Today, the domestic ARPG game "AILIMIT Unlimited Robots" developed by SenseGames and published by CE-Asia released a new developer diary. Producer Yang Bin introduced the game creation inspiration, map design, and character design. etc. content.
The original text of the development log is as follows:
Hello, old and new friends, I am Yang Bin, the producer of the "AILIMIT Infinite Robots" (hereinafter referred to as "Infinite Robots") project of Sense Games. In January this year, we released the first official trailer for the game. May has arrived in the blink of an eye. In the past few months, the studio partners have been working hard to ensure the development progress and strive to present our game to everyone within this year.
As a new domestic game, "Infinite Mechs" has received so much attention and love, and all developers including me are grateful for it. The new trailer is still being intensively produced, so we would like to share with you the world view, some design ideas, and the current development progress of "Unlimited Mechs" in the form of text.
>>>Creative inspiration: Where did the world of "Unlimited Mecha" come from?
I believe that many friends first learned about "Infinite Mecha" from the PlayStation China Star Project, but the story begins even earlier. In 2016, artificial intelligence AlphaGo shocked the world by defeating Go world champion Lee Sedol. At that time, I realized that AI may no longer be an unattainable dream in science fiction works, so I came up with the idea of doing something under the title "AI-LIMIT".
In 2017, based on the comic "BLAME!" by Japanese cartoonist Tsutomu Nihei! "The theater animation of the same name adapted from the original work was released in Japan. The cold, strange and majestic fictional urban wasteland deeply shocked me with its unique temperament. As a player who loves various wasteland-themed games, I have firmed up my idea since then and hope to combine the two themes of artificial intelligence and wasteland to create a unique wasteland of my imagination in the game world.
Speaking of wasteland-themed games, we can always think of those well-known works: "Fallout", "The Last of Us", "Borderland", "Resident Evil", "Horizon"... Civilization has declined, abandoned cities have been engulfed by rejuvenated plants, and zombies, biochemical mutants, mechanical beasts, and even alien creatures roam the desolate streets. The causes of the wasteland are nothing more than familiar factors such as world nuclear war, biochemical viruses (fungus technology!), or the omnic crisis. Although we wanted to create a wasteland evolved from the AI crisis, this is not a novel idea. So, what exactly does it take to be unique? This problem has actually troubled us for a long time, until a common thing caught everyone's attention - plants.
What would happen if plants became extinct? Generally speaking, people in the wasteland world always lack the ability to transform the ecology (otherwise it would not be like this). The extinction of plants means that the atmospheric environment and food that humans rely on for survival no longer exist, and the general wasteland theme often thinks To focus on their respective themes and not mind sharing the apocalypse with plants - so we decided to challenge it.
After deciding to remove the element of plants, building a wasteland world must explain what supports the atmospheric environment and food sources - this explanation can naturally return to the theme of artificial intelligence: a certain An artificial intelligence technology product that can affect the entire wasteland, but is no longer controlled by humans. Taking this as a starting point, a large number of ideas emerged: out-of-control technology, plant extinction, organic life forms, urban megastructures, the legend of "Pure Land"... We gave up the favorite elements of mecha science fiction, zombies, alien invasions, etc. , and finally built a wasteland world that only belongs to "Infinite Robots".
##>>>Map design: How to present the wasteland world in the way of "Infinite Mechs"? The story of "Infinite Mechs" takes place in a city called Havenswell. Players will play as a Mech girl, venturing from the edge of the wasteland to the center of the city, and complete Some feats that had a profound impact on the world. This means that the size of the game will be a big challenge for us: building an entire strange yet serious world and immersing players in it. It is true that we yearn for the highly connected design between the various maps in the first generation of "Dark Souls", but all areas are surrounded by a space of hundreds of meters around the Fire Transferring Sacrifice. It is difficult to achieve a real-scale wasteland city with a radius of more than ten kilometers. Due to limitations such as the size and technology of the levels, we did not present the world in a seamless form.The large framework of the level system naturally has its advantages: a design that is more thematic and can focus more on route exploration. In order to eliminate the huge gap between the size of the playable area and the actual size of the city in terms of the actual psychological experience of playing, the player's journey will be interspersed with various different scenes on the surface and underground of the city, through the "changing sceneries as you move" style. The process allows players to cross the city unknowingly. On the other hand, this arrangement can also show the richness of the city's scenery. Players do not just shuttle back and forth on the ruined streets from beginning to end, but experience various wonders on a more three-dimensional giant urban structure.
"The Sunken City" is a level in the early and middle stages of the game, and it is also one of the more unique urban features we hope to show to players. Different from common wasteland street scenes, the surface of the "Sunken City" is submerged by lakes formed by the subsidence of the ground. Therefore, the ground area is no longer accessible. Players must cross the elevated roads, building rooftops, temporary suspension bridges and zip lines to form a roads and explore the city high in the sky.
We refer to the style of Brutalist architecture to a certain extent in the design of the building. The exterior facade and interior decoration mostly use concrete materials, which can well express the cold and dead atmosphere of the city.
"Dungeon Waterway" is a giant waterway system that runs through the city's underground and will appear multiple times throughout the entire game process. There are many dark, damp, winding and narrow complex pipes, and there are also huge underground spaces that can’t be seen to the end. Due to the constant changes in the strata, there are varying degrees of collapse and faults throughout the dungeon's waterways. People who have been forgotten by the wasteland world hide in these places and compete with the monsters wandering here for the remaining space.
The above two areas are only a small part of the entire wasteland world of Haiwen City. We have more stunning scenery waiting for everyone to explore in the official game.
>>>Character design: How were the protagonists and enemies of "Unlimited Mechs" born?
As an ARPG game, the protagonist of "Infinite Mechs" is naturally the top priority. Careful viewers may have inferred from the first PV that our protagonist - the robot girl Alyssa - is not a human being, but some kind of new life form that is closely related to the core world view. The various features present on her body: the cracks on her skin, the crimson chitin left arm, and the luminous texture in her pupils all echo this.
In terms of appearance, the early version of Alyssa had bright pink long hair, but as we dug deeper into the game worldview and determined more and more details, in order to adapt to this rough and cruel Adventure makes it more natural for the protagonist to crawl around in the ruins. We have adjusted her image to a light pink (not white hair!) chic short hair, and the designs of various suits have also been adjusted from exquisite tailoring to more wasteland-like. Mix and match splicing styles.
Another aspect that players are concerned about is the combat performance of the protagonist. We have chosen a rhythm that is faster than traditional Souls-like games and more steady than fast action games. The hand feel is roughly between "Dark Souls 3" and "Bloodborne" (of course, personal feelings vary from person to person). The overall action performance should be said to be quite flexible, and the back-swing cancellation and button caching are also good. Debugging has reached a relatively relaxed level. We hope that players will not feel that they are being crushed by the enemy in terms of basic performance when playing, and that the duel with the enemy will return to more of a test of skills and mentality.
【Protagonist Standing Painting】
Having a powerful protagonist, it is natural to have a rich set of enemies to match. Take the "Undead", one of the enemy camps in the game, as an example. "The Undead" is a collective name for a type of monsters that cause chaos in the city. Their appearance mostly consists of spikes, blades, tentacles, silver carapace, and insect-like creatures. The wings are used as the main element, symbolizing chaos and killing.
【Pedestrian Design Drawing】
死靈擁有壓倒性的戰鬥力,它們或是行動迅捷詭異,難以捉摸,或是有著尖利的爪刃,在造成傷害的同時附帶極為棘手的異常狀態,或是能運用極高密度的能量製造爆炸與射線……即便擁有較強的機動能力,玩家想要抵擋死靈的攻勢也絕非易事。唯有利用一切可獲取的資源,將戰鬥系統的方方面面都領悟透徹,才能征服這片桀駿不馴的廢土。
第一期開發者日誌就先聊到這裡啦,大家還有什麼疑惑和建議歡迎在評論區留言~我們會挑選大家關心的問題,在下次的開發者日誌中答覆大家。
此外,也歡迎透過QQ群和微博聯絡我們:
QQ群:720798996
微博:@中電博亞
#如果你對《無限機兵》感興趣,請務必將遊戲加入Steam願望單,這對我們真的很重要!
Steam頁面傳送門:
https://store.steampowered.com/app/2407270/AI_LIMIT/
願晶枝指引你的道路。
The above is the detailed content of 'AILIMIT Unlimited Robots' Developer Diary: Create a unique post-apocalyptic wasteland world. For more information, please follow other related articles on the PHP Chinese website!