Create horror games that scare players around the world
Chapter 42: Dying Light and 7 Days to Kill
Chapter 42: Vanishing Light and Seven Days of Death
When hanging up the phone, Manager Shi happily said thank you.
Ding Yi could clearly hear the excitement and joy in Manager Shi's tone.
Through these exchanges, this person left a very good impression on Boss Ding.
There is both the demeanor of a large company and the humility of seeking cooperation in his words.
There is neither the contemptuous attitude of urban novels nor the arrogant attitude of commercial TV dramas.
The purpose of cooperation is to make money, it’s that simple, nothing else.
After ending the call, Boss Ding started to get down to business.
Communication system, enter the mall.
Seeing the number of fear values, Boss Ding couldn't help but laugh out loud.
Fear value: 237.8W.
Not bad, really good.
Every time a player is startled, the score goes up a little bit. This number represents the total number of times all players have been startled, and it is still growing.
"The performance of Rotten Meat is really impressive, it made over 2 million in one go."
"Now, we don't have to limit ourselves to the game 7 Days to Die. We can integrate other zombie games into it."
As he spoke, Boss Ding started buying games.
First of all, it was "7 Days to Die" which had been decided long ago.
There are only three things he likes about this game.
1. Survival mechanism of simulated experience.
2. Everything is destructible.
3. A construction mode with diverse gameplay and upgrades.
Among them, the point that he was most satisfied with was that the zombies in it were slightly stronger than the zombies in other games.
In other games, zombies are just experience babies. The most typical ones are "Dying Light" and "Left 4 Dead".
Except for a few special infected ones, ordinary zombies are completely useless and are just decorations. They only have quantity but no quality.
The zombies in 7 Days to Die, although few in number and scattered around, can give people the most direct sensory fear.
New players who are new to 7 Days to Die will be scared to death when they enter the room to search, which makes them realize that the zombies in this game are completely different from those in other games.
Especially at night, when the zombies release their instincts, the roars and growls can make every new player shrink into a corner, trembling with stone axes in hand.
The zombies are also very powerful. Once they find you, no matter where you hide, they can use their ruthless iron hands to destroy everything and pull you out and eat you.
Even if you hide deep underground, they can dig deep to find you.
Only when you have maxed out your skills and learned all kinds of knowledge from books can you stand up straight and face the zombies.
Although this mechanism is unreasonable, after all, zombies are made of flesh, and destroying metal and concrete with bare hands is obviously too far-fetched, but it did scare a large number of players.
Let them know that in this gaming world, no place is safe.
Ding Yi wants to rationalize this mechanism.
First of all, the destruction system. Zombies no longer dig and blow up everything with their hands, but will use certain basic tools based on the material of the objects.
For example, hammers, axes, shovels, etc. are used for hitting.
Next, after the zombies fall from a high altitude, they will no longer be unscathed as they are now, but will die if they hit their heads on the ground.
Next is underwater. Zombies cannot walk freely in the water, but will float on the surface and cannot dive.
Finally, the Blood Moon mechanism that occurs every 7 days is changed to a zombie siege, which is released in the form of an event on weekend nights every 7 days in reality, allowing players to participate and defend the human camp.
After modifying some unreasonable mechanisms, this is the zombie game that Ding Yi wants to present to the players.
A sandbox game that combines mining, exploration, looting buildings, building homes, and creating defense facilities.
Let players know that this is a horror game that focuses on survival, supplemented by cooperation, and allows players to experience the feeling of being dominated by zombies together.
So he bought the game immediately. As he spent 15 fear points, several mechanical sounds appeared in his mind.
[You have obtained the complete code of the survival horror game "7 Days to Die". ]
[You have obtained the art setting collection of the survival horror game "7 Days to Die". ]
[You have obtained the promotional trailer for the survival horror game "7 Days to Die". ]
Ding Yi closed his eyes slightly, and opened them after 2 seconds.
Now, he does.
A PDF document of the art set and a promotional trailer also appeared on the computer desktop in front of me.
Now, his fear value is still 222.8W.
So he picked up another game.
"Dying Light"
Since it is a multiplayer survival game, the map must naturally be open.
Although the map of "7 Days to Die" is also open, it is difficult to compare with the extinction map in terms of richness and details.
After all, the former is built one block at a time, while the latter is modeling and rendering.
What Ding Yi wanted to do was to take out the first map of "Dying Light", which is the slums of Harlan City, and put it into the code of "7 Days to Die", and then use the system to cut it into the form of full blocks.
In this way, even if some object shapes do not exist in "7 Days to Die", they will naturally exist after being cut out.
The prerequisite is that he needs to find a modeler to create the entire "Dying Light" slum.
At that time, players will be able to experience the content and gameplay of 7 Days to Die in the extinct map.
As for the original Before Time map… what is that? Throw it away!
So Ding Yi searched for "Extinction" and saw the price. Oh my god, it's really expensive.
Requires 190W of fear value.
"Well, considering the size and gameplay of the extinction, this price is reasonable."
"Although I am only borrowing the map of the slums in Lower Harlan, if you buy the entire game, I can also release this game separately later."
“In this way, players can also...”
Suddenly, Ding Yi had an idea and an idea came to his mind.
As this idea became clearer, he overturned the plot he had previously conceived.
"Yes, since we have singled out the slums and written a new plot, why not move the timeline of the world view back to a few years after the extinction?"
"Then we broke up a small part of the extinction story and put it into the game. This way, players can also find some clues when experiencing it."
“When players are very interested in the past of the slums, we will release Dying Light, so that players can fully understand what happened in the map they are playing.”
"It's a good deal to earn twice the money from one game."
Thinking of this, Boss Ding bought the game directly.
[You have obtained the complete code of the horror game "Dying Light". ]
[You have obtained the art setting collection of the horror game "Dying Light". ]
[You have obtained the promotional trailer for the horror game "Dying Light". ]
After the purchase, he also took a look at the price of Dying Light 2.
As a result, only 110W of fear value is required, and the second generation is 2W cheaper than the first generation.
But if you think about the quality of the second generation, it is understandable. Except for the better operation and gameplay than the first generation, the rest can be said to be inferior.
After purchasing the game, Boss Ding opened the TXT document and started to rewrite the settings.
This chapter was originally titled The End of Beauty 1, but because some descriptions were not given, it was changed to Extinction 1.
(End of this chapter)
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