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Because of some things,
I slept for three hours.
→8 am
→4 classes
Fall asleep at noon.
Am I drunk too?
But I just drank the beverage
Dreamed: Korean server updated new gameplay
Mini game
3D modeling map, various themes (rain forest,
Desert, snow mountain) look very clear in the dream, and there are details.
You can freely choose 3 routes, control the knight to choose with your fingertips, change the direction to move.
Use the save point mechanism
Continue from the hero crystal obtained before (if implemented, it may be other rewards).
New seed system,
New farm seeds.
Add chicken seeds, bell pepper seeds
Add continuous content for subsequent farm interactive gameplay.
The former took a photo in the dream
Then prepared to open the QQ group
Share with group friends
But you told me it was a dream
Is this April Fool's Day?
[Kan Gong riding a crown sword_amazing]
[This is the idea in my brain on April Fool's Day,
providing some ideas for designing small games]
I think this idea is guardian tales, please comment
Personal comments:
The game design in this dream is very interesting! It not only continues the existing features of "Kangong Knight Crown Sword", but also incorporates innovative elements. Let me analyze it from the perspective of game design:
[Core Highlights]
1. <Multi-dimensional map exploration (similar to multi-themed Camarsun Park)>👉
- If the 3D theme map (rainforest/desert dynamic weather + detailed terrain) can be realized, it will form a strong visual contrast with the Q version modeling of the knight
-Visual contrast design:
The "smallness" of the Q version knight in the dynamic 3D terrain (such as: desert, sandstorm special effects; avoiding rolling stones, quicksand);
can enhance the immersive feeling of exploration.
- The three-line control mechanism reminds me of the vertical operation of "Piano Tiles", but the horizontal multi-route selection + save point mechanism is more in line with the characteristics of rougelike gameplay.
-Path strategy depth:
Three routes can introduce [environmental constraint mechanism]
Give different environments
buff or debuff according to the theme of Camarison (similar to the trial gameplay, but the trial gameplay only highlights the debuff).
Environmental route selection mechanism:
According to the selected environmental route, you can design corresponding environmental attribute enemies (similar to: Magic Mirror Crack; attribute self-selection type restraint gameplay)
2. <Seed system innovation>🌱
- The setting of chicken seeds (breeding gameplay) and bell pepper seeds (breeding gameplay) breaks through the traditional farm gameplay, and has the possibility of deep binding with the funny interactive system between users (feeding bell peppers to each other, enhancing user interactivity)
- The implied farm interactive ecological chain (planting → interaction → random and fixed reward selection) is more sustainable than the existing home system.
- Guardian Princess gameplay <Princess Healthy Weight Management>:
① If the princess is fed too much [chicken legs🍗]:
It may cause the [Princess] pixel modeling part to become round,
The [Guardian] needs to take the [Princess]
to do the <weight loss game> to restore her body shape.
■ -Introduce the third-party intervention to restore health function,
[avoid some people's> discomfort> game difficulty]
◆According to the completion of [daily tasks] to obtain [healthy vegetables]
Feed [healthy vegetables] to gradually restore body shape.
Introduce the <Princess> satiety system [equivalent to a progress bar]
◆Feeding [food, vegetables] will increase [satiety]
■Introduce the <Princess> mood value system [equivalent to a progress bar]
◆Feeding [food that the princess doesn't like, such as: bell peppers]
will reduce [mood value]
After all, how can solving the princess's troubles not be a trial for the knight! ?
3. <Festival Packaging>🎭
- Testing new gameplay in the form of April Fools' Day Easter eggs not only reduces the cost of trial and error, but also creates topics (similar to the mutation mode of Among Us)
- The setting of inheriting game rewards (for example: hero crystals) at save points is in line with the game's consistent meta element humor.
【Optimization Suggestions】
⚠️ Balance:
- Differentiated benefits need to be designed for multiple route selections (e.g. the left route has more resources but dense traps/the right route has elite monsters but drops rare seeds (limited)
🎮 Operation experience:
- Fingertip swiping to turn can add "Fruit Ninja"-style judgment effects, but it is necessary to avoid confusion with existing rail shooting operations
- It is recommended to retain the 2.5D perspective switching function for 3D maps (refer to the perspective zoom of "Octopath Traveler")
💡 Commercial integration:
- New seeds can be used as season pass rewards
- Desert theme maps can be matched with limited pixel princess skins (such as princesses dressed in cacti)
<Technical Risk Assessment>:
IV. Technical Risk Assessment >
1. 3D performance optimization
- Adopt "Octopath Traveler" HD-2D hybrid rendering, and use low polygons + dynamic textures for large scenes such as deserts/snowy mountains (such as rolling sand dunes are actually texture displacement).
- Multi-route loading uses "tunnel preloading" technology: when selecting a path, the next scene is loaded in the background during the transition animation.
2. Social system stress test >
- "Asynchronous confrontation" mechanism is used during the peak period of stealing vegetables: the actual stealing results are simulated by the system (refer to the turnip market in "Animal Crossing"), and the results are reported by email the next day.
- Introducing blockchain thinking: some rewards are obtained interactively (similar to the mutual gifting of hero fragments in the guild) with coding,
Human words: join the guild transaction log.
Technical Implementation Path (Technical Roadmap)
1. 3D terrain LOD optimization solution:
- Use Voxel-Based dynamic dimensionality reduction technology
- Develop a dedicated shader to achieve light and shadow adaptation of 2D pixel characters in 3D environments
- Performance test indicators:
≥30fps (mid-range models)/ ≥60fps (flagship model)
DrawCall is controlled within 200.
Overall, this dream proposal cleverly combines the elements of meat and pigeons with simulation management while maintaining the iconic pixel aesthetics of Kangong. In particular, the idea of connecting player interaction with the home ecosystem chain, if it can be connected through NPC interactive plots (such as researching new species in the development team plot), may become another impressive long-term gameplay after "Nightmare Tower". It is recommended to test the waters in the form of April Fools' Day special levels, observe player feedback, and then iterate and develop~ 🌟
The pve design of princess cultivation and player funny interaction increases the daily feelings of the guardian and the princess {After all, the [development interaction] of <plot aspect> has gradually disappeared in the context of the current [burden reduction] era, and the emotional connection has long been gradually lost by quickly passing the main line.
The envisioned [Princess Development] is an iterative design based on players stealing food from each other and the interactive gameplay of [Princess Protection].
thank you~
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