In this world, sandbox games were mostly made by foreign companies. For example, Earth Online allowed players to work, buy cars, buy houses, and experience different professions. This was a game that allowed a lot of freedom.
However, it wasn't a true sandbox game.
There were two key factors to a sandbox game. One was that it was rich in content, and the other was that it allowed the players to create freely. Games like Earth Online were rich in content, but the players could only play the game within the framework set by the designers, and couldn't create too much.
Once again, creativity was the core of a sandbox game, allowing the players to create what they wanted using the items provided in the game.
Anything that didn't fit this point couldn't be considered a true sandbox game.
Of course, there were some foreign works in this world that experimented in this area, such as allowing players to customize their own characters, houses, cars, and so on. However, these were all attached to the original gameplay of the game. They were just a derivative factor and did not become the core fun of the game.
Therefore, Chen Mo wanted to use Don't Starve to test out the tastes of the players in this world. If this game was successful, then his first VR game would be ready.
Of course, another important reason was that Don't Starve was easier to make than other sandbox games.
In his previous world, the first version of Don't Starve was completed by three designers in eight hours. Of course, this was only a simple demo.
The full version of Don't Starve took over a year to develop, but most of the time was spent developing ideas, as well as discussing the general direction of the game.
For example, there was a heated discussion within the team for Don't Starve. Some thought that as a survival game, the players should become stronger as the game progressed, giving them a sense of growth. Others thought that as a survival game, the players would eventually die and lose everything.
In the end, after a heated discussion, they settled on the second option.
Although the art style of the game was unique, it wasn't difficult. There were only four directions for the characters and monsters, and their actions were simple.
For Chen Mo, the only troublesome part of making this game was the relatively complicated settings. However, with the help of the Memory Playback Potion and the team's divergent thinking, it wasn't hard to make a game that didn't lose to Don't Starve in his previous life.
Chen Mo planned on developing survival, adventure, and co-op modes. The first two modes didn't need much elaboration, while the co-op mode was to allow the players to experience the game together.
In fact, co-op mode was the most popular game mode.
The core of the game was very clear, which was to explore and collect resources in an unfamiliar world, building production facilities, and trying to survive as long as possible.
The basic rules of the world included: map creation, equipment and how to use them, character stats, respawn mechanisms, environment, and seasons.
The elements of the map were very rich. There were nine types: plains, swamps, grasslands, mines, forests, caves, and so on. Different terrains produced different elements, and different monsters spawned on them.
At the start of the game, the system would randomly create a map based on a set of rules. The appearance of the different terrains was highly random, to ensure that every game was different for the players.
Furthermore, the basic rules of the game included the setting of the seasons.
It would rain frequently in spring, and crops would grow faster than other seasons.
In summer, flammables would spontaneously combust, and the character's body temperature would rise rapidly, leading to heat exhaustion.
In winter, crops would grow slower, and the character's body temperature would drop rapidly, leading to frostbite.
The combination of these seasonal settings and other settings would make it very difficult for the players, so they had to be prepared in advance to avoid heavy losses when the seasons changed.
After constructing the basic rules of the world, it was time to continuously fill the world with new elements, making it more and more abundant, becoming a larger and more complex world.
In Chen Mo's initial plan, the main characters were Wilson, Willow, Wendy, Wolfgang, WX-78, Wes, Wickerbottom, Woody, and Maxwell, a total of nine characters.
These characters could only be unlocked after certain conditions were met, and they all had different abilities. For example, Willow the Arsonist could be unlocked after surviving for eight days. Her special ability was to set things on fire, and was immune to fire damage.
In terms of monsters, there were four main categories: humanoids, wild creatures, mutated creatures, and artificial intelligence, each with different attributes.
Many humanoids had a certain level of intelligence, while wild creatures didn't have the ability to bribe. Different monsters would drop different items after being killed, some could be used to make tools, while others could be used to make food.
The item system in Don't Starve was quite rich, including daily tools (gathering, lighting, etc.), consumables (food and ingredients), and weapons (weapons, armor, traps, etc.).
Moreover, different items could be further processed. Take food for example, food that was about to expire could be processed a second time through drying racks, roasting, or cooking, allowing the processed food to be stored for a long time.
Of course, as a sandbox game, the best part of the game was allowing players to create their own mods, making them a part of the game.
These mods would be built into the game, allowing players to choose from them, and they all had different functions. Some mods could indicate specific stats and lower the difficulty of the game, while others could enrich the content of the game.
With these mods, players could adjust the difficulty of the game according to their own needs, allowing them to experience more content. For example, some new players could add mods that lowered the difficulty of the game to allow them to live longer.
…
Diablo: Reaper of Souls and Don't Starve were both in the stable development stage.
Meanwhile, Diablo was still gaining popularity in the outside world.
After selling 1.87 million copies in the first month, it continued to do well in the second month, breaking 1.68 million copies, bringing Diablo's total revenue to almost five hundred million RMB.
For the vast majority of new players, the game was still full of fun. They were struggling on the road to challenge Diablo, fulfilling the mission of a Nephalem, unable to extricate themselves from the joy of grinding and dying.
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