Game development begins with destroying Girls' Frontline.

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It's not that the game contains Cthulhu elements, but rather it refers to the characters' reactions to certain events.

For example, players might be trapped in darkness for an extended period, explore caves in a lightless environment, eat something they shouldn't have, or forcibly enter something without proper preparation during exploration.

It will cause the SAN value to drop.

This is considered part of the gameplay.

such as:

Later in the demo, players can enter an underground cave filled with human remains, including severed limbs. If players have completed the prerequisite quests, they will learn that these corpses belong to a "haunted house" in an amusement park.

Using biotechnology, a scene resembling hell was created.

The severed human limbs in the scene are actually mimicry of a creature, not real human corpses.

Therefore, the SAN value will not drop.

Based on this, after entering and conducting an investigation, players will discover that the recycling factories of these mimicry creatures are still operating intermittently.

It hasn't stopped yet.

This recycling factory consists of two parts: a robotic recycling team that regularly collects dead, mimicking limbs and puts them into a machine.

It is ground into powder to become feed, and another part is the cultivation tank.

I wonder how much culture medium was left behind before it was abandoned.

In short, when the players entered, the training pool was still running. These severed hands, legs, and arms were all in a large pool, "swimming around" like fish, or more accurately, wriggling around.

Players are exploring.

Through books and manuscripts, I gradually came to understand everything here.

In addition to delivering a “shocking” experience to players through performances.

This originally "haunted house" has become a place where food supplies are plentiful and the robot recycling team is getting smaller and smaller.

There are more and more mimicry organisms that are left unattended.

Many of these mimicry creatures, which were originally supposed to be collected monthly, have not been cleaned up for years, or even decades.

Many mimicry monsters have mutated.

There was even a giant monster made up of these severed limbs.

Players can obtain a lot of items after clearing these monsters.

As for the end.

The player's choice is whether to burn the place down or shut down the looping machines and let them die on their own.

So what role does the SAN value play here?

It's essentially a task-guided process.

In open worlds, if everything is completely open and there is no guidance, the player experience is actually reduced.

So while SAN appears to be an in-game value, it is actually a tool used by the developers to guide the player's exploration order.

For example, here, if players enter directly without doing the prerequisite quests, their SAN value will drop rapidly, making normal exploration impossible.

Chapter 520 A Masterpiece of Derivative Works

As for the last value...

That is, hunger level.

It is the simplest value, and it will automatically decrease at a certain speed from the start of the game. It can be replenished by eating.

"The presence of a hunger stat suggests that this game will likely have more survival elements compared to exploration."

As a content creator who reviews games.

Upon seeing these values, MAX quickly grasped the general idea behind these attributes for the game.

"It seems that, as the title suggests, this game is not really a sequel, but more like a derivative work under the same IP."

After finishing speaking, MAX moved the mouse over the recipe and talent system.

These two systems appeared.

"Hey, building and recipes...looks like this game is pretty complete."

For a survival game.

Crafting items, building structures, and farming/developing are the three main components that are absolutely crucial, second only to story exploration.

It is an essential skill for players to survive and an important means for players to explore the world.

simply put.

Survival games combine "life" and "adventure".

Crafting, building, and farming are part of life; exploring the storyline is part of the adventure.

The reason why the two core elements can be combined is...

This is because the two mechanisms complement each other.

Life is about taking better risks, and what you gain from those risks can lead to a better life.

"Although this is Xinghuo's first time making a survival game, they have grasped these details very well. All the necessary systems are there. I just don't know how they are implemented in the game."

"I can not wait any more."

MAX controlled the character to take two steps forward, then looked back again, because there was a glimmer of light flashing beneath the collapsed tower.

"Hehe, the interactive flashing lights are still the same. Let me see what this is."

This is an interactive flash in "Discovery".

Without any system prompt, MAX had already clicked on it instinctively.

Control the character and click.

As the character digs through the ruins.

They found an "L"-shaped crowbar in the ruins, which looked like a rusty steel pipe.

The character in the game pulls out a crowbar and talks to himself.

[Wow, this thing would definitely be great for hitting people.]

After saying that, he waved the crowbar in his hand.

The entire interactive animation flows smoothly and feels more natural compared to the exploration phase, which is, to some extent, an upgrade in technology.

And this time.

MAX has opened the inventory and is hovering the mouse over the crowbar.

Equipment information appears.

Item Name: The Holy Sword of Physics

[Slot: Weapon]

Attack: 11-18

[Durability: 18/20]

A crowbar, suitable for extremely harsh survival environments, can be used not only for combat but also for prying open boxes.

"Hahaha, the Holy Sword of Physics, there must be Half-Life fans in the game development team."

"It's so interesting."

The MAX controller swung his weapon twice and then started walking out.

The place he was going to was the earthquake generator in the distance.

On a distant mountain.

These things are actually one of the special gameplay features in "Star River Paradise: Survival".

In the background setting, Galaxy Paradise is a paradise planet. Perhaps for the sake of realism, or for other reasons, the builders built many disaster generators on the planet.

For example, a giant "earthquake generator" that can cause earthquakes.

For example, giant prisms could be installed in the orbit of a planet to create a "fire".

There are also miniature robots carrying viruses, also known as "plague generators".

Some mountains have been completely hollowed out, with huge reservoirs installed inside to create a "flood" effect.

these things.

Players will encounter these devices one by one during their exploration, and they will gradually understand why these huge structures exist.

simply put.

In the interstellar world, there is a group of people who, like children, enjoy watching ant nests burn or flood.

I just love watching disasters happen.

After a disaster, they will come to the world as "saviors" to experience what it feels like to be a "savior".

Enjoy the twisted emotions of having life and death in one's own hands.

of course.

At this point, I was still relatively new to MAX and hadn't yet explored these features.

He walked a short distance out from the tower in the ruins.

Not long after we left, it started snowing.

The scene gradually transformed into a snowy landscape.

Compared to the sandbox mode in Galaxy Park: Discovery, the explorable area in Survival is much larger.

During the journey, MAX recounted this story.

"Actually, you can see from the map design that the ideas behind Survival and Exploration are different."

"Exploration is essentially a plot-heavy roguelike game that gradually unravels the world-building, from the micro to the macro."

"Now, 'Survival' is more in line with its name."

"If that's how the story goes, we should encounter beginner monsters during this time we've been out here."

"But in fact, we haven't encountered it yet."

"On the contrary, we encountered quite a few collectible items along the way."

"That's the difference between the two games."

"I think Spark's approach is excellent. On the one hand, Discovery already has a fixed user base thanks to mods, so making Discovery 2 would not make much sense."

"On the contrary, games like Survival use a different approach, which broadens the world view, gives players a brand new experience, and does not affect players of Exploration from continuing to play mods."

"This decision shows that the managers of Xingminghuo are smart."

MAX was speaking.

A string of comments started appearing in the live chat.

【careful】

[Is there something strange in the distance?]

Go check it out quickly.

These comments made MAX temporarily stop analyzing and look into the distance.

Not far from him, a flock of sheep, which looked a bit like sheep but had long horns, were foraging for food.

They dug through the snow, searching for plants buried in it.

MAX carried the crowbar forward.

His first instinct wasn't to look at the monster, but rather at the snow pits that had been dug out.

"Hmm, this snow actually has volume?"

"So, if I can find a shovel, I can dig it open?"


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