
Game Development System
游戏发展系统
- Status
- Completed
- Length
- 112k Words
- Genre
- Gaming
- Audience
- Male
- Subgenre
- Game System
- Updated
- 7y ago
- Source
- Qidian
Stats
0Monthly votes
45Recommends
0Fans
52Chapters
Synopsis
Reader comments
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Some setting problems are also the reason for the poor performance of this article.
1. Game development professions are divided into three categories: planning, programming, and art. It is not script writing in stand-alone games, etc. Those things are divided in more detail. 2. The core of a game development is planning rather than programming. Take the recently popular Taiwu Painting Scroll as an example. The development team has no program at all. They get the game engine planning and start developing the game directly. But without planning, there would be no Taiwu Painting Scroll. 3. The author has misunderstandings about 2D, 2.5D, and 3D. 2D is not a locked perspective, and 2.5D is not something that can move the perspective a little. 2D is a flat picture, and 2.5D is a locked perspective. In fact, 2.5D is also 3D. Whether to lock the perspective depends on the type of game. The development cost is the same as that of 3D. It costs hundreds of thousands to develop 2.5D. It is simply a fantasy. 4. The description of the platform is completely wrong. PCs, mobile phones, consoles, etc. In the article, you said that PCs are not divided into manufacturers (your statement is also wrong, it is an operating system). PCs are also divided into systems, including mainstream Windows systems, Apple's Mac system, and other Linux and other development systems based on Linux. Mobile phones are not called mobile phones, but called mobile platforms, including mobile phones and tablet devices, including Android, IOS, Java and other systems. 5. For the first game of the article, the protagonist wants a thousand endings. Although it is explained that there are thirty endings, it is impossible to achieve it. The cost of open endings in game development is much higher than the cost of linear plot, which can be said to be almost double, and it is 2.5D. You need more 3D modeling and more CG. If you want to develop a stand-alone game like the one mentioned in the article, it does not cost more than 20 million, the team does not have more than a dozen people, and it is impossible to develop it for several months (according to the plot process cost calculation). Apart from the good writing style, the settings are full of bugs. I think maybe the author rarely even plays stand-alone games... Emmmm