Chapter 227 Problems and Modifications
Zhong Ming briefly talked about the design concept draft of "Taiwu Painting Scroll", including various systems and some relatively shallow design concepts.
Then he answered a few more questions and then the meeting ended.
Although the meeting ended, it can be seen that most people’s doubts have not been completely resolved.
Everyone else left, and Zhong Ming left the art group alone and arranged the work in a brief manner.
In the design team, Zhong Ming was basically arrested by him. He took a step back and said that the three people had problems with their understanding of functions, and Zhong Ming himself could also explain the program clearly.
However, on the art team, Zhong Ming will start to arrange most of the management work for Jiang Wanna, and then he will directly connect and communicate with Jiang Wanna, and in principle, he will no longer ask about other people's specific work.
But in this way, there may be certain loopholes and problems, and prevention must be done in advance. Of course, no matter how you prevent them, these problems are difficult to completely avoid. After all, this is also a pain that the company must experience from small to large expansion.
In the conference room, Zhong Ming determined the work flow, priority requirements, etc. with the art team owners to ensure that these people can cooperate efficiently and work. After all, although the staff in the studio has experienced a surge in its staff, the number of people is still incomparable to the key projects of many large companies. It is necessary to eliminate the internal friction caused by some meaningless links as much as possible and promote the R&D cycle as much as possible.
...
Zhong Ming stayed in the conference room and had a meeting with the art group.
In the current design team, there are 3 people in addition to Zhong Ming, including world architect Fu Xing'an, numerical designer Jia Jia, and a functional designer named Wu Mingliang.
The division of labor among the three people is also very clear. Fu Xing'an is mainly responsible for the game's plot, packaging, copywriting, and functions of the big map. In addition, there is also a very important task to promote the progress of the project; Jia Jia is responsible for the game's values and some system functions closely related to the values, such as combat systems; Wu Mingliang is responsible for other large-scale system designs, such as sects, martial arts, npcs, etc.
In short, those related to the plot are returned to Xing'an; those related to the numbers are returned to Jia Jia; others are returned to Wu Mingliang.
The work of the three of them is not light, and they are all under great pressure.
The first thing I did when I returned to the work station was to quickly dig out the design concept draft on the intranet, and quickly understand the gameplay based on Zhong Ming's explanation I wrote down before.
Because they have to write the specific design documents.
However, there is not much content that needs to be created by oneself, because Zhong Ming’s design concept draft is written in detail, including most of the interface layout diagrams. The main task of the three of them is to straighten out the logic and improve some details at the same time.
After all, in Zhong Ming's opinion, these three people are still not in the design. Now, it is okay to let them be responsible for such complex functions alone, but it will definitely slow down the project progress. Therefore, in the early stage, they will focus on starting and learning while working on it, and slowly they can stand alone and make complete designs by themselves.
Among these three people, Fu Xing'an has been in the industry for more than a year, mainly doing plots and some functional designs; Jia Jia only graduated this year and has a lot of game experience, but has not written design documents himself; Wu Mingliang has been in the industry for the longest time and has more than two years of work experience. He is also from an intern to a functional designer of previous projects. There are probably dozens of documents he has written, which is the most experienced among these three people.
However, relatively speaking, what Zhong Ming was most worried about Wu Mingliang may be because he had been in the previous company for too long, so he had some thinking inertia, which may take a certain amount of time to reverse. Fu Xing'an and Jia Jia are more like a piece of white paper, with more room for shaping.
All three of them were looking at the design concept draft.
Wu Mingliang scratched his head while reading the concept draft.
So sad!
He has written a lot of design documents, but he has never written this.
It makes you feel a headache when you look at it!
Various systems are too complicated! Especially since each system has connections, the logical details here can probably make people dying of ecstasy.
Although he has rich experience, it is all about bracelet games. If you want to make some common game systems in bracelet games, such as drawing cards, challenging chapter levels, creating equipment, etc., it is all right. But this game is really too messy now, and there is not much experience available for use.
Fu Xingan, who was sitting next to Wu Mingliang, was also scratching his head.
For him, there is no ready-made experience to use...
This feeling is like walking on a night road. You don’t know where there is a pit in front of you, so you can get stuck in it. You can only touch the darkness and move forward based on your feelings.
Wu Mingliang came over and whispered to Fu Xingan: "This design concept draft is really beautiful. Did our boss write the same design documents before?"
Fu Xingan also whispered: "I don't know, but the previous few independent games look quite normal."
"Hey, I feel a little weak." Wu Mingliang said, "This game is really a bit unstable. If we don't know the first project we did, it will be cold..."
Wu Mingliang didn't say that the game was unreliable. In fact, he felt that the people in the project looked quite reliable, so he said "unstable".
There are too many more adventurous designs in the design draft.
In other words, the entire "Taiwu Painting Scroll" itself is a complete risk!
Fu Xingan nodded: "Yes, this game feels different from the games I have seen before, it's very new. However, the boss must also understand the risks here. Risks and opportunities coexist. Just look at it, maybe it's a niche boutique."
Wu Mingliang nodded: "Yes, I hope."
Wu Mingliang himself also knows, is there any problem with this design draft?
Actually, no problem can be found.
To put it another way, I will give him the current elements to design, and he is sure that what he does is not as good as Zhong Ming.
In other words, it is already a very amazing thing that Zhong Ming has to force so many complex gameplay into the game "Taiwu Painting Scroll".
It seems that the problem is very big, but if you really want to choose and modify it, you don’t know where to start.
Therefore, the problem that Wu Mingliang is worried about is not a matter of level. In the final analysis, it is a matter of game content.
After Zhong Ming had thought about it, he had to do so many complicated content, and all of them were stuffed into the game. The system and interface of the game could only be like this now, and it would inevitably look a little bloated.
Want to lose weight? Sorry, it's really hard to do it.
Therefore, Wu Mingliang was worried, but in fact he was powerless to do anything about it. He could only do some optimizations as much as possible and write his own design documents.
...
The "Taiwu Painting Scroll" that Zhong Ming wants to do is still somewhat different from his previous life, mainly in terms of art resources.
The "Taiwu Painting Scroll" in my previous life is limited by manpower and investment, and it is indeed a bit eye-catching in art resources, including character portraits, combat scenes, large maps, etc., which actually have some shortcomings.
Now that Zhong Ming has money, he certainly needs to comprehensively update and upgrade these art resources. At least the surface layer is beautiful, which will attract players even more.
In addition, some too-waste time-consuming links in the game have been appropriately shortened, such as some repeated battles, cricket catching, etc. Most of the time is spent in the process, which is considered a relatively boring repetitive work and is really unfriendly to the liver.
There is also the character generation stage at the beginning. Although players can customize some attributes, specific qualifications, talents, etc. must be seen before entering the game. Many players who use multiple rounds to go to a specific genre are often very troublesome to get a good start. In response to this, Zhong Ming directly added a property preview interface and a [Random] button at the beginning. Players can directly select the beginning they are satisfied with by just clicking the buttons.
In fact, similar functions have also appeared in games like "The Legend of the Warriors". It is very necessary to add a similar function to games such as random talents with great impact on the front, middle and late stages of battles.
In the final analysis, "Taiwu Painting Scroll" is a stand-alone game with sales volume, and it should be sold as much as possible. When it is difficult to get started and unfriendly to novices is already a certain fact that it is difficult to change, players should be given as convenient as possible in various functions.
This is not a point card game. It is actually useless to extend the player's game time and will not have any impact on the game's sales or even reputation.
Of course, the result of changes in art is that the art resources are greatly improved.
Zhong Ming's previous life's "Taiwu Painting Scroll" saved an outrageous amount of art resources. All the battles were fought by two black figures, so it saved a lot of art resources. The one that occupies the most resources in the game was actually a cricket, which is a strange story.
According to Zhong Ming’s modification, the characters and battles in the game will occupy a large amount of art resources.
In terms of characters, a larger and more complete face-pinching system is created through various different clothing and features. At the same time, NPCs can be rationally evolved in the state of young people, middle-aged people and elderly people based on the system's intelligent algorithm, such as young people with a lot of hair, middle-aged people with bald heads, old people, etc.
These face-pinching data will be reflected on the model. Fighting is a battle between two characters. Players can clearly see the appearance of themselves and the enemy. Some special states, such as bleeding, poisoning, etc., can also be displayed on the character model.
There are also some derivative gameplay, such as building a house, catching crickets, etc., and art resources have also been comprehensively upgraded.
For example, catching crickets is an original painting with grass, stones, ruins, etc. on it. Different cricket chirpings come from different places. Compared with the previous "point grid" picture, it is much more realistic.
The same is true for building a house. It is no longer covered with building icons on the grid, but it is changed to a large original painting, and the buildings are still distributed according to certain rules, but the grid is hidden. If players feel that the original painting is not intuitive enough, they can still enter a special editing mode and build it by filling in the grid. After the construction is completed, they can return to the original painting mode and see the whole picture of the village more intuitively.
In addition, there are some special changes, such as instructions and tips for each system, simple initial guides, etc., to help players get started faster, while reducing the number of players' operations and reducing the cost of understanding.
Moreover, due to the experience problems of several main creators, some interaction methods are very anti-logical. For example, the emails in the game are almost useless. Whether it is repairing a wheelbarrow or increasing resources, they rely on dragging to achieve it, which has stuck a lot of players. In fact, you only need to right-click to pop up an option menu to solve it better.
Zhong Ming also supplemented and modified these contents to make the game's interaction more reasonable.
In Zhong Ming's previous life, the development team of "Taiwu Painting Scroll" had only three people, and even the programs were designed and self-taught, so there must be many problems. Now that Zhong Ming's team has completed its expansion, the world's technology and development tools are more developed, it is natural that a wave of comprehensive optimization is required.
However, the optimized "Taiwu Painting Scroll" is still just a 2D game.
In fact, Weiguang Studio now has the ability to develop 3D games. Art and programs actually have some experience in using 3D engines. If you want to change it to 3D, it is not impossible.
But Zhong Ming’s considerations are two aspects. First, the current team is still in the running-in stage and there are already some communication and cooperation problems. If you use the unfamiliar 3D engine, it may induce some difficulties and slow down the progress; Second, the characteristic of "Taiwu Painting Scroll" itself lies in the gameplay rather than the picture expression. Making it into 3D is much higher than the exquisite 2D picture, but the effect may not be very obvious.
Therefore, the optimized version of "Taiwu Painting Scroll" produced by Zhong Ming still chose the 2D version, but it was optimized in terms of gameplay and greatly strengthened in terms of art resources.
In addition, "Taiwu Painting Scroll" will be released on both the computer and the bracelet at the same time. The picture on the bracelet needs to be optimized to make players less tired from watching, and these are also under development plans.
...
"Taiwu Painting Scroll" soon entered a intensive development stage. Zhong Ming set a plan that all design documents will be completed in the first week, the R&D cycle will be 7 weeks, and the test will be completed and launched in two months.
This time is not too fast in this world.
The "Taiwu Painting Scroll" in my previous life was polished by a team of three people for three years. After all, there are too few people. It is a miracle to be polished out in three years.
The main creator Eggplant once used 1 to 2 hours of spare time every day to independently create a magic RPG "Doomsday Documents" with extremely complex settings in 5 years, and thus gained a fan base of more than 300 people. Later, he hoped to set up a small team to make a product that could be used for the market and more players.
So he pulled several supporters from the group who were in another place, responsible for art, programs and music, and then showed them more than 100 complex design drawings he drew with CAD - his main business at that time was architectural design.
In the original words of Eggplant: "I think this game is not too difficult, but I have told other members this design drawing for a week, and they all seem to understand it."
I gave up my job and worked hard for three years, and there was no programmer. The programs were written by the main creator Eggplant self-taught code. It is not easy to get it done in three years.
Of course, Zhong Ming’s group of people are regular soldiers now, and the number is more than several times higher. In addition, the world’s developed black technology and perfect engines do not have to last for so long.
At the same time, two news has recently appeared that has attracted more attention from Zhong Ming.
First, the internal testing news of "The Sword of the World" is said to be "great success" and "completely full", and is about to start large-scale publicity. After another month of optimization and repair, public beta will be launched and officially launched.
Chapter completed!