Hello everyone, we are the production team of "Codename: Zhan".
This event is our first external test. Thank you all for participating, and we sincerely hope that you can provide more valuable opinions, so that we can work together to create a super cool action meat pigeon game on mobile phones!
[Dark Princess’ Choice]
What was the reason for the rapid decline of the prosperous Tang Dynasty? Is there any connection between the series of major events that occurred during the Tianbao period? What happened to so many literati, generals and heroes during this period. The team often chatted, and we got a lot of inspiration during this period. Brother Lou put these inspirations together and turned out to be a very imaginative story. We want to share it with everyone through the game. In this long story, we will start with Gao Xianzhi's destruction of the Stone Kingdom, and give the spotlight to a princess who was born in the Stone Kingdom. When she was a child, she was asked to throw away toys, kill maids, and skin pets. The kind-hearted girl was at a loss to deal with these things; when she grew up, she fled the city for love, and exchanged her heart for a sword to give to her lover. However, Gao Xianzhi was taking advantage of her. After his innocence, he was exterminated and poisoned. In the game, we will play the role of a reborn princess. Faced with various choices, we will be reborn to complete revenge. We will also come into contact with the respective plans of Li Chunfeng and An Lushan, and uncover the story of Tang Legend layer by layer.
It can be [Diary of a Weak Woman's Anti-PUA Darkness Growth Diary], or it can be [The light of humanity drives away all ghosts and monsters]; no matter what, it will be our own choice in the game, and we will experience this story in our own way.
Regarding the way of storytelling, rather than laying out a grand world view, we prefer to bring one or two characters to life to promote the development of the plot. Rather than pushing large chunks of information, we prefer players to experience the story and associate it with the story. We will use stage plays to express the fierce conflicts or strong emotions in each story. Use a fragmented approach to allow players to obtain information as they grow, allowing interested players to have the experience of discovering the plot. Players who are indifferent are not forced to read the plot content. They just need to enjoy the game. Therefore, we designed a story room to tell the story of the princess line, and a strange story to complete the background and easter eggs of the story. We very much hope that the princess's growth will be related to her revenge method, so when the princess goes through the choices in the plot room, we use a diary-like form to record the princess's choices, and give the princess rewards with different combat props based on the accumulated choices. ; We will also transform the princess's choice into the growth of the princess's cumulative attributes. Whether she is a violent princess or a princess with strong survivability will be shaped after multiple plot choices.
[Understanding of Action Meat Pigeon-Construction]
There is a set of operation modules, based on which a variety of skill changes can be made. The combination of multiple skill changes and enhancements can provide a very enjoyable combat experience. This is the most basic building experience. For example, there is a level A operation. Under the influence of terms such as blessing/equipment/special skills, you can attach splitting/range expansion/attack speed increase/attach elements and other mechanisms. After superposition and amplification, some greatly improved fault tolerance is produced, or The result of almost abnormal injury. We extracted it into three keywords: "fuck", "change" and "cool" for the convenience of description later.
[Fuck] We hope to make a meat pigeon that can be enjoyed on mobile phones, so we hope that the operation can be simpler and the rhythm allows time for observation and thinking. There is a master on the forum who divided the action combat into four sections: soul-based/run-and-gun/mowing/assassination, which respectively correspond to the four combat experiences of hard-core operation/quick attack and defense switching/low-pressure group monsters/calm analysis. We will position ourselves accordingly. Between run and gun and mowing, build a combat experience of running and gun before taking shape, and having a stronger feeling of mowing after taking shape. For the run-and-gun experience, one high-frequency operation for offense and defense, combined with 2 to 3 low-frequency strategy/timing skills, has been verified by us to be a relatively comfortable operating experience on the mobile phone. In the past, when I played the masterpiece of action meat pigeon on the PC, my fingers would always get blistered when I pressed down, or when I played the game on the mobile phone for a long time and continued to operate, I sweated, causing the screen to become sticky or disconnected; therefore, we added execution Skills can slow down the battlefield during execution, and they are also protected by the mechanism of the invincible hegemony. In fact, the addition of execution not only adjusts the battle, but also improves the comfort of our operations to a certain extent! In the future, we will also enrich the gameplay mechanisms and performance forms of execution skills.
[Change] We have always liked games with a relatively high degree of skill freedom. You can choose what skills you want to bring, and the combined skills can produce "chemical reactions". In this way, we can expect new tricks to be produced after the combination, which can bring Lots of fun. [Change] includes changes in moves, effects, and attributes. In addition, in our game, we specially integrate elements into combat changes. Two layers of [Change Seeds] were constructed. The first layer of seeds corresponds to the five elements, which also correspond to lightning paralysis and breaking the body, flame ignition to penetrate the shield, wood and vines to wrap around and control maneuvers, wind shields to rebound and block bullets, and water walls to block and divide. Five types of confrontations against monsters; the second layer of seeds corresponds to the growth of each fighting mechanism, such as thunder, lightning chain, thunder punishment, rockets, bombs, ground fire, etc. Each mechanism corresponds to a "soul character" To form skills and moves, and then the genre under this mechanism can be improved through the growth of the corresponding element "so". We have currently made 2 weapons, 15 souls and 145 souls. In order to give greater freedom in construction, we have made a cross design between the first-layer seeds and the second-layer seeds, that is, there is a customized combination of elements and elements. Therefore, in addition to the single-element forming gameplay, there are also The construction method of combining two elements appeared.
[Cool] At the beginning of the demo, we tried to create some refreshing experiences in terms of ACT, meat pigeons, and numerical values. Since the meat pigeons were built relatively slowly, we didn’t have much experience in how to make the numerical values refreshing, so our game At that time, it looked more like an ACT game. Some friends who liked our story and art style found it difficult to play. At the same time, we ourselves also found that it was difficult to balance between heavy ACT and meaty fun. We chose to lock the upper limit of the action elements at that time and use the limited resources to make meat pigeons fun, forming an experience structure of light ACT - meat pigeon growth - BOSS release; in terms of meat pigeon growth, our mechanism accounts for more than the numerical value The ratio should be higher, so that in addition to the more interesting gameplay, the scene after we build it will be strong and look cool. The disadvantage is that we have invested more money in optimizing the performance of the mobile phone, and we need to think of new ways to make the actual damage increase appear more obvious in terms of numerical feedback. We will continue to optimize this area.
At first we thought that if we achieved these three points, we would have a good meat pigeon experience. As the production progressed and we experienced a lot of various meat pigeon games, we began to have several new understandings. The first understanding is that behind the great degree of freedom is definitely not disordered freedom, it should be freedom introduced with a purpose. Otherwise, many players who enter the game will be at a loss and unable to find the way. So we thought about adding the [Minato] experience to the game.
[Minato] The inspiration comes from the self-propelled flag. There is a great thing about the self-propelled flag. I don’t need to understand every character. I can play it immediately. Every choice has a sense of purpose and there is no shortage of changes. After I become proficient, I can adjust the role according to the role. Understand that you can play more deeply. By analogy to action meat pigeons, I can have a sense of purpose every time I choose without affecting the richness of changes. When the game is deeper, I can match in-depth play styles based on my understanding of specific skill terms. Wonderful! So we let the formation skills be activated when the souls of the same element reach a certain number. Of course, we have also matched it with a relatively powerful effect, which is equivalent to a big move. It will be more fun to put it together.
Another understanding is that the core event that brings about the difference in strategy results is selection. The limited capacity can provide a selection experience that makes matching very interesting. We summarize this understanding as the word "limited".
[Limited] I particularly like the game Backpack Brawl. In addition to the obsessive-compulsive storage, it is very fun to figure out which items to keep, where to place them, how to rotate them so they can be placed, and then to conduct battle verification. There are similar settings in many RPG games. There are 20 skills and only 4 are allowed to be carried. There is a lot of room for research on how to match these 4 skills. It provides a meaningful way to choose. Combined with another problem I have, in many games where you can get unlimited entries, I can't remember which ones I currently have, so I will feel painful when choosing the next one. Therefore, our concept of three souls and seven souls integrates well with our construction philosophy. We can carry up to three souls that change moves, and 7 souls that affect the effects of moves. After three souls are full, when I get a new soul, I will carefully choose which move to change next. When faced with full pos, I need to think carefully about which pos should be replaced. Of course, we are not completely rejecting the thrill of breaking through the numerical upper limit brought by infinite superposition construction, but we may only enable it in specific modes in the future.
At this point, we suddenly discovered that this logic is like playing mahjong. Each card can participate in a variety of combination changes. We need to gather cards, which limits the number of cards. We also need to draw one and I need to play one, and finally form different Card type. It turns out that mahjong is a very powerful game, and it is multi-player PVP. But in comparison, we seem to have missed one link, [Hu].
[Hu] Regarding Hu cards, we were originally seven formations made up of one element, three souls, one element, and seven souls, which is equivalent to making only one color. After experiencing each color once, there won’t be much freshness. . So we took the single-element Hu tiles and removed a layer of dual-element Hu tiles in the middle, so that there is a linkage play between the two elements, and the formation of another series of elements can be superimposed on the single-element formation. Compared with all-color, mixed-color Hu cards have been added. Hahaha, the Four Water Formation·Thunder Change has appeared. It's a pity that we can't keep up with some details in this test. Let's keep the gameplay first.
The above is our understanding of the construction of meat pigeons, and it is also based on this understanding that we made this game test package. I believe everyone can see that we are not a mature action meat pigeon team. Everything is still being explored and moved forward. We can believe that by absorbing everyone’s feedback and our continuous polishing, our action meat pigeon experience will be improved. Be more fun.
[About Action Meat Pigeon-Level Randomness]
We are currently in the trial stage and have made a small amount of content to verify our understanding. If it goes well, we will add more.
The first understanding is that the mechanism must serve the combat strategy, and it is better if it can be related to the elemental seeds of the construction (so that the mechanism can grow while its own construction is improved). This is the influence of playing Tank 1990 when I was a child. Each level encounters different terrain elements. Iron walls can hide, snow can accelerate, and I can even build terrain elements myself in specific modes to fight. This makes me believe that when our combat capabilities are well combined with terrain elements, even if it is the same map base, we will have a lot of fun. We made 5 different trap gameplays this time, trying to coordinate with the battle. The water wall blocks the movement of monsters and bullets, the wind suction can be used to gather monsters, the falling rocks can stun monsters, and the fire breath can assist you in dealing damage. In each level map, you will randomly encounter one of them. When entering the map, open a blind box first (due to some reasons, this mechanism can be designed and observed, but the experience is still far from the effect we want)
The second understanding is that Random Meat Pigeon hopes to continue to have new experiences. Level upgrades and the continuous release of new content are the most effective and direct new experiences, such as new monsters, new challenge rules, new abilities, new scene combinations and mechanisms. , new risk options. Even if they are arranged and combined, it must be a fresh combination experience. Today's players' aesthetics have improved, and pure randomness is difficult to be recognized by today's players. Unfortunately, we are currently not doing enough in terms of new level experience. We hope that everyone will bear with us at this stage and we will work hard in the future. If you have good ideas, you can give them to the project team, and the project team will take them seriously.
[Write at the end]
We are a very immature and currently relatively small team. It has been less than a year since its establishment last year. The product is currently in its first test and is not complete yet. We have some temporary resources. We hope to hear your real voices. It will provide us with real help in optimization; I also hope that everyone can give us some time to grow. We will tell this story more and more beautifully!
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