Chen Mo had a good night's rest. In the morning of the next day, after washing, eating breakfast, waiting for the most clear stage of the brain, he used memory playback potion to start searching for the forgotten memories in his mind.

The game of plant vs. zombie has been a long time, and many memories have been blurred, and many details in these memories will directly affect the quality of the game, Chen Mo dare not be vague.

The effect of memory playback of the potion soon took effect, and Chen Mo's thoughts slowly returned to many years ago.

The first thing I remember is a classic plant image. It looks like a pea shooter like Longma, a Wogua like a musician with a high surname, a potato mine with a rocker on its head, a sunflower with a smile of enigma, and a nut wall with eyes like a light bulb

Then there are all kinds of zombies, ordinary zombies, roadblock zombies, pole vault zombies, bucket zombies, rugby zombies, king of dance zombies

There are also various scenes, such as classic scenes, night scenes, swimming pool scenes and so on.

As the memory becomes more and more clear, Chen Mo hurriedly takes the sketch board to record the appearance of these plants and zombies, mainly to restore some key features and details of these classic images.

After that, Chen Mo began to recall the whole process of the game.

From what Dave said when he just entered the game, to planting the first plant, defeating the first zombie, and then to continuously opening new levels, unlocking new plants, and defeating new boss

Chen Mo recorded the key points of each level in detail while recalling. For example, which kind of plant is unlocked in the first level, which special mode is unlocked in the second level, etc.

After that is to write down some game data.

For example, how long will the pea shooter shoot a bullet, how much damage the flame stake can provide, how much deceleration effect the frozen watermelon has, and how many zombies will die in the face of different attacks

Although these data may not seem impressive, they will directly affect the numerical architecture of the whole game. Chen Mo can only use this stupid method when his numerical ability is limited.

Four hours passed in a blink of an eye.

Chen Mo takes a long breath. His spirit is in a highly concentrated state for four hours. He feels very tired after relaxing.

However, he could not relax. He took advantage of the remaining impression in his brain and filled in some data and details for fear of any omission.

People's memory will continue to decline. Using memory playback potion can only guarantee free search of memory within four hours. Once four hours pass, these memories will slowly disappear again.

After another two hours of tossing, Chen Mo took a long breath, and the whole person slumped down on the chair and took a water glass to drink some water.

On the computer desktop, Chen Mo has opened a new design document to record some details of the game. He has recorded thousands of them. There are also a large number of sketches, plants, zombies, scenes and even the UI layout style of the game.

This memory playback potion was finally fully used by Chen Mo and drained the last trace of value.

"Emma, I'm so tired."

Chen Mo wiped the sweat on his head. His spirit was very tense in the past six hours. He couldn't make any noise.

But then again, why are you so embarrassed? It's not because there is only one copy of memory playback potion! What if there were two? It's easy. One bottle today, one bottle tomorrow. Eight hours is enough to write down the details of the whole game. Don't be so nervous.

So, Chen Mo knows that he has to make money, and then krypton gold!

Chen Mo stood up and walked away, ate something, chewed a few chocolates, made a cup of coffee, and continued to work after a short rest.

The next step is to refine the design documents, finalize some of the previous design details, and record them in the documents. These details seem inconspicuous, but in fact, they affect the game experience very much. Chen Mo dare not ignore them.

Refining documents took a whole week.

A week later, the documents of the whole game were basically finalized and the details were detailed. The basic rules, interface layout, plant and zombie types and other settings of the whole game were all completed.

After that, Chen Mo will input these rules into the editor. The editor will automatically generate a game project according to the rules. Later, Chen Mo can modify the project directly.

It takes about 1-3 days to build a project. The more rules, the longer time.

During this period, Chen Mo plans to finalize the numerical system of the game.

Some basic attributes of plants include: attack power, health value, range, attack interval, attack range, preparation time (how long will it take effect after placing), cooling time (time to place again after placing), price (cost), damage point (mainly used for damage effect), etc.

For every kind of plant and zombie, Chen Mo has to list all their attributes and constantly verify them.

The game data recorded before has helped a lot. Some data details between different plants and zombies can be verified with each other, which makes Chen Mo's whole numerical design more efficient.In two days, the whole numerical system is finalized. Because Chen Mo has a large number of numerical details as a reference, the numerical system should be very close to the previous works, even if there is a deviation, it will not be too big.

Next, it's validation and constant fine-tuning.

During this period, the fantasy editor has generated a game project, which is temporarily named PVZ by Chen mo. The project name is just a code. When the game is officially released, the real name needs to be finalized.

After opening the project, Chen Mo checked all the rules and mechanisms, but there was no big problem. There are some small rule errors and logical loopholes, which Chen Mo soon made up.

After that, Chen Mo imported various numerical settings, and matched corresponding art resources for various zombies and plants. In this way, a simple game demo is ready.

Now, the whole project has no novice guidance, and there is no checkpoint.

Chen Mo creates a new scene, tries to plant a pea shooter, and puts down an ordinary zombie on the opposite side.

"Bang, bang, Bang..."

Under the constant attack of the pea shooter, the zombie fell to the ground.

The rhythm is OK. Chen Mo tries other zombies and plants again. Basically, it's OK. Except for some of the ones that feel the value deviation is relatively large, they make fine-tuning, and others are OK.

After that, Chen Mo starts to make the interface and set the level.

Setting a level is also a technical job. The whole level process must be increasingly difficult, which not only makes the players feel different, but also cannot increase too fast, so as to block the players.

Chen Mo has written down a lot of details about each level, about how many zombies to brush each level and what new plants to unlock, which are recorded, so the problem is not big.

It took five days for Chen Mo to finish all the interfaces and main levels, and guide the novice. In this way, the adventure mode of "plant vs. zombie" is basically restored by Chen mo.