Losing Money to Be a Tycoon

Chapter 1307: Complex "official truant" mechanism

These words of Li Yada increased Yan Qi's confidence.

Although it was hearsay, Yan Qi could not be sure of the authenticity of this statement, but he had to admit that these words were very enlightening to him.

Moreover, it did provide him with a way of designing games.

You can try it first according to this kind of thinking. If it doesn't work, then let's talk about it. Anyway, try it and write a design draft without spending money.

Yan Qi carefully preserved the document that recorded these contents, for fear of losing it.

Then, he started to compare these contents and began to think about how to do his new game.

"First find a suitable entry point."

"Well...it should be the difficulty of the game."

"For action games, the degree of difficulty is very important, and it can be considered in the way of ‘spiral ascending’ that Sister Li said."

Yan Qi's brain moved quickly and entered a state of contemplation.

He worked hard to substitute himself for President Pei, imagining what he should do if Pei is always himself and now decides to make an action game.

To be sure, Mr. Pei will definitely make major changes to the practice of "Looking Back to the Shore".

And this kind of big change is not to overthrow and retreat, but to spiral upward.

The initial domestic action games were too low in difficulty, not challenging for the players, and the monsters did not do enough damage, so it didn't matter if the players took a few shots at a time, they would almost never die, and there was no penalty mechanism after death.

In response to this, Mr. Pei made the design of "Looking Back to the Shore".

Now Yan Qi is going to make innovations in the opposite direction of "Looking Back," and he definitely can't drive backwards.

How to make a difference from "Returning to the Shore" without going backwards, this is a problem.

"The difficulty must not be lowered, at least it cannot be lowered too much."

"Because the player is forced to delve into the game's combat system and level design under the premise of ensuring a certain degree of difficulty. If the player is simply mowing the grass all the way, there is no need to hide skills, no props, and press the attack button. You can pass the level, and no matter how good the combat system and level design, players will never experience it."

"But on the premise of maintaining the difficulty, we have to make a difference from "Returning to the Shore"..."

"Ok……"

"Stop class?"

"It seems there is only one way."

"But you can't escape casually, there must be certain restrictions."

"It doesn't need to be difficult, getting harder and harder, but it can be simpler in the later stage. Of course, this simplicity is based on a certain technique and the official ‘trucking mechanism’."

"Yes, the official skipping class! Allows players to feel the **** charm of the action game while also exploring a variety of ways to pass the level."

"In the later stage, this kind of fun can become the fun of outfitting and playing routines, which is equivalent to providing players with more diversified customs clearance and play methods!"

Yan Qi quickly thought of a solution.

Of course, the main reason is that other roads have been walked. There is "Returning to the Shore" in front. In order to distinguish it from "Returning to the Shore", he has only this way to go.

The solution Yan Qi came up with was that the official skipped class.

And this kind of official skipping class is not the same as Purdue in "Looking Back at the Shore".

Purdue’s method of skipping classes still hasn’t escaped from the combat system of "Looking Back at the Shore". It is a purely numerical skipping class. When dealing with specific enemies, this weapon has high damage and quick shots, so it can skip classes.

And the significance of the existence of Purdue's weapon is not only to allow players with handicapped players to pass the level, but also to highlight the philosophical value of the game "Looking Back to the Shore".

There are advantages, and naturally there are corresponding shortcomings.

Game design is not perfect, it can only satisfy the tastes of some players at the expense of other players.

"Looking Back at the Shore" is actually a game that does not allow skipping classes. You can skip classes, but you have to make up for everything later.

Using Purdue to skip class means that you can't have a perfect ending.

But what if the designer adds more complex systems to this game, so that players can pass spells, long-range attacks, or special outfits, and they can also pass the game in a simple way?

As a result, the biggest problem is that he has lost the philosophical connotation of "Returning to the Shore", but what Yan Qi originally did was not "Returning to the Shore". He could not inherit this philosophical connotation, and he could not reach the level of "Returning to the Shore" to break the dimension wall.

The advantage of this is that the player community has broadened, and for some players, the fun in the late game is stronger.

The game "Looking Back at the Shore" emphasizes the process of the player's own growth, and the growth of the characters in the game is very limited.

Some big bosses can use the initial weapon to hit the final boss, or pass the level without damage, that's why.

If the final attribute of the boss is tens of thousands or hundreds of thousands times the attack power of the initial weapon, it is impossible for the player to pass the level with the initial weapon.

In order to allow players to better experience their own growth, "Looking Back" deliberately compresses the growth value of the characters in the game.

In other words, upgrading can make you suffer less, but you can't avoid suffering; and after your own skills have grown, you can pass the level without damage with an initial weapon.

This is the characteristic of "Looking Back at the Shore".

Originally, Yan Qi didn't dare to deny it, but now Yan Qi realized that he had to deny it, otherwise the game he made would be a parody of "Looking Back", without any existential significance.

Yan Qi came up with a way to re-add the character's numerical growth back to give players another way to clear the game.

It doesn’t matter for hand-handicapped players to skip classes all the way, they can play as they like; big players can still challenge themselves, play various non-injury records, and be admired; in the later stage, after the players’ skills reach the bottleneck, they can continue. Go play role outfits, explore game mechanics, and extend the life of the game.

After determining this, Yan Qi began to consider how to "officially skip class".

"The basic combat system of the game can be regarded as martial arts, swords, spears, swords and halberds... all kinds of weapons have different uses, just like each weapon in "Looking Back" has different weapon skills."

"The combat system other than that can be regarded as an official skipping class, or as a way to reduce the difficulty and make it easier to clear the game."

"In fact, the way to skip class is very simple, it's nothing more than spells, long-range attacks, and some game mechanisms that are similar to powerful effects such as rebirth and short-term invincibility."

"And the packaging of these contents, combined with the Chinese cultural background, can be made into different systems such as Taoism, Buddhism, Confucianism, and art of war."

"Daoshu, the key words are alchemy, charm, psychic, formation, etc."

"In Buddhism, the key words are physical training, mind-cultivation, observing the precepts, transcendence, etc."

"Confucianism, the key words are knowledge, self-denial, etc."

"The key words of the art of war are bows and arrows, formations, and efficient use of various weapons and armors."

"These four systems have to be distinguished, each has its own characteristics, and players can't take care of them. They must choose the appropriate system to match their weapons and styles of play."

"These four systems actually assist and enhance the character's strength, but the focus is different."

"Daoshu, alchemy can provide buffs to characters, the effect is excellent, but it has a certain duration, and it needs to consume materials. Charms can add buffs to yourself, and can also restrict monsters and enemies. Psychic can summon ghosts and arrange formations. Through the advance arrangement of spells, certain effects can be obtained when fighting within a certain range."

"Daoshu is more suitable for players who like to make full preparations before the battle and pursue maximum improvement."

"The Dharma emphasizes the practice of the character itself. Refining the body can increase attack power and reduce damage. The effect is longer and does not require consumption of materials. However, the value is not as good as Taoism. When attacking specific monster enemies, the Dharma may also be used. There is an additional damage bonus."

"The Dharma should be more suitable for the lazy players, providing a permanent buff effect, without complicated pre-battle preparations, and no need to worry about half of the materials used up in the battle."

"Confucianism can see through the weaknesses of the boss through the knowledge of things. You can strengthen your attacks into attacks against the weaknesses of the boss. It will not improve the defense of the player character. But for the uninjured player, it is the best way to quickly kill the boss. Best choice."

"Confucianism is more suitable for big players, because Taoism, Buddhism and the art of war all have certain means to enhance their own defenses and survivability, but Confucianism does not. Under the subtle operations of big players, Confucianism can reach the boss faster. For quick kills."

"The rule of war is to allow players to better improve the lethality of bows and arrows, the defense of armor, and the group gain effect when connecting or summoning NPCs. It is also a permanent buff, and it has better versatility."

"The art of war is more suitable for players who are just getting started. Although it also consumes materials and requires pre-war preparation, the usage is relatively simple, and the effect is particularly significant in the early stage. In the later stage, it also has a good effect on some side-to-door gameplay, such as bow and arrow flow."

"Players can freely choose among the four systems according to their preferences ~www.ltnovel.com~."

"However, there are restrictions on the distribution of points, just like point talents. For example, a certain system must require 100 points to point out the ultimate talent, and players can only get around 220 points in total."

"You can choose to point out the ultimate talent in the two systems, or you can choose to abandon one of the ultimate talents, and use the points for the middle-level skills of other systems. If you don't even use the ultimate talent, you can also average the points of the four systems."

"There is no standard answer to the point method. The key is to match your outfit and style of play."

Yan Qi glanced at the prototype of the core combat system he designed, and nodded in satisfaction.

It feels quite interesting, at least it makes a very obvious difference from "Looking Back to the Shore"!

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