Almighty Game Designer

Chapter 206: Famine and the Sandbox Game (Sangen)

In this world, sandbox games are mostly played by foreign manufacturers, like Earth OL, which allows players to work in games, buy cars, and experience a variety of occupations, which is a highly liberal game.

But it's not really a sandbox game either.

In fact, there are two elements of sandbox games, one is that they are rich enough and the other is that they allow players to create freely within the game. Games like Earth OL do have a lot of elements, but in fact, players can only play within a framework designed by the designers and not create too many things freely.

Re-emphasize that creativity is the core way to play sandbox games, that is, allowing players to create what they want using the objects provided in the game.

Anything inconsistent with this cannot be called a real sandbox game.

Of course, there are some foreign works in the world that have been attempted in this regard, such as allowing players to customize characters, customize houses, cars, etc., but these are all methods that depend on the game's original play, but they are just a derivative and do not become the core fun of the game.

So, Chan Wants to take a little taste of the world's players with the Famine game, if this game can succeed, then his first VR game should be finalized.

Of course, another key reason is that Famine is better than any other sandbox game.

In Chen's previous life, the first edition of Famine was done by three designers in eight hours, and of course, it was just a simpler DEMO.

A truly complete version of Famine has been under development for more than a year, although most of the time during this period it has been a distraction of ideas and exploration of some of the major directions of the game's ideas.

For example, there has been intense discussion within the Famine team that, as a survival game, players should become stronger and stronger as the game progresses, while others argue that it is a survival game where players eventually die and lose everything.

Ultimately, after intense discussions, they finalized the second option.

The style of art is unique to the standard of production, but not difficult, with characters and monsters in only four directions and easy movement.

For Chen, the only trouble with making this game is the relatively complicated setup, but it's not hard to create a "famine" that won't beat previous generations when the direction is clear by recalling the potion and disseminating the thoughts of everyone.

Chen Jiao intends to develop survival, adventure and cooperation models, the classics of the first two need not be repeated, while cooperation models are designed to allow players to experience the fun of the game together online.

Indeed, the cooperative mode is indeed the most popular game mode.

The core pleasure of the game is very clear: to explore and collect resources in a strange world as much as possible, to build all kinds of production materials, and to try to survive for the longest possible time.

Basic world rules include map generation, prop attributes and usage, character attribute changes, monster refresh mechanisms, environment and season settings, and more.

Scene maps are very rich in elements, including plains, marshes, grasslands, mining areas, forests, caves, etc. Different terrain produces different elements of production, and different monsters are generated on terrain.

At the beginning of the game, the map is randomly generated according to certain rules, and the terrain appears to be very random, ensuring that each game of the player is different.

In addition, season settings are included in the game's underlying rules.

It rains frequently in the spring and crops grow faster than other seasons.

Summer combustibles burn spontaneously, and character temperatures rise rapidly and enter heat stroke.

Winter crops grow slowly, character temperatures drop rapidly and enter frostbite.

Mixing these seasons with other settings will create great difficulties for players and must be well prepared in advance to avoid heavy losses during season changes.

Once the foundational rules of the world have been constructed, it is constantly filling the world with new elements that make it richer and more complex.

In the initial version of the plan, Wilson, Willow, Wendy, Wolfgang, WX-78, Wes, Wickenborton, Woody, and Maxwell were the main roles, totalling nine.

These roles must meet certain conditions to unlock, and their abilities vary. Like Vero, the arsonist, unlocks after 8 days of player survival, her special ability is to set fire to madness and immune to flame damage.

In terms of monsters, there are four main categories of humanoid organisms, wildlife, mutant organisms, and artificial intelligence in the game, with different attributes.

Many humanoid organisms possess some intelligence, and wildlife does not have any potential for bribery. Different monsters drop different props after killing, some can make tools, some can make food.

The entire prop system of Famine is also very rich, including everyday tools (collection, lighting, etc.), consumables (food and ingredients), weapons and equipment (weapons, protective equipment, traps, etc.).

Moreover, different props can be reprocessed, and in the case of food, expired ingredients can be reprocessed by drying racks, fire baking, or cooking, so that the processed ingredients can be preserved for a long time.

Of course, as a sandbox game, the greatest fun of this game is allowing players to develop their own MODs and make them part of the game.

These MODs are built into the game for players to choose freely and have different features. Some MODs can hint at specific values and reduce game difficulty, while some MODs are rich in game content.

With these MODs, players can adjust the difficulty according to their needs and experience a richer game content. Like some novice players, you can add a lot of MODs that reduce the difficulty of gaming to keep you alive longer.

……

The Dark God of Destruction: Sickle of Souls and Famine are entering a steady research and development phase.

On the outside, the heat of the Dark God of Destruction is constantly rising.

After an amazing 1.87 million sales in the first month, the second month's performance remained strong, surpassing 1.68 million units, bringing the total running water of Dark Destroyer to nearly 450 million.

For the vast majority of new players, the game is also full of fun, struggling on the road to challenge Diablo, fulfilling a Nephilitan mission to brush and shed light.

However, a number of other voices are beginning to appear.