This "hehe hehe" made everyone present shudder a little.

What do you mean "Hey, hey, hey"?

How do you feel something's going on here?

And look at Chen Mo's expression, how can it stop?

"How do you feel like there's a conspiracy here..." Qian Kun could not help shivering.

"Cough, back to the point." Chen Mo coughs twice.

Su Jinyu asked, "shopkeeper, haven't you finished that half sentence? What kind of game is soul of darkness

Chen Mo explained, "well This is a collection of parkour, pinching face and dressing, matchless, love cultivation, walking simulation and other elements as one Role playing games. "

Everyone: "..."

What the hell!

Parkour, pinching face and matchless are all tolerated, but what are love formation and walking simulation?

Su Jinyu pointed to the projection screen: "but the store manager, you clearly wrote" high difficulty "on the concept draft?"

Chen Mo coughed two times: "cough, don't care about these details. You will understand these hidden elements after you play the game."

"Well, let's get down to business. This game is a battle system and all previous games are completely different game, but also for Pangu system customized game. Because of this combat system, we can't use the story background of Diablo, because the characteristics of the two games are totally different. "

"From this, there are world outlook, story plot, checkpoint design, Monster Design and so on. Let me talk about this slowly. "

Listening to Chen Mo's story, everyone felt new and confused at the same time.

The so-called novelty is that everyone feels very interesting after hearing about this combat system.

Will different body parts be judged differently?

Moreover, the damage gap will be very wide. Each weapon has special combat skills. The same cold weapons include straight sword, curved sword, extra large sword, different types of shields and a large number of armor.

In addition, players have many attributes, and can freely allocate attribute points every time they upgrade. Different weapons have different requirements for attributes, and players' occupations will not have so many restrictions on players' playing methods. As long as the appropriate points are added, the mage can take the big sword, and the warrior can also play magic. For players, the degree of freedom is very high.

And most of the attributes are useful, even for the general strength type, players should also consider the distribution of health value, energy value, strength, physical strength and other elements.

This kind of combat system has never been before, because we have not made such a large RPG game before, which is a challenge for everyone.

The reason for the doubt is that Chen Mo specially stressed the difficulty of the game: it will be a game that is more difficult to play than all previous games, and even a group of players may be dissuaded in front of the first boss, which may not last for half an hour.

Everyone is a little confused. Chen Mo emphasized that it's easy to master for a long time, but it's hard to master. Why is the script suddenly different here?

What's the easier way to start?

Chen Mo saw everyone's doubts and explained: "on this point, we don't need to tangle too much now. Now our focus is to work out the game mechanism first. As for the difficulty, we can adjust it later."

We didn't ask too many questions. On the one hand, it's out of the trust of Chen Mo, and on the other hand, it's true. In the process of game development, the difficulty can be adjusted at will in the later period. At the beginning, it's unnecessary to entangle this problem.

In particular, Qian Kun, as a numerical designer, is very clear. In fact, the difficulty of the game is a very easy thing to control. Players think that a certain boss is too difficult. As long as you cut here and cut there, it will not be difficult in an instant.

No matter how strong a boss is, it can't stand the two knives of a designer

In addition, the world view design of the whole game surprised everyone.

"About the specific world view, I will tell Zheng Hongxi in detail. For others, you just need to know the background of the game."

"In this world, fire is the origin of everything, in which the king's soul is born. The people who got the king's soul ended the rule of the dragon and opened the era of fire, but the fire will gradually go out. After the fire goes out, the whole world will fall back into darkness. "

"So some powerful kings regard themselves as firewood and continue the burning time of the fire, which is the" king of salary "in the game. And the protagonist is a residual ash carrying the mission of spreading fire. "

"As for some details, there will be a detailed scenario setting draft later. As long as you have a general understanding of the background of the world, you can experience it in person when the game is made later."

Soon, the design concept paper is finished. Most people also understand the nature of the game.

In fact, many people don't really understand the connotation of the game "soul of darkness". They think that the game is a continuation of the style of Diablo, and the Diablo world view just hopes that the players can brush it better.To this, Chen Mo smiles but does not speak.

The next part is the main part of the design. The most important part is the design of combat system.

In fact, when we were doing watch the vanguard, some designs had clear plans, which can be used in the soul of darkness completely,

in watch the vanguard, there are skills that bring about the change of perspective, such as the rolling of McRae or the great move of death.

In fact, the solution is very simple. In these skill States, the player's vision is still free to control, not consistent with the hero's real vision, which is equivalent to temporarily becoming a God's perspective. When the skill is finished, the perspective can be restored.

There is also the problem of vision.

Most of the 3A masterpieces on the PC end adopt the third person follow perspective, that is, the camera can see the back and action of the character from the back and above of the character.

There are many reasons for adopting such a perspective, but the biggest reason is that such a perspective will make players feel more comfortable.

Because PC's first person vision is 90 degrees, and in reality, people's binocular vision is 124 degrees, which is why most first person games make people feel that vision is seriously limited.

Therefore, including some shooting games and racing games, the first person perspective will be changed to the third person follow perspective, in order to reduce the discomfort of vision restrictions on the PC to the players.

Most of the 3a is cold weapon battle. The enemy may attack the player from any direction. At this time, the role of vision becomes more obvious.