Game development begins with destroying Girls' Frontline.

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One is the character's skills. As you gain experience and level up, you can unlock different skills.

These skills are somewhat similar to those in Call of Duty.

Burst reload, enemy detection, lightly armed combat, etc.

Another feature is that after obtaining the same character core, you can perform body enhancement, which is the classic constellation in Genshin Impact. However, in Battlefront Girls: Siege, character acquisition is not done through in-game purchases but is integrated into the gameplay.

Therefore, this constellation becomes an integral part of the character development process.

Weapon enhancement is somewhat similar to the gunsmith system in many games, allowing you to change the items you obtain during the game to create different effects.

The workshop is where you craft various in-game items.

From bullets to grenades to Molotov cocktails, RPGs, helicopter support, artillery fire, turrets, mechs, and helicopter support, it's all here.

In the workshop system, Spark does not require players to "grind" blueprints like many other games.

The core of the entire workshop system is that as long as you have the resources, you can create the corresponding items.

The core of the workshop is to enhance the sense of accomplishment players feel when acquiring materials.

This allows players who have stockpiled resources to enjoy grinding to their heart's content.

In the early stages, players can strategically acquire certain resources, create powerful items, survive a few rounds, gather resources, and once they have enough, they can enjoy a satisfying experience.

As for the final warehouse, that's just a warehouse.

Paradigm glanced at these things and found that most of them were grayed out, and most of the function demos were not unlocked.

In this demo.

Only four characters were available in the Starfire event.

Two rifles.

They are 95 and OTs-14, respectively.

A sniper rifle.

WA2000.

A submachine gun.

Somi.

After entering the squad interface.

Fan Shi chose the quick-handed and quick-reflective option, and amidst the complaints from his teammates, he immediately locked in 95.

Wow, you're a fast anime content creator!

While complaining, Lao Liu locked onto Suomi.

Huang Wenfeng then focused on OTs-14.

Guo Qingqing locked in WA2000, and after the character was locked, everyone excitedly entered the game.

Upon entering the game, you vote to select a map, but currently there is only one map available: [Snowy City].

It's the same as not voting at all.

Until the screen lit up and the game scene appeared, Fan Shi suddenly remembered something.

"Huh? Did we miss the tutorial...?"

The voice just fell.

The system popped up a dialog box asking if a tutorial was needed for first-time players.

"Okay, the tutorial is on hold."

The paradigm point is after that.

The system then began its tutorial. Unlike those complicated tutorials for shooting games, perhaps because it was a demo, the tutorial for beginners went by very quickly.

The teaching method is also quite rough; it's not the kind of beginner tutorial where players are required to follow every hint.

Instead, a tutorial will only play when the player encounters something for the first time.

Teaching is simply a piece of text paired with an animated GIF.

It gives off a vibe that it doesn't matter if you understand it or not, just play it.

~~~

For example, when you first enter the game.

There's an airdrop crate between the four characters, and there's a notification that this supply crate contains a small amount of ammunition and basic supplies, reminding players not to forget to collect it.

Chapter 376 What is the feel of shooting?

"This looks a bit like a Monster Hunter supply box. If you add a shelter and a Palico cart, it'll be complete."

Huang Wenfeng is complaining about the box.

Meanwhile, Lao Liu had already started familiarizing himself with the firearms and the visuals.

"The graphics are really good; it doesn't feel like a domestically produced game."

The saying goes, "You judge a person by their appearance first."

Basically, all players' first impression of a game comes from its graphics.

Girls on the Frontline: Siege is Spark's first shooting game.

But the first impression the image gives is quite good.

The graphics don't look like something a developer making a shooting game for the first time would produce.

On the contrary, it resembles a product from a major company, with a relatively gloomy sky, whether it's the character models, the nearby ruins, the omnics patrolling the streets, or the tall buildings in the distance.

Even the tents lining the streets, the fallen newspapers, and the broken trees.

The visuals aren't exactly top-notch.

But thanks to the modeling and rendering, it doesn't feel cheap.

"The visuals are really good; they don't feel cheap at all."

Paradigm added a sentence.

Many domestically produced games look good on paper, but once you enter the game, they feel inexplicably cheap.

Actually, this cheap feel is not due to the engine or modeling.

Rather, it originates from the scene designer's creation and rendering of the scene atmosphere.

If you compare a collapsed house with scenes from Battlefield and Call of Duty series games and similar scenes from domestic games, you can see a very obvious difference.

Even among the top domestic shooting games, there are many details that need improvement, such as lighting, collapsed bricks, surrounding soil, and even the proportions of the entire house.

There's always something a little off here and something a little off there, and eventually it becomes a difference that's visible to the naked eye.

But here at Xinghuo.

These details blend together very well.

why?

Because the company that did this is Spark America.

Most of the people in the project team are veterans who have been working in the industry for many years.

For them, creating such a scene is like cooking.

I can tell what to put in and when to put it in even with my eyes closed.

On the contrary, they are not very familiar with the rendering and modeling of anime characters.

We also need to provide manpower support from headquarters.

Therefore, Girls' Frontline: Siege can be considered Spark's first multinational co-production project.

~~~

"Stop admiring the visuals, let's look at the map first. Where are we going?"

Among this group, Lao Liu was one of the more proactive ones.

He himself plays shooting games, or more precisely, he plays Call of Duty.

But that doesn't mean he doesn't watch anime.

It's rare to find someone who works as a content creator on Bilibili who has absolutely no contact with anime.

The sixth brother is the same; he is also a fan of anime and manga.

Therefore, after entering the game and seeing the characters and graphics, his interest began to rise sharply. Looking at Suomi's cute back, if he didn't know that bullets were very precious in Tarkov-like games, he would have been captivated.

He had long wanted to control this cute girl, so he started by shooting at thin air.

"Then let's go find the core first."

By this time, Huang Wenfeng had almost completed the initial preparations.

He opened the map and quickly found the building marked with a yellow circle.

In "Girls' Frontline: Siege".

The core of a game is finding the core and reaching the extraction point.

Under normal circumstances.

A game has two or three cores.

Although there are three cores, it is difficult to obtain them all under normal circumstances.

After all, once you get the first core, the game will enter a fast-paced phase.

In addition to the core area marked with a yellow circle, the map also shows high-resource areas covered by yellow tiles and danger zones marked with red tiles.

And the map BOSS marked with solid red.

There are many elements on the map, but the goal is actually quite clear: find the core.

So, after marking the nearest core area on the map, an order was given.

The four-person team set off.

Just took two steps.

The squad encountered their first wave of enemies: a patrol of humanoid androids.

in the game.

There will be significant differences in the density of the enemy.

Omnics will not actively search for players until the player obtains the core.

After players obtain the core, they will enter a wanted mode similar to GTA.

That's when the pressure and excitement begin.

Things are actually alright now.

This is a patrol of intelligent machines.

There are 12 humanoid robots and three hexapod robots.

The "three of us," who appear frequently in other Girls' Frontline games, are still retained in Girls' Frontline: Siege.

"Focus fire! Hit the big ones!"

"I'll go around to the back. The system just alerted me that this guy's back is his weak point."

"Indeed, it was shown in the animation."

"Xiao Qing, use the sniper rifle to target the minions."

After entering battle.

Because Lao Liu chose the role of Suomi, which is relatively agile, he began to actively rush forward.

Fan Shi and Huang Wenfeng, on the other hand, were positioned to restrain the other two big guys, one on the left and one on the right.

Guo Qingqing chose WA2000 and started calling out the soldiers.


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