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"A combination of dungeons and shooting games?" In the first dungeon in-game instruction, Schultz roughly understood what kind of game it was.
"Characters have a little character, although it is pixel style, it is not the same as mainstream games." Schultz nodded gently and expressed his approval.
Most of the independent games on the market today are all handsome and beautiful, especially the female character. If you want to recognize the difference, you can't see the difference from the face. The only thing you want to recognize is the difference between hairstyles and clothes. While "Binding of Isaac" is a bit weird and ugly, when you look closely, there is a little cute character style, which is indeed quite different.
"However, these are just external gimmicks. For independent games, the real test is the playability of the game." Schultz thought while walking back and forth in the instruction room with skilled operation.
Light and shadow rendering, physical engine effects, and amazing 3A-level large games cannot rely on the performance of the screen to conquer players. Once the game is not playable enough, it will encounter a problem. What's more, an independent game that is inherently at a disadvantage in terms of graphics? Out of the previous bad impression of John, Schultz began to try the game.
"Almost seamless level loading? The optimization is awesome!" Schultz felt a surprise in the next scene of the game scene almost instantaneously through the room. This outsourcing company looks quite capable.
The game is not a seamless map, Schultz knows it because there was a very clear black screen just now. It is only very short. In terms of frames, it is only about 4~5 frames, which is one-third of a second. What is the deadliest thing about an independent game? Playability? Story? Price? No, for an independent game, the most fatal thing is optimization.
Having been in this circle for many years and having also issued many independent games as agents, Schultz understands that the most fatal shortcoming of independent games is optimization. Because for independent game makers, they don't have too many machines in various stages to test the performance of different machines, and then find the problem.
They can only use their development machine for testing, so this situation usually occurs. The development machine runs smoothly, but most of the players' machines are not stable after the sale and can only be refunded. And independent game makers have no way to solve these problems in the first place.
Unless the content of your game is really up against the playability, you can make the players tolerate these problems, or after you solve these problems, these players still pay attention to your game.
After most games are released by agents, there will be agency companies to perform secondary optimization. Of course, these ordinary players are not aware of it. Not to mention the content of the game, but as far as the optimization of the game is concerned, Schultz also added another point to this game.
"The level design is okay, the shooting effect is not bad, and the sound effect is good in place of the impact effect of the bullet."
Controlled the character of the game in the BOSS room. Facing a big spider-like BOSS, a misplaced position has taken away the last three hearts. Schultz nodded gently and expressed his approval.
After the game trial of the first level, Schultz created a new document and then began to record things on it. Combining pixels with cartoons+, the character style is a bit grotesque+-, good shooting feel, good level design+, and a simple and clear game experience+.
The + sign stands for advantages, the - sign stands for disadvantages, and the +- stands for uncertain factors, which may be advantages or disadvantages. This is a small habit of Schultz himself. After playing the game posted in the mailbox, he then gives a rating. The whole game is quite good, which is what surprised Schultz most.
If it is not the accompanying game that has the information proof of the other party, plus the game maker completes the game, the official verification needs to provide the corresponding game maker's employment certificate and job title, Schultz doubts whether this game was done by John. It is a little too different from the previous "Monsters Dungeon".
This kind of feeling is like a bad student suddenly getting the top ten in the final test, giving people an incredible feeling. The only thing that makes him feel a little uncomfortable is that the style of the game itself is a little dark.
Saving the document he just wrote, Schultz opened the game again, ready to try it again from the beginning, which is also a professional habit of his. When the impression of a game's first trial evaluation was okay, he entered the stage of retesting and tried to see if he had missed any undiscovered flash points. This is also a must-have attitude for a qualified auditor who distributes game companies.
However, after he opened the game for the second time and entered the first dungeon, a brand new world appeared in front of him.
"Dungeons are different? Divided into several different levels, and then each time the player enters, they choose one of them?" Looking at the completely changed dungeon levels, unbreakable and moving obstacles, and strange enemies, Schultz had a very surprised expression on his face.
Schultz touched his chin, looked at the computer screen, and said to himself: "The design of the multi-line mode, but I don't know what the quality of this line is. If it's not good enough, it's a disadvantage."
Similar game design has been used by independent game makers long ago. This design pattern is very interesting, but if it is not good enough, it is cumbersome, and cannot attract players, instead becomes a reason to dissuade.
With this psychology, Schultz once again started his own game. The first monster room, then a treasure chest that appeared in the room, completely different props than before, and the final level of BOSS.
"The design of this part is unreasonable, the props appearing at this level are a bit powerful, and there is not much threat in the face of BOSS." Schultz frowned as he looked at the end of the game.
"Look again, are there any other lines." Releasing his brow, Schultz continued to start a new round of the game, preparing to see if there were more routes for this game.
But with the start of another new game, looking at the first level of change again, the expression on Schultz's face changed, and a vague guess appeared in his heart.
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