The bullet screen comments mocked him.
"This is so funny. Old Qiao is like a food critic who feels good about himself. He insisted on trying to cook and ended up like this."
"You can't be too confident. Why do you think you can be an independent game designer? Don't you know? "
"I can tell. The Morning Dew Game Editor is indeed less difficult than the official game editor. However, it is still not something someone with Teacher Qiao's IQ can handle."
Qiao Liang defended himself indignantly. "Just you wait. I'll work hard on this editor after the livestream. One day, I'll come up with a finished game to blind all of you."
"However … My failure today at least proved one thing. It is indeed not easy for independent game designers. "
"Every rubbish game that everyone sees might be the result of a group of people's hard work."
"Of course, rubbish games should still be scolded. However, everyone should also support the hard work of independent game designers and look at their excellence."
"That saying is right. 'What is learned on paper is shallow.' One must practice what one knows."
"From a gamer's point of view, one can criticize any game unscrupulously. Only a real designer would understand how difficult it is."
Qiao Liang recalled the process of trying to make a game. In fact, he only wanted to make a wolf that could eat sheep at first. However, he soon realized that he encountered a small problem. He did not know how to increase the wolf's attack movements.
This small problem was quickly solved. However, he discovered a new problem after that.
For example, in what range should the wolf attack? Should there be blood splatter after the action was made? Should there be a few more attacks to make it more realistic? What if the wolf's attack was not coordinated with the sheep? What if there was a situation where it bit through the mold?
There were a lot of such problems. To achieve a very simple function in the game, the design behind it was huge.
It was just like cooking.
It was easy for a diner to taste whether a dish was salty or bland, but for a chef, the final taste of a dish could only be achieved through a dozen different processes. If any of the processes went wrong, the final result might deviate greatly from the chef's expectations.
The difficulty of this was incomprehensible to those who had never really cooked.
Qiao Liang realized that this editor had an unexpected gain. It allowed ordinary players to experience the daily work of game designers.
This was because the official game editor was not open to everyone, and there was a certain threshold. Moreover, most players would not deliberately download the official game editor, so there were very few players who had actually experienced making games.
However, the Morning Dew Game Editor was built into the Morning Dew Gaming Platform. The initial program was not big, but there were a lot of plug-ins and resource packages in it.
Many players would try the editor function when they opened the Morning Dew Game Platform out of curiosity. People like Qiao Liang could at least understand how difficult it was to create games.
Those who were truly talented and fell in love with game design could continue to download new programming packages and resource packs. If he continued to improve his design skills through self-study, perhaps one day in the future, another outstanding independent game designer would appear.
After looking at the Morning Dew Game Editor, Qiao Liang looked at Mili, which he had been waiting for a long time.
"Mili" had gone through a major ticket-drop. However, during the ticket-drop, the game developers had made it very clear that they would be making changes to the new video editor. They also explained that new content would be added to the game.
Therefore, although players were unhappy, they were still full of anticipation.
After all, there was a saying: no one would remember a rubbish game that was released on time.
Unless this rubbish game had so many bugs that it became a meme.
Of course, this was just a joke. However, there was no problem with the logic. A game released one or two months earlier or later did not make much of a difference. The key was the quality of the game.
Qiao Liang had already purchased and downloaded Mili and entered the game.
…
The game opened with a promotional animation. It was not fundamentally different from the promotional animation released during the warm-up, but the details were more exquisite.
The final scene was still that of the old Daoist priest carrying the baby in the demon village and turning to leave. Raging flames burned everything to ashes.
The camera turned and officially entered the game plot.
A young man carrying a sword on his back faced a nameless grave. He kowtowed a few times in front of a nameless grave beside a thatched cottage in the mountains.
Obviously, according to the development of the plot, the old Daoist priest should have brought the child deep into the mountains to teach him martial arts. At that time, the old Daoist priest had already passed away, and the young man was going down the mountain to slay demons.
Then, they entered the beginner's guidance stage. Qiao Liang found that he could control the protagonist's movements, attacks, use some simple spells, or pick up items.
Players could enter the small thatched cottage to pick up some props.
They could also go to the surrounding empty space to hit a bunch of wooden dumplings or carry out the various operations in the beginner's guidance.
At the same time, the young man would recall the old Daoist priest's advice.
"Confucianism, Buddhism, Daoism, and the Army each have their own strengths. You might be learning from me, but you don't have to stick to Daoism. As long as the four Daoist techniques and mystical powers can save the people of the world, they have their merits.
"The world is in chaos, and demons are wreaking havoc in the world. We should eliminate demons and protect the Dao to save the people so that the people of the world will no longer have to suffer the pain of exile. So that people of insight will no longer lament the sorrow of death.
"Man follows the earth, the earth follows the heavens, the heavens follow the Dao, and the Dao follows nature.
"The path is under your own feet. Remember, think before you act."
After learning and familiarizing himself with the game, the young man descended the mountain. Qiao Liang officially began his journey of suffering.
…
Although he had released some demo videos of Mili, Qiao Liang still thought that it was just a different version of Repent and be Saved.
After all, the combat system gave off a feeling of suffering that was very similar to Repent and be Saved.
However, after playing the game, Qiao Liang realized that there was a huge difference between the two.
Mili was not a clumsy imitation of Repent and be Saved. It had its own design philosophy.
In Mili's plot, the protagonist would receive the legacies of Confucianism, Daoism, Buddhism, and the Army. Each system would give the protagonist powerful abilities beyond the basic combat system.
The basic combat system was similar to Repent and be Saved. Sabers, spears, swords, halberds, and other weapons had different ways to use them. Of course, it was one way to play the game purely by honing one's operating skills and familiarizing oneself with various weapons. However, if one used the powerful abilities of the four different systems, it would be like adding wings to a tiger.
Although the four systems could increase players' attributes, they each had their own unique characteristics.
For example, Daoism was suitable for players who were well-prepared before a battle and wanted to improve themselves as much as possible.
On the other hand, Buddhism provided permanent buffs and was suitable for lazy people.
Confucianism could target the enemy's weaknesses and was the best choice for a speedy battle. Only veteran players with excellent operating skills would be able to maximize its effectiveness.
On the other hand, the Art of War was a very versatile effect and was suitable for beginners. They could prepare for battles in advance and also increase the group buffs when online or summoning NPCs. Beginners could choose them without thinking.
This reflected the fundamental difference between Mili's design philosophy and Repent and be Saved's.
Mili allowed players to use various rich game mechanisms and skill combinations to lower the game's difficulty. They could even achieve the effect of cutting grass in certain key battles in a week. They could beat the game without thinking.
Of course, the prerequisite was that they had a deep understanding of the game's mechanisms.
It was fine if players did not like to study the game's combat mechanisms in Repent and be Saved. They just had to die a few times and they would get used to it.
However, in Mili, if players stubbornly refused to learn the game's mechanisms and insisted on using their bodies to fight monsters, they would most likely end up in a tragic state.
Of course, it was hard to say which of the two designs was better. They were targeted at different groups of players and focused on different kinds of fun in the game.
In addition, there were rumors that Mili might use a checkpoint layout. This seemed to be a plan of the design team. However, it was obvious that this plan did not extend into the official game.
Mili was the same as Repent and be Saved. It was a large, seamless map. The various scenes were closely connected. There would not be any rigid controls like switching between levels.
Players would play the role of this young man and travel around. During the course of the game, they would come to many different scenes.
For example, at the northern border, the main character would participate in the battle between the army of the Central Plains and the cavalry of the other tribes.
He would also experience the instant collapse of countless Buddhist pagodas and the massacre of Buddhas by the soldiers.
Apart from that, he would also enter the heavily-guarded imperial city and speak to a few important people in the current plot. He would then choose one of the princes to support to become the new emperor.
All these scenes were interconnected. Each scene had a formation that allowed players to teleport between different scenes.
That way, a miniature version of the world would be built in the game.
Of course, Mili's project team did not come up with a plan to make it a checkpoint layout. Yan Qi had indeed planned to do that.
That was because there were pros and cons to both the seamless map and the checkpoint layout.
Mili's game mechanics included a "kill kill" gameplay. That was why players could repeatedly experience the battles in a certain area to obtain certain items or resources that they needed the most.
It would be more convenient to use checkpoints in such situations.
However, after careful consideration, Yan Qi felt that the checkpoint layout weakened the players' immersion in the game too much. That was why he decided to put in more effort to achieve the same effect on the seamless map.
Simply put, players could use special items or talismans to temporarily change the state of a certain area. That way, they could return to a specific point in time and participate in a specific battle. That way, they could obtain the relevant rewards again.
The entire seamless world would still change according to the progression of the plot.
Although this method wasn't perfect, at least it combined the seamless map and the checkpoint mode as much as possible, creating a "Swipe Swipe" gameplay on the seamless map.
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