Gu Feng reached out and rubbed his chin and began to think about the second game.
Wen Meng is working on "Bubble Hall" by himself. At most, the art and music teams have a lot of work. There are dozens of people in the game development team who are still free. After all, they have to find another game to work on.
After eliminating a dozen games from his mind, Gu Feng suddenly came up with a bold idea.
Why can't we make a Pokémon-themed game?
Although the final goal of the VR game is not considered for the time being, if you make a game with a development cycle of about two or three months, by the time the game is launched, the animation and novels have already accumulated a certain amount of popularity. By then, the animation, novels, and games will interact with each other.
Blessing and moving forward together can deepen people's understanding of Pokémon more quickly.
As for what type of game to make, Gu Feng had preliminary ideas a few months ago.
His idea is not to copy any previous Pokémon-themed game, but to draw on the experience of the League of Legends TFT mode to make a Pokémon-themed auto-chess game.
Gu Feng chose to play auto chess after careful consideration.
First, the difficulty of getting started is extremely low. In terms of operation alone, the operation difficulty of Auto Chess is as high as you can get it.
Of course, if you want to be good at this kind of game, let alone the Grandmaster King, even if you are a master, you will definitely not be able to do it without some brains.
Second, excellent fun. Needless to say, the fact that Teamfight Tactics has been in operation for seven seasons and still maintains good popularity is the best proof.
Third, there is a certain degree of challenge. Gu Feng has actually always wanted to make a game to verify his current production level, but choosing a suitable game is not that simple.
If it is too simple, it means nothing; if it is too difficult, the cost of overturning will be borne by the original intention.
The biggest advantage of replicating successful works of the past is that the risk is low, after all, those works have truly experienced the test of the market.
On the contrary, the fewer things you need to learn from when making a game and the more independently innovative designs you have to do, the greater the unknown risks you have to bear.
There is obviously no need to worry too much about the gameplay of Auto Chess, but now that the skin has been changed, no one dares to say that Pokémon combined with Auto Chess will definitely be successful.
Were there too few various types of auto-chess in the previous life? But how many of them were actually made in the end?
In Gu Feng’s view, the biggest production difficulty of Auto Chess is actually the same as that of “Plants vs. Zombies”: the balance of values!
From this point of view, the reference value of the original work is not too great. After all, even if it is the original work, each version is constantly making major changes and minor changes to adjust the balance. But even so, it is still difficult to avoid the occurrence of one or two
The answer lineup of the version that can be played hard.
Gu Feng thinks that although it is a certain challenge to do this with his current level 8 numerical level, it is not impossible to achieve.
Having said all that, what really sealed the deal for this idea was actually the travel cocktail.
With the existence of travel cocktails, Gu Feng can try and make mistakes as much as he wants to minimize the risks caused by market instability.
As long as he has the knowledge of travel cocktails, Gu Feng can use his hands freely.
After determining what the game is going to do, a more realistic problem looms before us, how to do it specifically?
In the early stage, there was definitely no consideration for violent mode or two-player mode.
In the normal gameplay mode, the overall framework of the game is actually very mature in Teamfight Tactics.
Like the chessboard layout, just borrow it directly. Anyone who has played auto chess knows how different it is to play a hexagonal chess grid and a quadrilateral chess grid; anyone who has played Teamfight Tactics since S1 knows it.
, what is the difference between playing unilateral four-row chess and three-row chess.
At least as far as the pure player experience of Gu Feng, the perennial king, the board layout that has been used in the following seasons of Teamfight Tactics is quite comfortable to play, not too big or too small, the positioning is flexible enough, and the distance between the front and rear rows is also quite appropriate.
In addition to the chessboard layout, the game interface layout and operation buttons can also be packaged and referenced.
After all, the key to Pokémon Battle is the Pokémon, not these little details.
The original function of the d key is as a shortcut key for refreshing the card library. Oh, I don't want to. I want to change it to the c key. Of course it is possible to do this, but what's the point? Compete with yourself?
What Gu Feng needs to think more about is not these, but the choice of Pokémon, the setting of skills, the setting of bonds, and the setting of season features. These are the key factors that determine the success of the game.
Auto Chess is actually very special. It is unlike other competitive games. Even if there are no major changes to other competitive games for several months, the impact will not be too great.
But Auto Chess is not good. Although the initial appeal is not bad, after all, there are only so many types of bonds and cards. After playing around, the playable lineup is actually only those. The more you play, the better for this type of game.
Players with average interests can easily get bored.
To solve this problem, Teamfight Tactics actually gave the right answer, which is to always keep an eye on the game's trend, and make timely major and minor changes to eliminate hidden dangers as soon as possible before certain toxic lineups cause bad consequences.
In a big season, occasionally adding or deleting some bonds and heroes is also a good way to keep the game fresh.
More importantly, a major season must not be too long. The season must be updated every three to four months at most, introducing new season gameplay, new bonds and heroes.
Of course, updating things will be considered later. Gu Feng now only needs to decide what setting and gameplay to use in the first season.
After careful consideration, he finally decided to adopt the gameplay of the first season of Genting Season, that is, there are no fancy settings, no element grid, no chosen one, no light and dark equipment, and no hex technology.
The reason for doing this is because he feels that it is best to let players get familiar with this new game type in the first season. Although the fun is slightly less interesting than in later seasons, the players are new to this type of game after all.
The freshness of the game can make up for this missing experience to a certain extent.
At worst, the duration of the first season should be shortened. After the players have become more familiar with the game, wouldn't it be nice to expand the skills in the second season and blind the players' eyes?
After determining the basic gameplay of the season, the next thing to determine is the design of the bond and the selection of Pokémon.
The design of bonds can be divided into two aspects. In Teamfight Tactics, it is race and profession. If it is replaced by Pokémon, it can be designed into attributes and professions.
There are a total of 18 attributes in Pokémon. You can only use some of them in each season, and you don’t need to use all of them. The professions are even simpler, like the key players in each season in Teamfight Tactics, you can just use them.
For example, all fighters have increased their HP limit, such as all mystics have increased their magic resistance, etc...