zombie escape mode in the "CS" module, gameplay is a crucial factor that needs refining for the game. The performance details, including feedback on player experience, must be carefully considered.
An important distinction is that, unlike "Resident Evil," which is a true FPS game, firearms are a core element, though not strictly defining its gameplay. Even if the shooting feels isn't perfect, it has minimal impact on the "Resident Evil" experience.
However, in "Resident Evil Resistance," it's different. The core enjoyment comes from shooting, and experiencing the impact of a bullet storm. In both PvE, where players mow down zombies, and PvP, facing zombies that attempt to break through and chase humans, the bullet-storm barricade is central to gameplay. Shooting feels basic but crucial.
"A lot of resources can be reused. In map mode, some scenes from the Mount Massive Asylum in 'Outlast,' the police station in 'Resident Evil,' the weapon shop, and the lab can serve as initial maps."
Sitting at his computer, John reflects on "Resident Evil Resistance" development. Its costs are relatively low compared to "Resident Evil," as many art assets only require minor adjustments.
Moreover, some elite monsters from "Resident Evil," such as tyrants, G-monsters, lickers, and vegetative creatures, can be introduced as almost direct inspirations for elite monsters in "Resident Evil Resistance." Additionally, elite monsters from "Resident Evil Resistance" in dream memory, like tongue monsters and tanks, can be incorporated.
However, as John begins to draft the PvP GDD, he realizes a significant problem. He had assumed that players would naturally cooperate to achieve the best experience. For instance, in zombie escape mode, some players would work on unlocking puzzles and progressing, while others would use guns to fend off the zombies. Once the path ahead is clear, the zombies would be held back so that those behind could catch up and escape.
It sounds great, but here's a significant issue: player cooperation isn't guaranteed. While some will stay behind and shoot zombies, many others will rush forward, blocking the door in fear of lagging. This lack of coordination would lead to insufficient firepower at the rear.
Dying this way often could make the player experience frustrating.
As for voice commands, why should random players follow orders? They're here to enjoy the game, not to take instructions from a "team leader."
Examining the GDD document, John reflects. Zombie Infection Mode could be easier to manage. The map can be set up so one or two players can defend a small area or larger zones can be created to encourage group defense.
In zombie escape mode, however, it's crucial to let both zombies and humans show off their skills, this is critical to player enjoyment. Exhibiting skill is a beloved aspect for many players.
Experts enjoy showing off clever moves, while newer players like to display their skills in hopes of being seen as proficient. No matter the player's skill level, the desire to showcase is constant. In PvP gameplay, the feeling of overcoming a challenge is crucial to its success.
Providing players with a good experience is John's main challenge. Sitting at his computer, John recalls games from the parallel memory, hoping for inspiration.
After half an hour, John shakes his head and sighs, no quick solutions come to mind. After a pause, he places an exclamation and a question mark next to the GDD subtitle titled "Lost Escape Mode."
"But maybe a hide-and-seek mode could work too," He thinks of a casual mode from the memory, with a glint in his eye.
In a limited map area, a few players act as zombies, while most can choose avatars and hide. However, this casual mode isn't without flaws: searching as a zombie offers a much higher gameplay experience than hiding, as it's possible to not find anyone, which diminishes the thrill.
In the memory, this gameplay lasted only briefly before fading in popularity, mainly due to this issue. Ensuring that players who hide still experience a sense of excitement is crucial.
John considers.
"Taunting without getting caught, most players probably love that thrill."
Players who get caught and become zombies can join the hunt instead of merely spectating; at first, players can't see each other, but after a certain time, they'll be able to, preventing peeking strategies. Giving victorious humans substantial rewards beyond a mere experience boost or game currency is essential.
Referencing dream memory's gameplay modes and adopting the player's perspective, John recognizes potential pitfalls in some games.
In casual modes, some players might prefer being zombies, potentially even surrendering themselves for that purpose. In such cases, punitive measures typical in competitive games aren't suitable, after all, it doesn't directly hinder the hiding players' experiences.
And sometimes, maybe the player genuinely lacks skill but was caught too quickly.
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