Losing Money to Be a Tycoon

Chapter 1662: "Milky Way"

The barrage audience laughed at him.

"Laughing to death, Old Joe is like a food critic who feels good about himself. He has to try to cook by himself, and it turns out like this."

"People still can't be too confident. Why do you think you can be an independent game producer? Don't you have any points in your heart?"

"I can see that the Chaolu game editor is indeed less difficult than the official editor, but it is still not a person with an IQ like Qiao Laoshi."

Qiao Liang was very unconvinced and defended himself: "You wait, I will work hard to study this editor secretly after the broadcast, and someday I will bring out the finished game to blind you."

"However. My failure today proves at least one thing, that is, it is really not easy for independent game producers."

"Every junk game that everyone sees may be the result of a group of people's efforts."

"Of course, **** games should be scolded or scolded, but everyone should also appropriately support the labor results of independent game producers and look at their excellence."

"That sentence is good, it's so shallow on the paper, I absolutely know that I have to do it myself."

"From the player's point of view, you can criticize any game unscrupulously. Only when you really are a designer can you understand the difficulty of this."

Qiao Liang recalled the process of trying to make a game before. In fact, at first he just wanted to be a wolf that can eat sheep, but then he found that he had a small problem, that is, he didn't know how to add attack actions to the wolf.

This small problem was solved quickly, but after it was solved, new problems were discovered.

For example, within what range does this wolf make an attack? After the action is made, should there be blood spattering out of the attack action, do you have to do more to appear more realistic, if the wolf's attack action does not cooperate with the sheep, what should be done if there is a bite or die-through situation?

There are a lot of problems like this. If you want to implement a very simple function in the game, the design behind it is massive.

It's like cooking.

It is easy for diners to taste a dish that is salty or light, but for a chef, the final taste of a dish may be completed through more than a dozen different processes, and any problem in any process may cause problems. The final result has a huge deviation from what I expected.

The difficulty of this is incomprehensible to those who have not really done the cooking.

Qiao Liang discovered that this editor has an unexpected benefit, that is, it allows ordinary players to experience the daily work of game designers.

Because the original official editor is not open to everyone, there are certain thresholds. And most players basically don't deliberately download the official game editor, so there are still a few players who have really experienced making games.

But the Chaolu Game Editor is built into the Chaolu game platform. The initial program is actually not big, but there are a large number of plug-in packages and resource packs.

Many players will try out the editor function when opening the Chaolu game platform out of curiosity. Those who are as simple as Qiao Liang can at least understand the difficulty of making games.

Those who are really talented and therefore like game design can continue to download new program packages and resource packs. Constantly improving his design level through self-study, maybe one day in the future, another excellent independent game producer will appear.

After reading the Chaolu game editor, Qiao Liang looked at the "Militia" that he had been waiting for for a long time.

The game "Military" has undergone a big ticket bounce, but the official has made it very clear when the ticket was bounced. This time it is necessary to make some changes to the new editor and explain that new game content will be added. .

So although the players are not happy, they are still full of expectations.

After all, there is such a sentence, no one will remember a garbage game that was released on time.

Unless there are enough bugs in this junk game to be a stalk.

Of course, this is just a joke. But the truth is okay. A game is released a month or two early or a month or two late. The impact is actually not big. The key is to see the quality of the game.

Qiao Liang had already purchased and downloaded "Militia" and entered the game directly.

...

The opening of the game is a promotional animation, which is not essentially different from the promotional animation released during the warm-up before, but the details are more refined.

In the last scene, the old Taoist priest picked up the baby in the monster village, turned and left, and the blazing flames ignited and burned everything.

The camera turns into the game plot.

A young man carrying a sword faced it. An unnamed tomb next to the mountain hut was knocked several times.

Obviously, according to the development of the plot, it should be the old Taoist priest who brought the child to teach martial arts in the mountains. At this time, the old Taoist priest had already driven west, and the young man was going down the mountain to kill demons and exorcise demons.

Immediately after entering the initial stage of novice guidance, Qiao Liang found that he could control the protagonist to move, attack and use some simple spells or pick up items.

Players can enter the small cottage to pick up some props.

You can also hit a pile of wooden stakes in the surrounding open space or perform various operations in the novice guide.

While doing this kind of operation, the young man's ears will also recall the old Taoist instructions.

"The four schools of Confucianism, Buddhism, and Taoism have their own strengths. Although you follow me to learn art, you don't have to stick to Taoism. As long as the four magical powers of Taoism can save the common people of the world, they all have their own merits."

"The world is in chaos, and demons do harm to the world. We have taken the role of slaying demons and defending the way to save the common people, so that all people under the world will no longer suffer the suffering of exile. People of insight will no longer lament the sorrow of lili."

"Humans follow the earth, the earth follows the sky, the heavens follow the Tao, and the Tao follows nature."

"The road is at your own feet. Remember how to walk, think twice before you act."

After a simple study and familiarity, the boy went down the mountain. Qiao Liang also officially began his journey of suffering.

...

Although some demo videos have been released in "Military" before, Qiao Liang still thinks that this is just a "turning back to the shore" with a changed background.

After all, the feeling of suffering given by the entire combat system is very similar to that of "Looking Back."

But after playing, Qiao Liang discovered that there is actually a big difference between the two.

"Milky Way" is not a parody of "Returning to the Shore", it has its own design philosophy in it.

In the plot of "Militia", the protagonist will be inherited from the four schools of Confucianism, Taoism, Buddhism and military strategist. And each system will give the protagonist powerful abilities beyond the basic combat system.

The basic combat system is similar to "Looking Back to the Shore". Various weapons such as swords, guns, swords and halberds are used in different ways. It is certainly a gameplay to rely solely on polishing one's own operating skills and proficiently using various weapons to pass customs. But if you use the powerful capabilities of the four different systems, you can have an even more powerful effect.

Although the four systems can improve player attributes, each has its own characteristics.

For example, Daoshu is suitable for players who are fully prepared before the battle and pursue maximum improvement.

The Dharma is to provide permanent gain effects, suitable for lazy people.

Confucianism can target the enemy’s weaknesses and is the best choice for speed pass. Only the powerful players with superb operations can maximize its effectiveness.

The Art of War is a very versatile effect, suitable for players who are just getting started. You can make pre-war preparations in advance, and you can also increase the group gain effect when you are online or summoning NPCs. Novices have no brain to choose.

This reflects the fundamental difference between the design concept of "Military" and "Returning to the Shore".

"Milky Way" allows players to reduce the difficulty of the game through a variety of game mechanics and skill combinations, and even achieve the effect of mowing in certain key battles of the week, which can pass the level without thinking.

Of course, the premise is a very deep understanding of the game mechanics.

It’s okay if the player doesn’t like to study the combat mechanics of the game in "Looking Back at the Shore", as long as you die a few more times, practice makes perfect.

However, in "Milky Way", if the player does not learn the game mechanics, but always insists on using the flesh to fight the monster, then the final outcome will probably be quite tragic.

Of course, it is difficult to say which is better than the other two designs. It can only be said that they are aimed at different groups of players and focus on different game fun.

In addition, there have been rumors that "Milky Way" may adopt a level layout. This once seemed to be a scheme of the design team, but this scheme obviously did not continue to the formal game.

Like "Returning to the Shore", "Military" is still a seamless big map, and the various scenes are closely connected. There will be no blunt operations like switching levels.

The player plays the role of the teenager and travels around, and will come to many different scenes during the game.

For example, on the northern border, the protagonist will participate in the battlefield between the Central Plains army and alien cavalry.

You will also experience the scene of countless pagodas collapsing instantly and soldiers destroying the Buddha.

In addition, he will enter the heavily guarded imperial city, have a dialogue with several important figures in the current plot, and choose to support one of the princes to become the new emperor.

All these scenes are connected to each other, and each scene has a magic circle for players to transmit between different scenes.

In this way, a miniature version of the overhead world is constructed in the game.

Of course, at the very beginning, the "Military" project team wanted to make a checkpoint form. This statement was not groundless. Yan Qi did have such a plan at the time.

Because of such a seamless big map and level mode ~www.readwn.com~ These two approaches actually have their own advantages and disadvantages.

Because the game mechanics also includes a brushing method, the player may experience the battle in a certain area repeatedly and obtain some kind of props or resources that he needs most urgently.

At this time, it will be more convenient to use levels to make.

However, after careful consideration, Yan Qi felt that the level mode still weakened the player's sense of substitution in the game too much, so he decided to make more efforts to achieve the same effect on the seamless big map.

Simply put, the player can temporarily change the state of a certain area through special props or talisman, so that he can return to a special time node, re-participate in a specific battle, and obtain relevant rewards again.

The ontology of the entire seamless world will still change according to the progress of the plot.

Although this approach is not perfect, at least the seamless big map and the level mode are combined as much as possible, and the gameplay is made on the seamless big map.

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