Game development begins with destroying Girls' Frontline.

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Page 124

Girls Frontline: Companions hasn't even been released yet, but its reputation has already been established.

Without these fancy tricks, given the popularity of the Girls Frontline, Girls Frontline: Together would have been a hit, but it wouldn't have achieved the widespread popularity it has now.

Lin Shuyin, who already loved strategy games, decided to jump into the game as soon as possible!

The distribution channel for "Girls' Frontline: Together" is very simple: it will be released directly through the official website.

The price is 39 yuan.

They also promised a no-questions-asked refund after two hours of gameplay, and a no-questions-asked refund if players completed the game within three days. However, the refund notice thoughtfully stated that it would be issued in-game currency for the game.

Simply put, completing the game can be understood as receiving the game as a bonus for recharging 39 yuan in the Girls Frontline game.

It can be downloaded on PC, Android, and Apple devices.

In addition to Chinese, the official website also has Japanese and English versions.

Players on the Japanese and North American servers can also enjoy the same event.

Payment, download, and installation—all done in one smooth process.

After installation, there is a launcher.

Although Battlefront Girls: Companions is a single-player game, it uses a constant online connection, so logging in requires an account and password.

After entering the information, click "Start." The familiar Spark Games logo flashes by, followed by the even more familiar cybersecurity commitment, and then the three major internet companies (N, A, and I) and a bunch of technical support.

These scenes were familiar to Lin Shuyin.

I kept pressing ESC to try and skip ahead.

But when the game's main interface appeared, her frantic pressing of ESC stopped.

because.

She has entered the game's main interface.

For any game, the main interface is like a girl's face.

The visual appeal of a game directly influences players' expectations of it.

Therefore, Lin Li put a lot of effort into this main interface.

Besides the game name and a few basic buttons on the left side of the interface, such as Enter Game, Load Game, and Game Settings, there are also other buttons.

Most of the interface was used as a display area.

This display area is a panoramic dynamic image.

In the foreground of the GIF is a huge ruin. From the large fragments of the ruin, it can be seen that this ruin should have originally been a tall building.

This "mountain" was formed only after it collapsed.

A boy sat atop the ruins, gazing into the distance.

Following his gaze, in the distance lay a modern metropolis, or more precisely, a city ravaged by war.

The entire place was filled with the heavy smell of gunpowder and dust.

Dark clouds obscured the sunlight, and occasional thunderclaps made the whole scene even more oppressive.

Besides these, the most striking feature in the scene is the countless humanoid machines clearing the ruins and building isolation walls and watchtowers amidst the broken walls and rubble.

Suddenly a gunshot rang out, and Lin Shuyin looked over to see that someone was charging towards the isolation walls.

Immediately afterwards, a bunch of robots rushed out from behind the isolation wall.

After a burst of gunfire, the scene returned to calm.

Clearly, these machines are not there to rebuild the city, but to construct monsters that form a death quarantine zone.

Lin Shuyin looked at the dynamic interface and sighed.

"Your artistic skills are truly impressive."

Although Lin Shuyin rarely manages the development team directly, she is, after all, the owner of a game company and also worked on games during her university years.

He naturally knew the value of the dynamic animation in front of him.

Many games use dynamic animations for their main interfaces, but few can convey enough information while also maintaining aesthetic appeal.

Leaving aside her perspective as a developer, let's talk about it from the perspective of a player seeing the game for the first time.

After seeing the main interface, her first reaction was what was wrong with the city, and her second reaction was what those machines were doing. When she saw the isolation towers built by the machines sweeping into the city, she instantly understood.

Oh, these are the enemy; they're building an east-west siege.

Then, she immediately shifted her gaze back to the main character.

Without needing any words, Lin Shuyin knew that the main storyline of this game was definitely about the protagonist breaking through.

Then, her interest was piqued, and she really wanted to follow the protagonist to see what was going on in the city.

And at this time.

The male protagonist in the scene actually stood up and dusted off his hands.

"I've rested enough, it's time to go."

Following this sound, a dialog box popped up on the screen asking whether to enter the game.

It's clear that this is a little Easter egg set up by the development team; if players stay on the main screen for too long without doing anything, this voice line will be triggered.

Even though we knew it was an Easter egg, it did add to the sense of immersion.

Chapter 162 The Secret to the Success of the Spark Game

"That's amazing, the feeling came instantly."

Lin Shuyin sighed, then clicked the button to enter the game.

With each click.

The screen went black.

When it lights up again.

The protagonist is standing on an abandoned road.

The sky was overcast and dusty, and ahead lay a road destroyed by a bomb, with a huge crater and overturned cars, making it clear that this place was unsafe.

The game's overall visuals are in a 2.5D top-down perspective, not 3D but 2D.

The main character is even a miniature version of the commander from Girls Frontline, only significantly more detailed and larger in proportion.

Although it is a 2D game.

But the overall picture doesn't feel rudimentary.

On the contrary, it has a refined feel.

This feeling mainly comes from two aspects.

On the one hand, although the game's graphics are presented in 2D, the entire game still uses the Starfire 3D engine, so the lighting and shadow effects are excellent.

In addition, the various items and materials in the game scene are very detailed.

The road was riddled with craters of varying depths, some still bearing traces of charring. The trees that once lined the roadside were now charred black, with broken branches and leaves scattered all over the ground.

Even the air was occasionally filled with the smell of gunpowder.

In addition, the game's sound effects are very well matched with the scenes. The occasional gunshots and distant artillery fire constantly remind players that the war is still going on and this land is not yet completely at peace.

The roads that should have been bustling with traffic are now nothing but ruins and wreckage, with no sign of life in sight.

Occasionally, a gust of wind would blow by, stirring up a cloud of dust, making the ruins appear even more desolate and bleak.

With one detail after another, the overall art style looks very unique.

2D scenes are no longer a disadvantage; on the contrary, they feel quite fitting.

Furthermore, players who have played Girls Frontline will feel a strange sense of familiarity, because many of the things in the scene have appeared in Girls Frontline.

As the main character popped up a dialog box, players of the Galaxy Paradise exploration game also felt a sense of familiarity.

The protagonist raised his hand to look at his watch, then glanced into the distance before speaking.

Time is of the essence; we need to quickly search for supplies and then cross the blockade...

After the familiar bubbles.

Combined with the game's initial screen, this quickly gives players an initial goal.

Search for supplies and escape the blockade.

After a few simple self-talks, the game interface appears, and the player can now control the character.

The entire "Girls' Frontline: Companion" does not use the story map common in strategy games, such as the Bakery Girl, where each story segment has its own actionable map.

Instead, it adopts a large map operation and automatically switches combat modes when encountering monsters.

The advantage of this approach is a stronger sense of immersion, but the disadvantage is that it places higher demands on map design.

When designing maps, creators should not only consider the atmosphere of the scene, but also the actual combat effects after entering the battle.

Every high ground and every bunker must be carefully designed.

Lin Shuyin controlled the protagonist to begin moving.

Contrary to expectations, the characters move very smoothly despite the 2D top-down perspective, mainly because the main character's animation is exquisite.

The movements, including turning, moving, and running, are all drawn with great detail, making the animation very smooth.

"This graphic designer's workload is quite heavy."

As Lin Shuyin was reflecting on this, the protagonist she was controlling had arrived at the end of the road, where a warehouse that had collapsed halfway down stood across the road.

Without any guidance, Lin Shuyin naturally entered the factory warehouse through the main gate.

Once inside the warehouse, the game is similar to the Galaxy Paradise exploration.

All interactive elements have been marked.

The search yielded ammunition, bandages, and a maid?

[Not bad luck, there are still some civilian dolls left, hmm... maid style...]

Several dialogue segments.

Lin Shuyin naturally accepted the idea of ​​having a maid join the team.

At this point, like many players, she had no idea that this maid's storyline would be so extensive.

After ransacking the warehouse, Lin Shuyin naturally walked out of the warehouse.

I just walked out.

This triggered a battle.

With the protagonist's words, "There are enemies."

A golden tic-tac-toe symbol appeared on the ground in the center of the image.

As this golden symbol appeared, countless grids were drawn across the battlefield from the center outwards.

Once all the squares have appeared, the golden threads dim, and the game enters the battle control interface.

I dragged the map a little.

Lin Shuyin glanced at the enemy; there were four robots in total.

There is a mound of earth on each side of the warehouse exit.

On the left, an enemy is sitting in front of a mound of earth, seemingly checking his sniper rifle. On the right, an enemy is standing on guard, while two others are walking towards them from a distance.

In the first battle, she can only control the main character!?

Moreover, the maid is in an uncontrollable state.

How to fight this?

There are too many enemies. I need to get to the high ground on the left to take advantage of the situation.

Once in battle, the controls in Girls Frontline: Companion are the same as traditional strategy RPGs, where you move between grids.

With questions in mind, Lin Shuyin followed the protagonist's instructions and controlled the protagonist to reach the high platform.


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