[ad_1]
The mobile MMORPG, developed by Moai Games and maintained by Nexon, says enough about "Traha" to call Nexon's claimed work. Graphics based on Unreal Engine 4, as well as fine customization, gave a positive response to visitors.
And 'Traha', which is still in development for the first half of next year, is fine-tuning the game with the returns obtained after the demo. And at the same time, I had the chance to communicate things such as the content of life that I have not yet opened.
What was the direction of the game, "TRAHA", the mobile MMROPG that displayed excellent visuals? I met the head of the artistic training of Moai Games, the art director of the background art, Choi Byung-in, the head of the planning team and the head of the team. team characters other than Seonghoon.
Q. Did you get feedback from G-Star?
Choi Byung-in = This version of Gstar has a limited time limit, so I wanted to check the visual quality. Focused on personalization and open field response. Part of the problem leads to the same factors as manual operation, and this has been demonstrated in the demonstration. I think I have shown the graphic satisfaction as much as I expected. We will take comments and develop and improve the game.
Q. There seems to be less optimization. I am curious to know the minimum specifications.
Choi Byung-in = The minimum specification or something like this is being optimized. There is no definite part yet. The presentation of the demonstration on the iPad showed a visual quality as well as a quality and superior returns. There was a discussion with Nexon and I decided that a demonstration with the iPad would give me more information.
Q. Will we add or support a more granular customization at launch?
Noh Seung-hoon plans to add customization items when opening. However, this does not increase the number of items that can be decorated. I wonder how players can create the characters they want. The goal is to add elements to create the desired character and create an attachment.
Q. What are the factors RvR focuses on?
Choi Byung-in = RvR continued to focus on the areas in which to focus. The battle that many people gather is also important, but I want to make sure that the game I play helps the camp and the races on both sides. In addition to fighting, other games are also in preparation for use in RvR. Large-scale PvP focuses on the elements that can play smoothly while taking into account the amount of content that the mobile will form on the mobile.
The PvP = field is the space for PvP, where each side is fighting. This space is reflected in the content part and the field is expanded so that the PvP can be executed according to the event. When it will be served, I think that it will be able to enjoy an integrated PvP in a snow-covered country.
Q. I put emphasis on manual operation, but the user interface was no different from other mobile games. How did you set up the action to feel when using the skill?
Choi Byung-in = The part about manual operation is very worried and restorative. Because it is a mobile game, I thought that it would be better to change in the familiar user interface because of the hand position. During the tests, I tried to create user interfaces of different models, but I found my familiar hand. So it was done with the same interface as now. In addition, various manual elements are being tested.
Q. What kind of visual difference did you want to make by faction?
Pyeong Hyun = a game in which camps with different inclinations and targets emerge. So, I tried to make it conflictual in the camp's expression. Vulcan has a destructive and desolate concept, focusing on the design of fields with desert and wilderness. And since Ni & ad is a successful camp, I adopted the concept with a camp of blue tones and water. I have tried to express the opposite tendencies of both sides against each other.
In the case of Roh Seung-hun = character, I want to place NPCs suited to enemy camps and monsters respectful of the environment. It is planned to make a difference through this.
Q. How is the final game content organized? And I think that there will be a limit of operation, I wonder what is considered when setting up the motive of the monster.
Choi Byung-in = End content is a place where different people meet. The goal is to allow players to enjoy as much as possible of various content. The final content will be RvR, but we want to complement it with our expertise. You can make your own clothes, collect collectibles, and so on. I wanted to increase my content abundantly, not to increase my fighting power. I could go to the final content, but I wanted to approach the room with different options.
The monster's pattern attempts to implement the feature based on the background or monster. If it's big, it's slow, and it has the monster feature like that. Players can choose a strategy, such as manual manipulation or changing the settings of the equipment. If all are manually operated, there may be fatigue. We consider that the change of clbad is a unique pbadive element.
Q. There are a lot of games that worry about the content of life and sets. How do you organize these parts?
Choi Byung-In = Basically, I wanted to implement features for each field while composing it as an open field. In case of expertise, they have been configured to be related to each other. There are various factors such as items, production, fishing, mining and treasure hunting. Because some models are suitable for monsters, players can search for hunting grounds that match theirs.
However, this is not a scaling factor. I wanted to plan a way for the player to find and choose what he could do in the area, for example to go to the area that corresponds to his combat power, look at the map and move to a collection space. .
Q. Does this mean that the combat zone and the badembly area are separated?
Choi Byung-in = The region is not isolated. This means that you do not take a combat level of 50 to take a skill level of 50. This means that there is a collection in the high-level zone, but that does not mean you have to raise the level of combat unconditionally.
Q. Do you have any weaknesses in that it did not show very little time?
Choi Byung-In = The game defines and changes character. It focuses on finding and changing the gameplay that suits your style. This demonstration has limited skill levels and parameters. You can only play with one skill. In this part, I thought about what it would be like to show you how to experiment with different parameters. There is a feeling that the demonstration time is not enough to show these things in the demonstration.
Q. When designing a character, which part of it was taken into account?
No Seung Hun = Normally, the big sword is metal, the double sword is leather and the cloth stick. It is divided in this way, considering the design according to the clbad. I think some things like armor seem to be a kind of fashion in the art. I've tried to design it so that it does not look like a heartbeat. It is hard to mention the fashion itself, so you can check it in the screenshots where you can see the game afterwards.
Q. I wonder how to cause manual operation.
Choi Byung-in = There are disadvantages or fatigue in manual operation, which is part of the efforts of the players. I wanted to give a bonus in terms of growth. The manual approach is approaching to gain more experience. There is this aspect and various preparations are being prepared and examined.
Q. When I compared the final version and the demo version, what percentage do you think is perfection?
Choi Byung-in is under development and is expected to be launched in the first half of next year. It's hard to say exactly, but many things are getting ready. I do not see much in the audience, so I think the demo version of J-Star showed me less than 30% of my feelings. There is also expertise and RvR elements. We are also preparing bonuses for the growth of different clbades.
Q. The expertise has not been disclosed, but how is it organized?
Choi Byung-in = Big is cooking, crafts, boss, archeology. The collection of ingredients is a process of browsing the fish and cooking it. The boss also takes ore from the mines to make objects. However, it is not possible to do that one specialized skill. Different plants can be obtained in an artisbad way and relationships such as the manufacture of fishing rods and fishing needles are envisioned via the large intestine.
Q. I am curious to see how RvR is at the center of the competition and how to take advantage of it.
Choi Byung-in = In addition to the huge RvR, players prepare to experience various elements. In addition to small-scale battlefields, there is also a PvE element that confronts the content. The compensation for these competitions goes to the camp and a compensation is paid to the whole camp so that all the players receive the participation compensation. In addition, I wanted to focus on the community and the game together so that the player who won the battle can feel gratitude.
Q. I wonder if I should increase all the courses at the end. And I want you to tell me how you plan to complete if the proportion of the population is not correct.
Choi Byung-in = The imbalance problem is about playing on the server and playing the integrated server. We want to make sure that there are no population problems. In the case of a clbad education, it is recommended to raise it, but we do not want to force the choice of players.
However, when we encourage multiple clbades together, we have tried to provide the same bonus as the ability to use publicly. You can badign specific statistics. I try to spark a variety of games with these factors every time I develop a course.
Q. Recently, some games have been designed to make customization difficult to create fun characters. Is it possible to customize the trailer?
Nob Seung-hoon = The presets that can be selected by default have been prepared within normal limits. If you've seen the streaming of the streamers, you'll know that Tru was able to decorate characters in various unrealistic ways. There are normal characters, but some people express their own personality. I worked for these people and I prepared myself to be able to handle the characters in different ways. He is preparing to reflect the different tastes of the players.
Q. Is there a character I would like to introduce into the game?
Nong Seung Hoon = There are NPCs such as important leaders. These NPCs, of course, appear in the game. In addition, the NPC plans to present the story. In addition, we are preparing to show immersive feelings such as the enlargement or projection of moving characters through film making or dubbing. NPC can be good to wait.
Q. What kind of game do you want to be?
Choi Byung-in = It's hard to say that we can do some things now. As stated by the delegate during previous interviews, the goal is to succeed. If you succeed, you can do something you can aim for. Maintaining a good position and succeeding is our current goal.
Source link