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Now reading: Chapter 267: "Warcraft" from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

Lucas ca out of the office.

At this ti, Hector, Anna, and Rachel were sitting in front of the computers in the break area, teaming up to play "Monster Hunter: World".

"These tempered monsters are completely strengthened! I really wonder if the players will be so beaten that they lose their minds," Anna said with so feeling.

Compared to ordinary players, their save files were obviously far ahead, after all, they had been playing since the developnt and testing phase.

Of course, related data was not included; it was separate.

"I don't know if the players will lose their minds, but you guys will definitely be beaten until you lose your minds." Lucas, who had just arrived, saw four big words on Anna's screen: [Fainted from Exhaustion], followed by a reminder that the mission had failed.

And the target was the Lava Dragon, which wasn't too difficult, but it wasn't easy either, mainly because it was annoying.

It loved swimming in magma and had hardened skin, making it a close-range fighter's nightmare.

"Boss Lucas, don't talk nonsense, we've only fainted seven or eight tis!" Anna said.

"That's right, that's right!" Rachel echoed.

"Okay, there's a eting this afternoon about the new ga and the arrangents for future updates and operation of 'Monster Hunter: World'," Lucas interrupted them, revealing a bit of information.

"A new ga!?" Anna looked surprised.

"Boss Lucas, so fast!?" Hector was also very surprised.

"Boss Lucas, what's the the and type of our new ga?" Rachel was more curious and focused on that.

"You'll know later." Lucas didn't say it directly but just smiled.

"Okay, you guys can keep fainting, I'll go prepare." After staying in the break area for a while, Lucas sent a ssage in the work group and turned to leave.

In the afternoon, in the conference room.

A group of people sat here, all with different expressions.

Obviously, they hadn't expected the new ga to co so suddenly.

"First is the update plan for 'Monster Hunter: World'. The overall content is basically complete. The follow-up content will be to add so new monsters based on the main ga. As for DLC content like the Iceborne map, we're not in a hurry for now," Lucas said, looking at the others.

"And in terms of new monsters, we can maintain a rhythm of releasing one about every twenty days to maintain the popularity of 'Monster Hunter: World'."

"But pay attention to the research and developnt ti, because in the middle, I need to have 'Monster Hunter: World' collaborate with the new ga, including character equipnt and weapon skins, as well as new hunting missions."

As Lucas spoke, two huge monsters appeared on the projector.

One was a huge bone dragon covered in ice and snow, with only its skeleton remaining. The other was a two-headed giant beast with a lion's head, a goat's body, and a snake's tail. At the sa ti, there was a background introduction.

[In ancient tis, dragons would fly to the cold continent of Northrend in the north to await death when their lives were coming to an end. Over ti, it beca a graveyard for dragons, with countless dragon skeletons scattered across the continent, until an evil force awakened and resurrected them. These dragons, radiating icy power, wholeheartedly serve their dark master.]

[The Chira from Ashenvale is a mysterious beast that lives in harmony with the night elves. These terrifying two-headed monsters soar above the dark forests, using their deadly breath to fight any enemies that invade the sacred land of Kalimdor. Many enemies retreat as soon as they see these dark, giant beasts.]

Anyway, they were all their own IPs, and Lucas didn't mind doing a collaboration. After all, why not use his own popularity?

At the sa ti, the Black Dragon and White Dragon Seath from "Dark Souls" could also be added to "Monster Hunter: World" later.

But the people in the conference room all looked amazed.

From these two monsters and the related introductions, they could already see so clues.

"Northrend, night elves... is the new ga a fantasy the? Similar to 'Dark Souls'?" Anna, who was in charge of the story at Nebula Gas, was making guesses at this ti.

"Of course! You can guess that from the appearance of these two monsters," Rachel said, rolling her eyes.

"But Boss Lucas, we just finished developing 'Monster Hunter: World', won't the players' blood pressure be raised too high!?" Hector said with concern.

Because in his view, this new ga was probably another high-difficulty, hardcore ga like "Dark Souls".

Well... to so extent, it was indeed very hardcore.

"Don't guess randomly." Lucas shook his head and then pulled up the design concept of "Warcraft".

"'Warcraft', RTS type?!" Hector opened his eyes wide, looking confused.

The rest of the people in the conference room were also surprised.

They had not expected that their new ga would be an RTS type.

Truth be told, in this parallel world, RTS was not that unpopular.

Including mainstream e-sports events, there were many RTS gas, and the audience and players were quite considerable.

But RTS was not an easy type to make.

Basically, only a few old ga companies were making the RTS gas that sold well and beca popular every year. For example, "Human Warfare" from the dostic channel alliance was a relatively popular RTS in recent years.

The content and gaplay mainly divided into several different eras.

The Stone Age, the Feudal Age, then the Modern Age, and then the Modern and Future Age.

Each period had different units, and they were divided according to cultural regions.

It was a bit like a 'Civilization' RTS version that omitted internal affairs from his previous life.

With surprise, everyone carefully read the design concept in front of them.

"It feels so complex and huge!" Anna murmured.

"It seems to be very different from the current RTS gas on the market!" Hector also nodded.

The entire ga concept did not involve detailed ga content, mainly because it was too huge. The current design concept draft mainly introduced so core systems and gaplay, and Lucas had not even ntioned the ga editor settings.

But even so, everyone had a general understanding of the ga.

"Boss Lucas, according to the design concept, the ga seems to have a huge world and story!" Anna said first.

"That's right, the story is a very important part of the ga, and this will be a great series. In terms of the story, we want to make it more detailed than the fragnts in 'Dark Souls'," Lucas said with a smile.

Lucas had great confidence in "Warcraft".

He knew that in his previous life, in 2002, Shanda Gas (forrly known as Oi) distributed "Warcraft III" in China, and even in that era of widespread piracy, it sold 1.6 million copies. Although Oi's operations were too annoying, such a result was still amazing. Even 20 years later, such sales could not be said to be low.

Hearing Lucas' words, a few people smacked their lips. They wouldn't say whether it would be great for now.

But judging from the looks of it, this RTS called "Warcraft" would not be a small production.

"Next, I'll tell you about the areas you'll each be responsible for." Lucas looked at everyone.

"Hector, you will be exclusively responsible for the ga's level maps and related values. Of course, I will also participate in it to make sure everything is correct," Lucas said, looking at Hector.

As an RTS ga, the value frawork of "Warcraft" could be said to be quite complex.

From the story campaign to the designers of the four races and units, the relevant attribute values were very important.

And a simple value could lead to the ergence of a tactic.

After the "Warcraft III" remake appeared in his previous life, not to ntion the poor quality, just the changes to so values alone allowed this ga with nearly 20 years of history to still produce so new routines and tactics.

Hector certainly couldn't complete this part alone, so Lucas would work with him on a value model.

Lucas would also be responsible for the main content of the ga story.

"Rachel, I'll still leave the art to you. The ga's art style and characters will be like before. Later, I'll provide line drawings, and then we'll discuss and outsource the models," Lucas said, turning to Rachel.

"Also, unlike before, we need to make a lot of CG animations for 'Warcraft' to show the story in the ga," Lucas said.

This was actually very expensive. For example, in his previous life, most of "Warcraft's" story was told through in-ga dialogue and the ga's own models.

As for CG cutscenes, only a few were made.

For example, Arthas, the filial son, returning ho to take care of his old father, and divh's riddles-like warnings.

Lucas also planned to enrich this part, and in terms of money, it was only a small thing for Nebula Gas.

Especially as the Nebula Gas platform got on track, although the commission was small, the volu was large.

"Anna, you need to pay more attention to the system interaction and story background," Lucas said, looking at Anna.

For example, the original birth of "Warcraft" was because Blizzard couldn't get the copyright to Warhamr, and then their team patted their heads and decided to just make their own.

So so of the ga's unique terms were also related to so of the terms in Warhamr.

In addition, there were also more easter eggs, such as the most magical peasant voice lines that players rembered: 'yes, milord?' and 'off I GO, then! (pronounced in the ga as: Ah Ba Dou De)', because they were too magical.

But later, there were many movie easter egg lines, such as 'Are you the king? Well, I didn't vote for you', which ca from the 1975 classic cody film "Monty Python and the Holy Grail".

Similarly, the undead acolyte's lines also had StarCraft and Star Wars references, and these needed to be changed.

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