Fairy Cat, the strongest blockchain + pets breeding game, will spark a blockchain game frenzy in 2023?
For game development, planning is undoubtedly one of the most valuable and fundamental processes. Just as all game objects have to be designed, realized.To achieve their full potential, games must be planned, developed and tested before they are published. Planning is the initial idea, the foundation and framework, which determines the positioning, look and style of the whole game. . If you compare a game to a life, the art is like skin and feathers, the programs are like bones and muscles, and the planning is the soul. No matter how excellent the game's technology, no matter how detailed the crafting, without inspiration and imaginative planning, the game is just an empty shell without a soul, and it is hard to find a connection with the players.
Therefore, game planning requires a lot of professional knowledge. For example, plot planners should have literary knowledge, good writing ability and be good at writing stories; numerical planners should have strict logical thinking ability and some mathematical modeling ability, and be able to coordinate the overall situation; and system planners should understand the gameplay, game mechanics, human-computer interaction, and be responsible for the design of the economic system, combat system, chat system, level system, etc.
As Ethen who participated in the design of "Fairy Cat" said, when he was designing this game, he considered that if the game was only developed, it would be too monotonous, so after the planning At the beginning, he suggested to add different adventure and improvement modes to "Fairy Cat", so that your cat can not only bring you benefits, but also earn them through synthesis, combat and other methods. Fully combining the essence of game development and other large-scale games, this suggestion was finally adopted by the team.
Overall, all planning positions must be highly imaginative and innovative, and be able to construct a complete system of rules from episodic indications. But this does not mean that there are no restrictions. The game is a kind of software that is subject to strict technical and platform restrictions. Before innovating, planners must have strict logic and clarify the context as much as possible before product development to avoid possible fundamental problems. Conflict and logical questions. In other words, planning a game requires knowledge of design, aesthetics, literature, psychology, mathematics, and computer engineering.
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