Chapter 497 A game tailored for Switch
"Super Mario Odyssey" has a total of 17 scenes, including Hat Country, Waterfall Country, Sand Country, Lake Country, Forest Country, etc. Each scene has a certain number of moons, and more moons will be unlocked after passing the level.
In "Super Mario Odyssey", the total number of all moons reaches more than 860, and the number of gold coins and special currencies is even greater. These elements are hidden in various hidden locations on the map. If you want to reproduce it, you need a large amount of memory playback potion.
Fortunately, Chen Mo had stocked up a lot before, so it was enough, otherwise he would have to plan the level from scratch bit by bit.
"Super Mario Odyssey" is a box-style game. Each small scene is relatively independent, so it is not particularly complicated to do. After planning all the props and monster positions, the difficulty of development is greatly reduced.
When writing the design concept draft, Chen Mo felt that various elements were very complex with the help of memory playback potion. You can imagine how much energy it would take to actually make it?
In addition, there are a large number of easter eggs hidden in the game. For example, in the Metropolis, this level is filled with Donkey Kong's easter eggs. For example, a taxi in the city has a license plate of 1981-nd, which should be commemorating the debut of Mario and Donkey Kong in 1981.
In addition, there are many background music in "Super Mario Odyssey" that are also easter eggs, such as the Mini Car in Urban Country. The music during the challenge is the same as the card game music in Super Mario 3. When you first start the car competition, you will also hear the background music of Super Mario racing.
Obviously, it is impossible for players in parallel worlds to understand these easter eggs, which has to be said to be a pity.
However, Chen Mo certainly cannot bring all the Mario series works here, because there are some Mario series games, which are actually a bit outdated based on the current design concept of parallel worlds, and it doesn’t make any sense to move them out.
It is actually not bad to regard these easter eggs as part of the game content of "Super Mario Odyssey" as a diversified supplement to the game. After all, in Chen Mo's previous life, many people have never played the predecessor of "Super Mario" at all, but it does not affect their love for "Super Mario Odyssey".
I believe that many players will also be very surprised when encountering a two-way foil attack that turns into two-dimensional, even if they have never played the first generation of Mario works.
In addition, Chen Mo also wrote very carefully about art and music style.
Including background music, Chen Mo simply wrote down all the important background music melodies in this game, but some details need to be refined.
...
Soon, the design concept draft was written. Everyone was summoned by Chen Mo for a meeting.
Everyone has heard some news about this new game, but what everyone is more interested in is that Chen Mo said that this would be a handheld game, but what is the handheld game like?
Soon, Chen Mo answered everyone's doubts.
This time the design concept draft includes two parts, one is the design concept draft of Swith, and the other is the design concept draft of "Super Mario Odyssey".
Obviously, only by talking about these two concept drafts together can everyone better understand why this game is most suitable for handheld consoles.
Chen Mo first introduced the functions of each key on the two handles, such as the left joystick controlling the character's movement and the right joystick controlling the perspective; you can squat, run, throw a hat, or jump.
At the same time, after the player waving the handle and making some special gestures, he can ask Mario to make some special movements. For example, if he waving the handle while climbing, Mario can climb faster.
In addition, there are relatively complex actions such as triple jump, long jump, roll, body attack, ground hit, backflip, sideflip and so on. Each action has corresponding buttons and gestures.
This made everyone's eyes lit up.
Qian Kun said with some surprise: "Shopkeeper, I feel that the movements of this game are so complicated, more complicated than some VR games!"
Chen Mo nodded: "Yes, it is impossible for VR games to do such a complex action system, because there is too much awareness information that needs to be recorded. If it is really done, players may be particularly tired when playing."
Zheng Hongxi nodded: "Yes, I also think this game is very suitable for installing on the handheld console platform, because the capacity of this game is relatively large and it is difficult to carry the mobile phone; but if it is placed on the PC, it is not portable enough."
Chen Mo smiled and added: "Also, the joystick feels better than the mouse, you will know when it is made."
Su Jinyu said: "I also think that if it is made into a VR game, this third-person follow-up perspective may not be suitable, and it cannot exert the characteristics of a strong immersion on the VR platform."
Obviously, everyone has a very deep understanding of the game now. After Chen Mo took out this design concept draft, everyone understood Chen Mo's intentions without any obstacles.
Obviously, this is a game tailor-made for Swith. It includes game capacity, game features, game operation methods, etc., which are perfectly in line with this handheld console.
What shocked everyone even more was that Chen Mo's game was very complete. Although Chen Mo's previous design concept drafts were all very complete and rich, this design concept draft seemed to be perfected to an outrageous level.
The gold coins, special currencies and the location of the moon in each level, the distribution of monsters, and even the placement of various objects are clearly written. Through these complex level diagrams, most people can even imagine the challenges and routes that the protagonist needs to face when coming to this level.
The game's art style and background music are also clearly written, and there is even a special theme song.
It can be said that each level has its own unique characteristics, and each level is completely different.
In addition, the special gameplay related to hats also makes everyone feel very novel.
In the game, the hat is Mario's partner. In addition to being used as an attack method, it can also be used with Mario to make some very complex actions. The hat can also be possessed to other small animals, which greatly increases the playability of the game.
In other words, players can control as many special units as there are as small animals in the game. Moreover, the skills of these small animals will cooperate with levels to make the game more rich in gameplay.
Chen Mo said: "This game is mainly difficult in terms of levels and is more complicated to do, but I believe everyone is fully qualified."
"Also, I hope everyone can keep their childlike hearts when making this game. The characteristic of this game is to completely strip away the heavy makeup gameplay on the market and restore the most essential fun of the game."
"Super Mario Odyssey should make those teenagers and middle-aged people in their forties and fifties enjoy it. Everyone must pay attention to this and always remind themselves when designing it and keep their childlike innocence."
Qian Kun said: "Store manager, it seems that this handheld console is very interesting at present. Will we transplant all of some large games to this handheld console in the future? For example, some large VR games?"
Chapter completed!