How to Create a wow copy task

Source: Internet
Author: User

Copy task history:EQ first proposed the concept of replica, and wow made domestic players familiar with and experienced replica. Simply put, it is only limited to copies of underground cities where gamers of the same team are adventure together.

Definition of a copy task:A copy refers to a high-level scenario or a place where many people are playing together to fight monsters and boss equipment. Generally, good equipment is flushed out of the copy, in order to increase the difficulty and playability of the game, the replica task can be completed only when multiple people work together.

Example of how to create a copy:Bloody Monastery

The blood-colored Monastery in the tirisfa forest is one of the most famous copies of World of Warcraft and is also the main fortress of the blood-colored uploaders. The pledge of the blood-colored uploaders is to completely eradicate the undead natural disasters of azelas, however, their enthusiasm for the holy war has become a craze. What are the terrible things that have taken place here, so that the darkness has the opportunity to erode the field of light? Players will have the opportunity to find the answer to this question in an epic copy of the four independent regions. The plasma monastery is currently a well-known copy, but when we first talked to World of Warcraft designer Jeffrey Kaplan about the process of creating a copy from conception to implementation, it remained on paper.

Q: How did the original idea of a bloody monastery come from?

A: Normally, Chris metzen, our creative director and script expert, puts forward preliminary ideas about maps and copies. Then he will introduce his team to the general idea direction, the background story of the Region, and sometimes the draft map. Afterwards, we will brainstorm to expand our ideas.

Q: What are the steps required to create a copy of World of Warcraft?

A: Well, what I mentioned above is actually the first step. Chris submits the copy background and story to us. It is important to ensure that all content matches the background and world view of the game. So when we all understand what Chris thinks, the next task of the Art Group is to draw the original scene to find the feeling. At the same time, we will make a 2D layout sketch of the copy. The layout sketch step was added to the planning process after the bloody monastery was completed, the goal is to avoid process problems during replica creation-we encountered such problems during the creation of the monastery.

When the layout sketch is finally passed and the original painting has given us enough feeling, it is time for the level designer to use 3D for implementation. The art department will take over the world of warcraft style textures and light and shadow effects. Next we will place some decorations in the scene, such as ornaments on the window frame, weapons shelf, And bookcases.

After 3D scenes are created, we also need to add monsters and treasures to the copies (otherwise, although it looks pretty, this copy has no value at all ). Designers will decide the type, quantity, path finding, and update rate of monsters. Of course, there are also boss settings. The boss battle in World of Warcraft is part of our pride. We will hold many meetings during the production to determine the final solution. At this step of design, all things need to be done by the team, and the subsequent production process is no longer linear: The task designer will propose the needs of specific types of monsters, the treasures will be adjusted in balance based on the difficulty.

Finally, we will perform tests once, once, and again until we feel everything is perfect. This is a very interesting part.


 

Q: How do you determine the level of the replica?

A: At the beginning of the project, we had a huge whiteboard with the names and levels of all areas in the game. One of our replica design goals is to make all levels of players find the appropriate underground city for their own exploration. In addition, no single copy is available to players of any level. The blood-colored monastery is one of the first copies we made and was initially set as a novice copy of the undead. But since it was designed to be cool, we decided to raise its level threshold. We feel that such rich content should be buried deep in the game.

Q: Please describe the initial setup and subsequent development of the plasma monastery.

A: As I mentioned earlier, we will draw a copy layout sketch before creating a 3D scenario. The bloody monastery is one of the reasons for doing so. In its initial design, the plasma monastery was a long, slow linear copy. We originally planned to use it to cover a large range of player levels. In the earliest versions, the content at the beginning of the copy was for players of more than 30 levels, the content at the end of the copy is for players close to or above 40 levels. There are some problems here: High-level players will be forced to pass through the unchallenged part, while low-level players are only allowed to access the entire copy content due to the difficulty. But when we are aware of these problems, the entire copy has been made in 3D, and later changes are much more painful than early design. So we re-planned the layout and split the whole monastery into four independent copies based on the building structure. This gives players more room for choice: players can connect up to four copies or complete each one independently. In addition, splitting allows us to design more changes, so that each part has different challenges and feelings.

Q: What are the differences between design copies and non-copy maps?

A: The biggest difference is that we know the maximum number of players in each location of a replica. Let's take a locked door as an example. This is not feasible in non-replica game maps, because as long as a player opens this door, then it will be open to all players-that is, it is only challenging for a single player. But in the copy, we can lock the door or close the door behind the player. In addition, for the same reason, it is easier to design scripts to trigger encounters and ambush in copies.

 

Q: Did you see any strange gameplay when you first tested the bloody monastery? What vulnerabilities have you fixed?

A: players are looking for loopholes everywhere! During the beta test, the plasma monastery was the highest-level copy in the game, so it was almost the post-game content-not originally designed. But we have learned a lot from it, and many lessons that will help us to refine the game. We saw that the game mechanism was damaged. For example, if a monster is taken to a specific location and the terrain is used to kill the monster, the monster cannot be beaten by the monster, but the player can attack the monster. We later added that when monsters cannot fight back, players are not allowed to attack the monster settings to solve this problem. In addition, we also saw players repeatedly refresh copies of the monastery to obtain the treasures, So we joined the item binding system to control the number of powerful items in the game. Another problem is that the time interval for monsters to be reborn is too long. Low-level players can push forward a little bit in a violent way until they reach their goals. This will lead to a chance for players with lower levels than expected to complete copies and get treasures. By observing the player's behavior in the beta stage, we also learned something else (there will be too many items listed in all)-witty players can always find the safest path, their solutions often surprise us.

Q: What is the most interesting part of the creation process as a designer?

A: Although it may seem a bit old, I still want to say that I like the entire creation process. Making copies is an interesting process that brings together various ideas. I think every part of the story is interesting from Chris's initial idea, brainstorming about the types of monsters, and observing the novelty and fun ways for players to complete our setup.

Q: Are there any behind-the-scenes highlights that will be missed by those players who have used fake copies for the purpose of obtaining treasures?

A: There are some interesting highlights. Players who tried Wow on E3 a few years ago may remember that the original blood-colored monastery was in the twilight forest. At that time, tirisfa's forest land was not finished yet... Also, the interior of the monastery is actually larger than what looks outside-this is an interesting result of a copy. In the game, you will have the opportunity to meet the big prosecutor falbanks in the cage-the former bloody monastery leader who fell in the face of natural disasters. Ironic, isn't it?

Dkp System in replica task 

Q: What is dkp?

A: dkp is the dragon kill point (Dragon slaughter point). It is a number-Point System (accumulation) used within the guild. It was first generated in EQ and is suitable for most games with eq-like raid.

Q: What is the usage of dkp?

A: dkp is only used to prove its contribution to the trade union to exchange equipment. That is, reward points

Q: How does dkp work?

A: To put it simply, dkp is to change the contribution to the equipment. The more contribution you make in raid, the more qualified you are to take the good equipment that has been dropped from raid. Dkp can help the guild effectively allocate internal equipment.

Q: How to obtain dkp?

A: It is easy to obtain dkp by participating in the raid organized by the Guild.

Q: Is dkp classified?

A: dkp is generally divided into two types:

Category 1: record your contribution to the raid of a guild for raid credits within the Guild;

The second category is the raid points of the guild profession, which records the points of each profession and can only be used to exchange the required equipment of the profession.

Q: How does dkp accumulate?

A: dkp's delivery sub-systems are diversified, and the delivery scores of different guilds are also different, but the essence is similar.

The simplest points are as follows:

First, the raid participants confirm that they will get a certain number of dkp points raid late to get dkp points will be halved in the raid copy of the boss and successful defeat will get the corresponding number of dkp corresponding to the boss is determined by the Guild, if raid is terminated midway through. After the dkp completes the raid copy settlement based on the completed level, you can consider giving the participants a certain dkp reward, but only limited to participants in the raid from start to end.

In addition, you can consider the number of points plus: (the score rules can be customized by the Union)

1. The discoverer or tail of a monster;

2. There are special contributors: for example, when a member who provides certain raid required items and cannot participate in the raid lead new members to get the key, and other raid required items, the guild will enter the new area for the first time, whether winning or losing dkp, you can press down to boss.

Example of steps for completing the "ARCHIVE administrator" Copy task

Task level: 61 stansomm acceptance level: 55 -- 60 Alliance tribe

Task NPC: Nicolas? Duke of selenhov

Find garford, the archive administrator of the bloody Uploader in stansomm, defeat him, and burn the blood-colored file.

Step 1: Sellin? Professor kasdinov

The task receiving NPC members are at the door of the psychic copy. Note that there is no exclamation point on their heads.

Find Sellin in the School of psychic affairs? Professor kasdinov. Defeat him and burn out Iva? Sachoff and lusen? The body of sahov. After the task is completed, return to Ava? Sahov. Have you defeated Sellin? Professor castillov 0/1 burned out Iwa? Hosshoff's remains burned down luson? The remains of sahov; this task is to defeat serlin? Professor kasdinov, who destroyed two remains on the wall. Complete the task, submit it out, and then take the next task.

 

Step 2: castinov's bag of fear

Task level: 60 psychic college acceptance level: 57 -- 60 Alliance tribe

Find jardis at the psychic school? Balow beat her. Find the bag of fear from her and hand it over to Ava? Sahov.

This boss is in the dead room in the basement. It is a split boss, and she will have a lot of phantom. At this time, you need to press the V Key to display the blood of the monster, the real boss will lose blood, while the Phantom will not lose blood. Just identify it clearly. In addition, remember to eliminate the curse for teammates, so that the Phantom will cause little damage. Defeat her, get the [bag of fear], go out and hand in the task, the NPC will give you [the blood of innocent people], and then proceed to the next task.

 

Step 3: Send the order Officer kiltouos

Task level: 60 psychic college acceptance level: 58 -- 60 Alliance tribe

Return to the psychic school with the blood of the innocent and put it under the torch of the porch, and kiltouos will come to swallow your soul.

Fight bravely. Don't back down! Defeat kiltouos and return to Ava? Sahov. Summon a boss from the balcony, and the boss will fly people. Therefore, it is not difficult to face the wall as much as possible.

Complete the task, go back to get the reward [Boni Rose], and you will get a Dongdong that can see the soul near the psychic and bring it with you, you can buy the water-to-Air formula and the formula of the force-based potion. You can also take on a new task. The NPC is on the second floor outside the psychic copy [mayor Marduk].

 

Design Process of New replica monsters of blizzard unveiling Warcraft

In the depths of the cursed city of terror, neasamas ...... Your team cleans up the last group of monsters. At this moment, the only thing left in the room is the two doors at the end. While most people in your team are still drinking water, recovering, and raising the dead companions, you carefully approached these two doors. Suddenly, the door suddenly opened. A lab filled with various organs, equipment, and equipment suddenly appears in front of you. The charge and current are shining brightly, and the surrounding objects are cast strange shadows on the walls. In the center of the room, you have noticed a giant creature. You and your partners may never see such a creature. At this time, you know that you should immediately go back to the Organization team and boost morale, beat this monster, but you find that you cannot remove sight from it. Your team quickly fell into chaos and stunned. They were undefended, one by one, and defeated by two terrible Devs that jumped down from a high platform. You can't help thinking about how terrible these horrible monsters were when they were born.
How were they born?
Now let's take a simple look at how the monsters you 've encountered in World of Warcraft are born. In this articleArticleYou will learn how to design monsters, how to design basic concepts and ideas of monsters, and how to embody these concepts and ideas into role designs. Then, you can look at the initial 3D model, as well as some processes in modeling, textures, and animation composition. In the end, we will talk about how to finalize the monster based on the above steps, complete the design, and create a cool leader to be defeated.

Let's hear from the design team how they integrated these complex steps and finally built a leader battle of playability and epic combat in World of Warcraft.

Creature in Nightmare

First of all, we all know that we need a leader-level monster. It needs to have a different shape and design from the ordinary hate, but it must be related to hate and transformation of this topic. Neasamas has several different regions, each of which has different themes and contains different monsters. What we will discuss in this article will be the best tools used by the natural disasters corps for walking terror and destruction, and to create a large-scale killer: a huge, indestructible hate.

We usually have a lot of reference resources available. For example, in anqira, we set the Egyptian style and introduced this topic into the monster design of the anqira Temple. The main inspiration for neasamas is the previous Warcraft series of games. We used natural disasters in "battle for hegemony III: Governance of chaos" and "battle for hegemony III: Frozen throne. This time, players will have the opportunity to observe these highly similar concepts and elements from a closer perspective. Therefore, the overall artistic design orientation was clearly decided at the beginning of the project. We also have a good understanding of what we want to achieve in the gameplay and operation modes of some specific leader battles, however, we still need to decide what the details look like, for example, the leader-level monster named "tadius.
When we see that level designers will include huge electrical fluids, lab tables, and other scientific devices with the half-leaf style of the last century into the neasamas hate zone, some ideas suddenly burst out. The leader who meets the concept of the underground city in this region is the classic franknstan. It is very easy to persuade others to accept this.

Can I create a light blue monster?

In the process of designing new monsters, the most precious fortune left behind is the concept setting. There are many different concepts. Even in today's 3D computer graphics era, architects still prefer plastic, block and paper models, while Hollywood designers rely on clay models separately. Of course, the most common form of concept setting is painting. The main purpose of conceptual setting is to provide a visual and clear form and scene that can be referenced by the creative team, so that everyone can understand the concept itself.

Generally, several artists will create a separate creature shape together. They will develop divergent thinking, draw various drafts, and exchange them with each other until they reach an agreement and propose the final version of the draft, and enter the next process: create a monster. Tadius was born like this. The design concept deep in neasamas, from the very beginning, gives us an exciting opportunity to turn the current design concept of monsters into a new direction.

The original concept of tadius was designed to have a dark style, mainly focusing on the combination of flesh and blood and metal, and gave it an unnatural, non-human accent, in combination with dark brown and red colors, dry blood, and broken wounds and seams. In the early days, tadius was a pure trembling monster, but we still felt that this version still needs to be improved to fit the world view of World of Warcraft and the Art Design orientation of neasamas. In order to achieve this effect, we made some changes over and over again. First, we made some changes in the color tone. In addition, it was the armor style of tadius, we made some improvements to its face, and we added a huge metal mask. Therefore, in the end, a monster with a very unique view and in line with its role settings was born.

Active! It is active!

After we are satisfied with the concept design of the role, we can start modeling the monster in 3D on the computer. However, the role concept design will also be modified and improved in the 3D modeling process. It runs through the creation of the entire monster and is far from complete. When we build a model for tadius, we still switch between the 3D model on the computer and the conceptual drawing on the paper, and work on both. When your role begins to become more concrete and physical entities are displayed in front of you, you will understand what you are doing better, it also helps you express what you actually think.
Tadius's texture work is very interesting. We have never previously added a monster similar to it in the game, mixed with a metal and flesh-and-blood hate concept. It is a brand new concept with World of Warcraft. The work in the texture phase has a huge impact on the appearance of the monster. We must constantly experiment and try different textures in addition to the concept setting. When modeling is close to the completion of textures, we can inject the elements of life into this creature! (Lightning and thunder, crazy scientist's smile)

How do botnets move? What are the characteristics of a monster action that is split and reassembled by several different bodies? Our goal is to use the animation design of monsters to make players feel the treasure of these monsters on the floor. There is only one integrated army (or a team ?) To stop it from moving forward. The standard "injury" animation of tadius is just a small cuts down, giving people the feeling that even the violent techniques that have been thrown in the past cannot do any harm to him. We also decided to make its movement seem very heavy and slow, and designed a kind of "frankkind", to give people a monster's body heavy and huge, A feeling of strength.
So we finally had a creature that looked terrible. Now, the rest of our work is to create an evil stage for this creature, where, our powerful tadius will be here to bring a devastating blow to those stupid and bold adventurer.
Creating monsters is human nature ......

It is easy for us to create an invincible monster. Our real goal is to integrate fun and challenges, provide players with a platform to test themselves, and still feel entertaining after they find a way to defeat the leader. It is not easy to find a balance between challenging and frustrating. For tadius, we decided to present players a completely different challenge from the combat experience they had previously mastered. The new combat mechanism will surprise them, they will have to develop new tactics to respond.
We have come up with many simple basic concepts for this experience, one of which is to split the entire team out in some way. We grasp this idea and continue to expand our thinking. After a series of ideas and designs, this concept of separating teams has finally been embodied. At the beginning of the battle, players will not directly fight against tadius; they will fight against two of the two independent platforms in the house. These platforms are not directly connected, so in response to these two hatreds, the team must first be divided into two parts to fight simultaneously on both sides. In the next situation, the team should continue to need to be separated, and the Team will be split in this form because they hate the ability to start and drop a person to the other side. We are very satisfied with this situation and the mental confusion caused by a complete team. This is the first stage of the entire incident.
Another important element of the frankkenstan story is lightning and electric currents, which make monsters live. We also want to introduce this important element to this experience through a very cool and appropriate game mechanism. Just as we tried to think about how to introduce the "current" element into the game, someone suddenly mentioned the concept of positive and negative charges. When the charge is separated, the voltage is generated. when the charge is collected together, the stored energy is released by discharge, which is the basic electric shock. This principle seems to work well with the entire battle, so when the player finally faces tadius, he will make the entire team polarization and give half of the Members positive attributes, the other half is the negative power property. When the players with positive and negative power are close to each other ...... Hmm ...... In short, you will find it better to move far from the opposite polar players, which is another way to separate the entire team.
We are still testing the playability of the game, but our main goal is to debug the number and fix errors. We are very satisfied with the birth of tadius. Its appearance and feeling are exactly what we think, and fully fit with the theme of the hate zone we conceived. At the same time, the battle itself has a lot of new and cool elements, it will make a strong challenge to players' creative thinking, and complement the diversity of the team game models of World of Warcraft.

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