Some people did something slightly better than massacring the city...
He managed to kill every wizard he saw!
"This is outrageous!" (The designers screamed again.)
Wizards in the middle of a mission are protected by the system, unless they are accidentally killed by the church during an escort mission, in which case the mission will fail and have to start over.
Otherwise, they would not die during the mission, nor could they be attacked by the player—ensuring that the player's mission could proceed.
However, once the mission is completed, the wizards may be able to link it with other side quests.
One employee did something outrageous: he killed a civilian in the street, attracting the attention of church guards, and then led the pursuing guards to Copernicus...
Copernicus, dying with his eyes wide open.jpg
The crowd immediately interviewed the player, saying, "What were you thinking?! That's the great Copernicus, the founder of the heliocentric theory!"
The man, looking weary, pulled out a cigarette and said, "I just wanted to try being a die-hard henchman of the church. After all, being a villain feels pretty cool. A theistic world... it sounds wonderful, doesn't it?"
Everyone: "..." Someone come quick! A potential villain has appeared in our studio!
Players' choices in the game should not be taken too seriously.
However, such egregious behavior must be nipped in the bud!
The Bluebell Assassins are a group of noble and great inheritors of knowledge. They cannot do something so degrading, otherwise wouldn't that be breaking their oath?
Upon hearing about this, Mingyan also pulled out an e-cigarette, adopted an even more boss-like demeanor, and coldly said, "Once someone is found to have betrayed the organization, we will send out all our assassins to eliminate the traitor."
Everyone: 0v0!
Then, quite amusingly, everyone punished the player who did this.
Unless you reload the save and start over, this player will be hunted down by both the Church and the Bluebells!
There are no safe zones (Bluebell Branch), no resource shops (Bluebell Contact Person), no mission drop-off point, basically nothing. You can only go on a rampage.
Let's see how long you can remain undefeated!
139. A Perfect Plan
The development of "The Way of the Assassin" continues amidst chaos and confusion.
One of the biggest headaches for the development team was that this semi-open world game had more bugs than any previous game.
Perhaps it's because the concept is too grand, and there are so many systems with countless ways to complete tasks...
To some extent, the greater the freedom a game offers players, the more bugs it is prone to generating.
For example, some games deliberately prevent players from jumping and climbing, not for any other reason than to prevent players from traversing mountains and valleys and wandering outside the designated map area.
So Blue Star Studio is truly experiencing both pain and joy.
While developing the software, we also held daily group tests and fixed newly discovered bugs.
Some players might think that bugs are something that the entire studio works together to fix after the game is finished, and then the game can be released happily.
But actually that's not the case...
In the words of Schrödinger, the program leader: "Bugs are interspersed in every stage of the game development cycle, bugs exist in every part of the game itself, bugs are constantly emerging, and bugs are the only constant in this changing world."
Programmers really have a deep-seated resentment towards bugs.
Even a game that has been on the market for many years can still have many bugs. The difference is that players either haven't discovered them or they don't care about them.
Games under development will naturally have more and more bugs.
Game company testers are there to do this job.
Take Maynard, a newly joined tester, as an example. Every day when he arrives at Blue Star Studio, the first thing he does is download the newly packaged development version.
While downloading, he would check on the progress of fixing the bugs he submitted yesterday. If the progress was not ideal, he would give the relevant programmer a nudge.
In the afternoon, he started testing this development version, running the main quest, side quests, and various other tasks, reproducing the bugs he found countless times, trying to provide the programmer with the most accurate bug location possible.
Next, he looked through all the new content that the designers and programmers had submitted that day.
For example, if a designer creates a new small task today, the tester will conduct various tests specifically on this small task to ensure that the process is normal and there are no bugs before it can be submitted.
Just before leaving get off work, Maynard was responsible for packaging today's game version into a complete and stable version that could be downloaded.
...
Each company may have slight differences in the details.
In short, making games is actually a process of developing and testing simultaneously, with every day spent struggling in a sea of bugs.
The beta version of Assassin's Way was still not finished by April of that year.
On the one hand, it's because the semi-open world map is quite vast, and on the other hand, it's because the storyline is quite complex, requiring specially produced story animations that still need to be made gradually.
Creating each game animation is no easy feat.
First, the designers will confirm the complete storyline of the animation, and then they will meet with the animation production team to communicate. At this point, the latter will most likely be able to draw up the storyboard.
Then the relevant technical staff will prepare and provide the resources needed for the animation, including but not limited to: all characters, all scenes, required voice acting and music, lighting and special effects, etc.
Next, the animation production team will divide the work among themselves.