Lu Zhixing entered the VR game cabin and began to use the resources of "Ordinary Life" to pre-build the levels of "Walking with Darkness".
At that time, as long as all his role-playing tasks are completed and the corresponding material templates are obtained, he can directly and quickly replace them.
Of course, the role-playing tasks may not be given so exactly, and then you can only use materials or points to exchange them.
In fact, everything Lu Zhixing said to Li Rushan was true, and he was not deliberately deceiving this poor little fat man.
It just conceals some more important details.
For the level design of the game "Walking with Darkness", Lu Zhixing did adopt the "saturated design" method. If others use this method, it will definitely be a mess.
After all, the levels designed by different level designers are of varying levels. How much workload does it take for the level manager to select useful levels, integrate them, adjust and optimize them according to difficulty?
It is likely to be slower than traditional design methods.
But Lu Zhi Xing is different.
He already has many classic level designs from previous games in his mind. If he were to slowly recall them by himself, although it would not be completely impossible, the efficiency would be relatively low.
Now through saturated design, the company's level designers are allowed to each come up with a set of design plans. Then Lu Zhixing can quickly screen out the better modules among these plans and compare them with the classic levels in his mind to quickly
integrate them.
The premise of this "saturated design" is that the person in charge of the final level has enough level templates in mind and has a high level of design.
And Lu Zhixing happened to have these.
As for the dynamic difficulty design of this game, it refers to the classic dynamic difficulty design of some previous games, such as the "Resident Evil" series.
Although this dynamic difficulty system has been criticized by some players, overall, it is still very successful. Especially in this kind of resource-limited game, it can greatly improve the player's gaming experience.
In this world, technology is more developed and AI technology is more advanced, so the dynamic difficulty system can be made smoother and not feel too forced.
And with this dynamic difficulty system, it is meaningless to distinguish between easy, normal, and difficult difficulties.
For ordinary players, regardless of their level, they can experience just the right level of difficulty in one game, focusing on experience.
For those truly expert players who want to play speedrunning, Expert difficulty is their stage.
Lu Zhixing concentrated his mind and began to continuously use various resources to generate the levels in his mind one by one.
The distance between different floors, climbable locations, specific climbing routes, puzzle-solving areas...
There is definitely still a lot of design that is unfinished, such as the arrangement of some puzzle elements, but it is completely enough to just do level design and route planning.
During this period, Lu Zhixing spent a lot of time surveying routes and parkour in reality. He has a clear understanding of the difficulty of different obstacles and the combination of parkour routes, and then superimposed them on the classic level templates already in his mind, and the game
Each level in the process was quickly formed.
Of course, it is impossible for Lu Zhixing to design all the levels at once.
"Walking with Darkness" is divided into three main parts: the bottom layer, the middle layer, and the upper layer, which are somewhat similar to the villages, castles and islands in "Resident Evil 4". In each part, it can be divided into several different small levels.
What Lu Zhixing created this time is just a small level in the bottom layer.
Soon, various buildings rose from the ground, with varying heights, walls for climbing, cracks, exposed steel bars, incomplete platforms...
Lu Zhixing was busy for a while and quickly built a small level in the game.
Of course, it is not the initial scene, and the specific location of this small level needs to be re-planned. But for experience purposes, it is enough.
The dynamic difficulty system in "Walking with Darkness" not only changes resources, but also includes subtle changes in the scene.
When the dynamic difficulty changes, not only the number of resources that players can obtain will change, but also a series of attributes such as the distance between buildings, height difference, depth of rock crevices, damage received when falling, etc. will also change.
After all, this is a consciousness-connected VR game, not a traditional PC or console game.
In the traditional game mode, players only need to press specific buttons when facing obstacles, so it is impossible to distinguish the difficulty of obstacles. At most, some restrictions on the input time can be made, but if it is too stuck, it will
Lost the fun.
Consciously connected VR games play very close to reality, so the difficulty of level design can be more detailed.
Just like many rock climbing competitions, the position and distance of each stone are calculated. Rock climbers must have a certain ability to "interpret intentions" and roughly determine the intention of the route setter through the distribution of stones, so as to achieve the optimal goal.
the climb.
The so-called route setter draws a route map based on the specific conditions of the rock wall, installs rock points on the rock wall for trial climbing, and finally determines the competition route based on factors such as difficulty, safety, and skills.
At this time, Lu Zhixing's role was very close to that of a line setter.
In addition, there are some special designs for low difficulty, such as yellow paint as indicators in some key locations, so that players can quickly find the future route.
Otherwise, in a real scene, both eyes will be completely black, which will be too difficult for players.
Of course, in expert difficulty, there is no yellow paint for such instructions, and it all depends on hard work.
Lu Zhixing quickly pieced together the first small level for testing. At this time, this level was completely pieced together using the urban background resources in "Ordinary Life". No monsters, obtainable resources, or light and dark were added for the time being.
change.
It is a scene purely used to test parkour and climbing gameplay.
Lu Zhixing came out of the VR game cabin and called to Li Rushan who was playing the game: "Mr. Li, the test level is set up. Can you feel it?"
Li Rushan looked at the time: "So fast? It's only been more than two hours!"
He suddenly felt vigilant.
He had long known that Lu Zhixing was incredibly fast at making games, but this was too fast! Could he really have come up with some genius design?
Lu Zhixing continued to greet others: "You can also come to the virtual space and give it a try."
Everyone was also looking forward to what the first scene of their game would be like, so they put down their work, put on VR helmets, and entered the deep world of 404 Studio in the "Taiqing" virtual space.
Then, they appeared at the entrance of this test scene.
This is the entrance of a building. Looking up, you can see some broken windows and cracked gaps on the exterior wall of the building. You can see yellow paint signs on these key climbable locations.
Further away, there are zip lines connecting buildings, exposed steel bars, collapsed overpasses between buildings, and other various buildings.
These buildings together form an organic whole, hiding more than one climbing route.
Li Rushan's mouth opened slightly: "Mr. Lu, this is the scene you spent more than two hours putting together? I don't study well, so don't lie to me!"
Lu Zhixing smiled: "After all, it's just a test scene. It's a little faster, but the quality is not guaranteed. Don't be surprised if it gets stuck after a while."
Hearing this, Li Rushan breathed a sigh of relief.
It's okay, okay, if you just pursue speed and don't ensure the quality of level design, then it's still acceptable.
Liu Bo raised his hand and asked weakly: "Brother Lu, what should I do if the player is also stuck?"
Lu Zhixing smiled slightly: "Players will not get stuck. After all, we have a dynamic difficulty system. If the player cannot jump to a certain position and dies too many times, the distance will gradually shrink under the action of dynamic difficulty.
"We can also collect player data in real time, find some unreasonable places in the level in time, and make adjustments in a timely manner.
"So, there is no need to worry about players getting stuck. As long as they keep playing and fail a few more times, they won't get stuck."
Lu Yixiao thought for a while: "But doesn't the expert difficulty have no dynamic difficulty?"
Lu Zhixing looked like he had a plan: "We will test it casually at that time. As long as one person can pass the expert difficulty once, then there will be no problem.
"After all, we have played on expert difficulty, who would have the nerve to think that the difficulty of the game is too high."
Everyone was dumbfounded: "Mr. Lu, what you said makes sense and is completely impossible to refute!"
Li Rushan's previous worries disappeared in an instant: "Mr. Lu, I know that I have always been very accurate in judging people, and you are really a genius!