Translator: 549690339
Super Mali Odyssey had a total of 17 scenes, including Hat Country, Waterfall Country, sand country, Lake Country, Forest Country, and so on. Each scene had a certain number of moons, and more moons would be unlocked after clearing the game.
In super Mali Odyssey, the total number of moons reached more than 860, and there were even more gold coins and special currencies. These elements were hidden in various hidden locations on the map. If he wanted to reproduce them, he would need a large number of memory playback potions.
Luckily, Chen Mo had enough stock, otherwise heâd have to plan the levels from scratch.
âSuper Mali Odysseyâ was a box court game. Each small scene was relatively independent, so it was not particularly complicated. After planning the locations of all the props and cloth monsters, the difficulty of development was greatly reduced.
Even with the help of the memory playback potion, Chen Mo could feel the complexity of the elements while writing the concept draft. One could only imagine how much effort it would take to create it in real life.
In addition, the game also had a large number of Easter eggs hidden. For example, in the metropolis, this level was full of King Kongâs Easter eggs. For example, the car in the city had a license plate of 1981 foster. This was probably to commemorate the first appearance of Mali and King Kong in 1981.
In addition, there were also many background music in âsuper Mali Odysseyâ that were Easter eggs. For example, the music of the mini car in the city Country was the same as the music of the card game in Super Mario No. 3 high school. At the start of the small car race, one would even hear the background music of the Super Mali Kart.
It was obvious that the players in parallel world could not understand these Easter eggs, which was a pity.
However, Chen Mo couldnât possibly bring the entire Mali series over, because some of the Mario series were already outdated in terms of the current design concept in parallel world, and there was no point in bringing them over.
It wasnât a bad idea to see these Easter eggs as part of super Mali Odysseyâs game content, as a way to add to the gameâs diversity. After all, many people in Chen Moâs previous life had never played the prequel to Super Mario, but that didnât affect their love for it.
It was believed that many players would be very surprised when they encountered the attack of the two-dimensional foil, even if they had never played the first generation of Maliâs works.
Other than that, Chen Mo also wrote down the art and music style in detail.
This included the background music. Chen Mo decided to write down all the important background music and melody, but he needed to go into detail.n/ô/vel/b//in dot c//om
â¦â¦
Very quickly, the design concept draft was completed. Everyone was called for a meeting.
Visit Myb0 x nove l. com to read, pls!
Everyone had heard some rumors about the new game, but they were more interested in what Chen Mo said it would be a handheld game. But what would a handheld game look like?
Chen Mo quickly answered everyoneâs questions.
The design concept draft this time consisted of two parts. One was the design concept for Switch, and the other was the design concept for super Mali Odyssey.
Obviously, these two concepts had to be explained at the same time so that everyone could better understand why this game was the most suitable for a mobile phone.
Chen Mo first introduced the functions of the buttons on the two game controllers. For example, the left joystick controlled the characterâs movement, and the right joystick controlled the view. He could squat, run, throw his hat, and jump.
At the same time, after the player makes some special hand gestures, Mali can make some special movements. For example, when climbing, if he waved the handle, it would make Mali climb faster.
In addition, there were more complicated movements such as level three jump, long jump, roll, body attack, knock to the ground, backflip, side flip, and so on. Each movement had corresponding buttons and hand gestures.
Everyoneâs eyes lit up.
âManager,â Qian Kun said in surprise,âI feel like the actions in this game are very complicated. Itâs even more complicated than some VR games!â
Chen Mo nodded,âthatâs right. Itâs impossible for a VR game to have such a complicated action system. Thereâs too much consciousness information to record. If itâs really made, the player would be really tired.â
Zheng Hongxi nodded.âThatâs right. I also think that this game is very suitable for the mobile platform. This is because the gameâs capacity is relatively large. Itâs difficult for a mobile phone to carry it. However, itâs not portable enough if itâs placed on a PC. â
âAnd the joystick is better than the mouse,â Chen Mo added with a smile.âYouâll know when itâs done.â
âI think so too,â su Jinyu said.âIf we make it into a VR game, this third person game perspective might not be suitable. It wonât be able to bring out the strong sense of immersion that VR has.â
It was obvious that everyone had a deep understanding of the game now. After Chen Mo took out the design concept, everyone understood Chen Moâs intentions without any difficulty.
Obviously, this was a game tailored for the Switch. This included the gameâs capacity, game features, game controls, and so on. It was a perfect fit for this handheld device.
What was even more shocking was that Chen Moâs game had a high completion rate. Even though Chen Moâs previous design drafts were complete and rich, this one seemed to be so complete that it made oneâs hair stand on end.
The location of the gold coins, special currency, and moon for each level, as well as the distribution of monsters, and even the placement of various objects were written clearly. Through these complex checkpoint maps, most people could even imagine the challenges and routes that the protagonist had to face when he came to this level.
The gameâs art style and background music were also written clearly, and there was even a special theme song.
It could be said that each stage had its own unique characteristics, and each stage was completely different.
In addition, there was a special way to play with the hat, which was also very novel to everyone.
In the game, the hat was Maliâs partner. In addition to being used as a means of attack, it could also be used with Mario to perform some very complicated movements. The hat could also be attached to other small animals, which greatly increased the playability of the game.
In other words, the player could control as many special units as the number of small animals in the game. Moreover, the skills of these small animals would also complement the levels, making the game more diverse.
âThe levels are more difficult and complicated,â Chen Mo said.âBut I believe everyone can do it.â
âAlso, I hope that everyone can maintain their childlike innocence when making this game. This gameâs specialty is to completely remove the heavy makeup on the market and restore the gameâs most essential fun.
ââSuper Mali Odysseyâ should be able to make teenagers and middle-aged people in their forties and fifties enjoy it. Everyone must take note of this. When designing, you must always remind yourself to maintain your childlike innocence.â
Qian Kun said,âmanager, this handheld game looks very interesting for now. Will we be able to port all the larger games onto this handheld game?â For example, a large scale VR game?â
Chen Zhao shook his head. The positioning of this handheld device is completely different from that of VR games. Itâs not suitable for transplanting VR games with a strong sense of immersion. â