Chapter 101 The Complete Work of RTS
In fact, for Chen Mo, the previous 1.6GB resource quota was quite large, and for mobile games, it was hard to use it.
There are two uses of resource quotas, one is to download shared art and music resources.
Of course, this is basically something that is just a designer who is just starting out. Later, these resources can only be used as alternative resources. In order to improve the quality of the game, art and music resources basically have to be remade.
Another use is to use the editor to generate rules and game basic frameworks, and occupy program capacity.
Games like "My Name is MT" have very simple rules, and the editor's program only accounts for less than 30M, which can basically be ignored.
Chen Mo's focus was on mobile games before, so he basically didn't care about these things.
However, if you want to develop particularly complex strategy, real-time strategy games, or moba games, and their rules are particularly complex, the editor's program will also occupy a large amount of resources.
If Chen Mo wants to use the 1.6GB resource quota to make a real-time strategy game, it is still a bit tight. Now it has been increased to 5GB, which is very comfortable.
Next, there are still a bunch of special props left.
The memory replay potion must be kept, and this thing is not too much for Chen Mo.
As for the reaction injection and hand speed booster potion... although it doesn't seem useful, it's used together, and it will take permanent effect anyway.
At least it will be useful when playing games in the future.
Used them all, Chen Mo didn't feel any changes.
"Come on, let's do it first."
Chen Mo took a short rest, sat in front of the computer, and started writing the design documents for the new game.
...
With money and users, Chen Mo is going to make a reputation next.
Just like entering the mobile game field through "Plant vs. Zombies", Chen Mo also needs a well-known and popular boutique game to enter the PC field.
Before, Chen Mo hesitated between RTS games and MOBA games and didn't think too much about which one to do.
If in the long run, MOBA games can be said to be a one-time and for all. If "League of Legends" is made, Chen Mo can make money in at least six or seven years.
As for real-time strategy games, according to the experience of previous lives, they will definitely be rubbed by MOBA games, and they will sooner or later go up and down.
However, after investigating the PC game market in parallel worlds, Chen Mo decided to make a real-time strategy game first, which was also produced by Blizzard in his previous life: "Warcraft".
First of all, in terms of production difficulty, MOBA games are higher than RTS. Because there are a lot of numerical balance and hero mechanism problems in MOBA games, sometimes many problems affect the whole body by one move. Maybe if the version is not changed well, it will affect the life of the game.
Although RTS also requires numerical balance, it is relatively easy because the mechanism is not as complicated as MOBA games.
Secondly, in terms of game promotion, players in this world have never been exposed to MOBA, but are very familiar with RTS. If Chen Mo wants to promote MOBA games, the start may be slower.
Also, Chen Mo must use the contents of the "Azeroth Universe" as soon as possible. The faster these settings form a game, the higher the degree of recognition of players will be, and the faster the game culture will spread.
So, after considering it comprehensively, Chen Mo decided to do "Warcraft" first. Otherwise, it would be meaningless to wait until the MOBA game is made and then do RTS.
...
Next, there is a large framework planning.
Strictly speaking, "Warcraft" is a series of games, including "Humans and Orcs", "Tide of Darkness", "Gate of Darkness", "Governance of Chaos", and "Frozen Throne". Although these are all called "Warcraft", they are very different.
Putting aside the plot progress, let’s not talk about the game mechanism alone, there are some differences between the versions.
Like in "Warcraft 2", Blizzard has truly formed its own style, and the Blizzard operating system (left click to select, right click to attack and move) was established. The "Mist of War" mode has also begun to be widely promoted to real-time strategy games.
In "Warcraft 3", the introduction of "Heroes" became a subversive setting, perfectly balancing team spirit and personal charm, greatly improving the strategic and viewing ability of RTS.
In the version of "Frozen Throne", the balance of "Warcraft 3" has been constantly adjusted and the plot has reached its peak, which has made "Warcraft" an eternal classic game.
For Chen Mo, there is no need to go through the detours he has taken. He is planning to skip the previous stage and develop "Warcraft 3".
In the plot of "Frozen Throne", Azeroth's two most popular tragic heroes: Illidan and Arthas, as the two protagonists, finally fought in the Frozen Throne, pushing the plot of the entire Azeroth world to the top. A large number of players entered the trap of "World of Warcraft" or further understanding of the history of Warcraft is precisely because of their love for these two heroes.
As for the previous plot, Chen Mo plans to integrate all the exciting plots in "The Governance of Chaos". In this way, the version made by Chen Mo is actually a two-in-one version of "The Governance of Chaos" and "The Frozen Throne".
As for other things, including "Dark Tide", "Dark Gate", etc., if the player's voice is high, it can be added as a subsequent DLC.
...
In Chen Mo's planning, the design outline of "Warcraft" is mainly divided into six aspects, namely basic rules, combat mechanisms, racial architecture and military settings, plot related, map levels, and networking mechanisms.
There was a lot of content, and Chen Mo didn't plan to finish it soon. After roughly writing the design concepts and innovative points of "Warcraft", Chen Mo went downstairs.
Qian Kun just joined the company yesterday and sat next to Zheng Hongxi.
Zheng Hongxi and Su Jinyu were playing "League Conquest" while racking their brains to write research reports on real-time strategy games.
"Have the research report been written?" Chen Mo asked.
Zheng Hongxi said, "It's almost done."
Su Jinyu said with some confidence: "Write... OK."
Chen Mo nodded: "That's fine, let's keep it yourself, I won't watch it."
Zheng Hongxi and Su Jinyu: "???"
Su Jinyu was speechless: "Shopkeeper, if you don't even read it, why are you asking us to write?"
Chen Mo said: "If I don't let you write a research report, can you go and have a serious play? Besides, your research report must be written in a mess, and you will know if you don't read it."
Zheng Hongxi and Su Jinyu: “…”
Chen Mo said: "Okay, the new game development plan is already available. Come to the conference room and tell you about it."
The four of them sat down in the conference room, and Chen Mo distributed the printed "Warcraft Design Concept Draft" to everyone.
Zheng Hongxi said in surprise: "Wow, store manager, you are finally going to be Azeroth?!"
Su Jinyu said: "Real-time strategy! Well, it seems like this is a masterpiece this time! But, can it work..."
Qian Kun touched his chin: "It's not a game of cheating money, what a pity..."
Chapter completed!