Vol 10 Chapter 553: Eliminate blemishes


In this game, Lin Yan is very particular about the route setting. For example, when the player is performing a task, almost all of his understanding of the entire terrain comes from the map, so the player can intuitively integrate the entire The layout of the city has a panoramic view.
Therefore, it is very important to mark the route on the map. Of course, although there is no specific design for this city, according to Lin Yan's own ideas, the area of ​​this city is definitely very large, at least more than The urban scene in Zhi Lin Yan's previous life "Zombie Besieged City" is much larger and more intuitive.
And in this city, there are countless zombies in almost most scenes. It can be said that almost no place in this city is completely safe.
Even Lin Yan designed such a mechanism in the game, that is, if the player stays in any place other than the safe house for more than five minutes, then they will definitely encounter the appearance of zombies in this scene.
This kind of mechanism also allows players to have a more sense of urgency in the game. After all, Lin Yan's production purpose in this game is to give players the best gaming experience.
But it is endlessly refreshing, but such a refreshing experience is first to be true. If there is no sense of urgency in a survival mode and zombie game, then the overall experience of this game will be greatly improved. Loss of progress.
This is the conclusion that Lin Yan got after playing many classic zombie games in previous lives. In a game, the sense of urgency is absolutely very important.
Lin Yan saw the same thing after playing a lot of zombies or other apocalyptic games, that is, when the player is exploring a scene, if the player takes the zombies or other monsters in the scene in a short time After all the contents are cleared, as long as the player is still in this scene, then the player will not encounter any monsters in this scene. The player can search and search carefully in this scene without worrying about it. There is any danger in itself.
This of course reduces the difficulty of the game, but it also makes players lose their sense of urgency in the game. It can be said that this is a very failed design, so Lin Yan designed such a mechanism in this game. .
The exploration time of the player in a scene is naturally infinite, but once the player exists in an open place for more than five minutes, there will be zombies around, such a thing is insoluble.
Of course, this mechanism only exists in open scenes, injected into streets, shopping malls, some public places or very dilapidated houses, etc., but for closed rooms, safe houses, or some enclosed places such as closed safe passages, it is not Such a mechanism is not applicable.
What Lin Yan has to do is to give players more urgency in the game. Of course, this design itself can also increase the player's authenticity in the game.
After all, there is no completely safe place in the end of the world, and it is simply impossible for a scene to not appear any danger for a long time.
Similarly, Lin Yan still has a lot to change for this game. Lin Yan needs to make changes in the previous game that he thinks is unreasonable.
I have to say that Lin Yan is similar to a person with obsessive-compulsive disorder in this respect, that is, Lin Yan absolutely does not allow the slightest flaw in his own work, even if such a flaw may be really not in the eyes of others. What is it.
Even in other works such things are just the norm. , But what Lin Yan wants is fine works, so Lin Yan has no way to endure such things appearing in his works.
Therefore, Lin Yan's attitude towards these works is very firm, and there can be no places that Lin Yan thinks are flaws.
In this game, since there is such an extreme, the player must plan his own course of action before each action. After all, it is the fastest course of action, whether it is for the player to perform a task or to evacuate. At the same time, it can bring speed advantages, so that players can better survive in the game.
In this game, Lin Yan has changed the zombies to a large extent. These zombies themselves appear in front of the player in two ways: walking alone and in groups, and they also have a certain degree of perception. Once the player is discovered by the zombies of the brigade in the game, the player will inevitably face a large number of zombies.
When a single zombie is in front of the player, the player can choose according to the situation whether to kill the zombie or stay.
In Lin Yan’s "Zombie Siege", facing a large group of zombies in front, the player himself has absolutely no way to fight against them. Even the player’s own escape probability is not very high when facing these zombies. Among the zombies, Lin Yan designed a lot of zombies with strong action ability, the speed is much faster than ordinary zombies.
Therefore, players should be more careful in this game, relying on the flexible and coquettish position in the previous game, so as to be able to avoid danger settings in the zombie group, which does not exist in this game.
Players must learn to hide and hide to avoid risks, instead of rushing towards the zombies like an idiot. All weapons in the game are basically lethal to zombies, but the same problem is the zombies themselves. Possess a strong lethality.
Most weapons, except for heavy weapons, such as heavy hammers, which have the ability to kill with one hit, other weapons basically do not have this ability.
But Lin Yan designed thousands of common things in life in this game that can be used as weapons. Of course, there is never a lack of firearms in the high unit price of this game, but the firearms want to bring real to the zombies. The threat of presence is more difficult.
In the game, the pistol can only kill the zombies with a headshot. The rifle is not much better than the pistol, but when hitting the zombie, there is a good chance that it will be knocked down or stiff, giving the player a chance to escape.
The shotgun is the most useful weapon in the entire game. One shot can knock down four or five zombies at close range, so Lin Yan himself suggests that players try to get a shotgun.
But in this game, many guns are easily unavailable for players, and many of the special weapons themselves are almost equivalent to one-off weapons, but they are very powerful and are absolutely necessary for killing zombies in the game. Artifacts, but these weapons themselves cannot be carried by the player, but can only be held by the player with their hands, and are a weapon that can be pulled down after use.
But if the player can properly use these weapons in the game, these weapons can definitely bring a very powerful boost when conducting a BOSS battle in the game. For the player, these weapons are definitely an indispensable weapon for the BOSS. Of course Obtaining these weapons is very difficult.
Such as RPG rocket launcher, M2 heavy machine gun, or Barrett anti-material sniper rifle. Players can only obtain these weapons through accidental exploration, and the number of these weapons is extremely rare. It can be said that one is less than one. After obtaining them, players must also use them carefully to deal with the most threatening. The goal.
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