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Now reading: Chapter 239: A System Design Full of Tricks from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

Inside Nebula Gas, Rachel looked at the various comnts from players under the official account and couldn't help but sigh, "The players have unintentionally revealed the truth!"

"That's right!" Anna next to her chuckled in agreent.

Lucas, who was standing next to Hector's desk, having finished reviewing so AI parater adjustnts and optimizations, said earnestly, "Don't talk nonsense. We skipped the gaplay expo simply to better develop 'Monster Hunter: World' so that we can get them into the ga sooner."

No trailer, so no expo?

Is that the kind of person Lucas is?

Doesn't it hurt to say sothing like that?

Although the trailer and other third-party outsourcing work has not been completed yet.

But that's not the main reason. The real reason is that the entire team didn't work on a new ga while Nebula Gas platform was changing.

It wasn't until the channel war temporarily settled that they started a new plan.

But at that point, there was less than a month left until the gaplay expo, which was even less preparation ti than they had in the previous two years.

With nothing ready, Lucas naturally didn't plan to go to the gaplay expo.

But now taking a look, is this appropriate?

Especially the online jokes targeting Nebula Gas.

Things like, "Don't rush, it's being made, has ever lied to you?" "It's almost done, it's about to be finished, the folder has already been created." There were all kinds of sayings.

There were even s with folders and his friendly smiling face, which was just too much!

Hearing Lucas's words, Rachel, Anna, and Hector all silently lowered their heads.

Others may not know, but how could they not know?

If they only had a rough understanding of the difficulty curve of "Monster Hunter: World" in the previous eting room.

But as the ga entered the detailed developnt stage, and the various systems were separated, everyone could say that they completely understood the tone of the entire ga.

Simply put, the difficulty of "Monster Hunter: World" is a roller coaster experience.

First, it starts from the lowest point, then suddenly pushes the player to the peak, and after letting the player experience the feeling of that peak, the difficulty slowly decreases again. Just when players think they're good, the introduction of tempered monsters once again lets players experience the previous feeling.

And it's not just the monster design; the various system designs in the ga are also full of tricks.

But although they're tricky, they're also very unique, like the map traps in "Dark Souls."

For example, in the ga, if hunters attack for a long ti, the sharpness of their weapon will decrease.

The so-called sharpness is of course not the taste of the blade; it can be understood as the sharpness.

The higher the sharpness of the sa weapon, the higher the damage caused by a single attack, and the easier it is to damage the monster's hard body parts.

When the sharpness decreases, the weapon's damage output will also decrease accordingly.

When the weapon's sharpness is too low, attacking the monster's hard parts will cause the weapon to bounce.

This will not only reduce a large amount of sharpness, but also put the hunter in a stunned state.

To recover, players in the ga need to stop and honestly use the whetstone in their inventory to sharpen their weapon.

And it is divided into different levels of color display according to different states, with white being the highest.

If there are players who are perfectionists, they will probably take out the whetstone to sharpen their weapon whenever they see the sharpness drop below white in the ga.

And if a monster suddenly charges at you at this ti, you can only hope that your health bar is full.

In addition, although the ga supports multiple players hunting together, and there is no so-called friendly fire system, there are still hit and flinch effects.

After attacking a teammate, the teammate will be stunned, and the current action and attack will be interrupted.

At this ti, pray that your teammate can survive the monster's attack.

In ordinary gas, teaming up is an effective way to reduce the difficulty of the ga, but in "Monster Hunter: World," sotis the scary thing is not the elder dragon you're facing, but the three long sword players beside you.

In addition, there is no way to see a monster's health bar in the ga.

You can only judge whether it is about to die from the monster's injuries and actions.

"Lucas, I bet the players will be very 'surprised' at that point," Rachel said with emotion.

"Of course, after all, the goal of our ga designers is to bring players a surprising experience with every ga," Lucas said with a smile.

Whether there's more surprise or more joy, as long as there's sothing, that's enough.

After chatting for a few words in the lounge, when it was ti to work, everyone put away their laughter and focused on developing "Monster Hunter: World."

Rachel's art team was creating concept art little by little.

Then, through outsourced art companies, they made model assets.

For "Monster Hunter: World," the graphics and art models are obviously as exquisite as possible.

The amount of resources, such as buildings, maps, monsters, weapons, and armor, is greater than that of "Dark Souls."

Hector was continuing to adjust the various paraters of the AI system in the ga, ensuring that the monsters in the ga could show higher intelligence, but also had very accurate control over the difficulty.

After all, all monsters have stats. If the difficulty is increased in the AI's performance, then it is necessary to weaken the monster's stats and attributes, and vice versa.

At the sa ti, Lucas also found a top symphony orchestra to record the ga's soundtrack.

After all, the soundtrack in Monster Hunter is also very classic, especially the series' the song, "Proof of a Hero," which has extre power and shock, making people feel excited.

In most Monster Hunter gas, as long as the dragonator or the great cannon appears.

That's right! This ans that soone chose "Proof of a Hero" on the playlist!

Because in the Monster Hunter series, in most cases, it first appears on the final stage when the hunter uses the dragonator to stab the elder dragon but doesn't kill it.

............

While Nebula Gas was gradually advancing the progress of "Monster Hunter: World."

The gaming community was also discussing the reasons Lucas gave on the official account for not attending the gaplay expo.

Without a doubt, Nebula Gas is developing a new ga.

And it sounds like it's a big one.

But they didn't reveal anything. Not to ntion the gaplay or content, they didn't even reveal the genre.

However, most players think that Lucas's next new ga should be a souls-like ga. After all, the only ga that can be called a large-scale ga by Nebula Gas before this, is "Dark Souls."

Although from the point of view of the story, the story of kindling the fire has ended, but couldn't they just change to a new story?

After all, the gaplay and map design of "Dark Souls" are also very important parts of the ga.

Of course, so players expressed doubts. After all, "Minecraft" and the earlier "Don't Starve" directly sparked the sandbox ga trend. In addition, recently, the major channel alliances are also pushing closer, launching large-scale projects, and anyone can see the deep aning in this.

So, many players said that Nebula Gas may take advantage of the situation to continue launching a large-scale sandbox ga.

However, so players also raised objections, after all, "Minecraft" sales are too terrifying, it is simply a miracle in the ga industry, and it is the kind of miracle that is breaking records every day.

Under such circumstances, Lucas has no need to develop a sandbox ga at all, because the risk is too great.

In short, each player has their own agreed direction, until three days after the gaplay expo passed.

Nebula Gas official account and Lucas released a piece of teaser information about the new ga.

(End of The Chapter)

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