Capítulo 313

Then, the protagonist's vision turned golden—only his target was a bright red, extremely dazzling! It seems this is the assassin's special skill.

Then the protagonist became more cautious, silently approaching directly above the target.

Close-up shot: The protagonist crouches down, and the sharp, cold light of a hidden sword gleams from his wrist guard.

The next scene unfolds with lightning speed and swift movement.

The moment the bishop raised his head, the assassin swooped down like an eagle, his hidden blade striking him squarely in the chest.

The bishop fell to the ground, and the assassin used the falling body to offset the impact, nimbly rolled forward, and then threw a smoke bomb while surrounded by the surrounding army.

After the smoke cleared, the assassin ran back to the square.

The guards were naturally unwilling to let him go so easily, and they chased after the assassin all the way.

During this time, the little figures on both sides were moving horizontally—Mingyan coughed and said, "This part is expected to be parkour-related content, so please bear with it."

Everyone looked like they had just realized something!

So, the chasers and pursuers began a tense, exciting, and extremely intense parkour maneuver.

Finally, the assassin found an opportunity to blend into the surrounding crowd and escape his pursuit.

Judging from the crude special effects, this might also be one of the assassin's skills: to blend into the nearby normal crowd and not be noticed.

After the concept demonstration video finished playing, the brilliant designers present almost all immediately grasped the meaning of Mingyan's words.

"The new game's combat mode is actually mainly divided into three stages: the infiltration stage, the assassination execution stage, and the escape from pursuit stage."

Mingyan continued to add.

"Of course, for situations involving bosses and failed assassinations, we still need a combat system for direct confrontation. Everyone should have plenty of experience with that..."

At this point, someone in the audience asked, "Should it be based on the difficulty of 'Soul' or the style of 'Wandering Swordsman'?"

Mingyan laughed and said, "We can't make assassins as tough as immortals. Assassins should be thin-skinned and fragile. So we can simplify direct combat as much as possible. We don't encourage assassins to do this. We suggest that players just get out of the fight and find another opportunity to assassinate."

Then someone asked, "Does our assassin know martial arts? Does he use light-footed skills when he does parkour?"

Mingyan couldn't help but chuckle again.

Since the release of "The Legend of the Condor Heroes", these interstellar people can't forget martial arts and internal energy no matter what they do.

Ming said, "The setting of the new work should be a relatively low-magic era. We try to follow the laws of physics as much as possible. Apart from the two cheat codes we gave the protagonist, Eagle Vision and Stealth, there are basically no special abilities."

"Oh..." Everyone looked at each other and nodded.

—It seems Chief Designer Ming is preparing to tackle a completely different genre, while the recently popular "wuxia" genre has been relegated to the sidelines once again. He truly is a man who loves challenging himself with new themes…

—Given the eldest brother's inability to count to two, I really don't know when "wuxia" will regain its popularity.

Mingyan coughed, which once again drew everyone's attention.

Next, he will talk about the second key point of the new game: its integration with history.

"This time we're not setting it in a fictional era. Assassin parkour is an important part of our gameplay experience, and I hope players can experience something more immersive during the parkour process."

"Everyone in the Sixth Star Province should be familiar with some buildings of great historical significance, such as the former Federal Government Parliament Building, the Red Crystal Battlefield Ruins, and even the Heavenly Heart Cathedral left behind by the Suzaku Empire."

"Imagine if we allowed players to pass through the entrances and corridors, climb up the back door of the cathedral, stepping on statues of the Virgin Mary, shrines of the Holy Spirit, or the eternal flame of the current pope, maintaining their balance on the wing supports, then sliding down the dome, using grappling hooks to reach the very top cross, crouching atop it to overlook the entire Piazza del Duomo, where two kings were once executed—"

After he finished speaking, everyone present showed expressions of longing.

Someone was so excited they almost tapped their foot, whispering, "Oh, I can't wait to replicate this cathedral!"

"I'd be so excited I'd pee my pants if I stood on it!"

"I understand why assassins aren't allowed to use light-footed skills! That would make the historical experience feel less immersive!"

Mingyan nodded and said, "The combination of virtual and reality, history and the present, is an important part of the player's experience. Our ultimate goal is to allow players to play and operate while simultaneously observing and making connections during the parkour process."

When Mingyan put the manuscript away.

A designer raised his hand and asked a very important question: "Boss, does the new project have a name yet?"

After pondering for a while, Mingyan said, "I haven't decided yet. It may depend on whether Odin is willing to cooperate with us. For now, let's use the codename 'Assassin'."

No sooner had he finished speaking than the crowd erupted in uproar.

The designers finally recovered from their shock and exclaimed, "Working with Odin is great!"

"The combination of two prestigious brands guarantees sales."

"Wouldn't it be a waste to make Odin the main character?"

The last question was asked, and everyone looked over it.

The designer who raised the question was a senior story planner at Blue Star Studio. He said, "If Odin's image is used as the protagonist, players will often not be able to see the model because VR games are basically fixed on the protagonist's shoulder. Furthermore, if players can see it too easily, it will lose its sense of mystery."

Another plot planner thought for a moment and quickly chimed in: "Odin is actually more suited to be a guiding NPC, or the kind of image of a reclusive master, so that players can pursue him on their own."

Mingyan pondered for a moment and said, "What you said makes sense. However, the cooperation hasn't been finalized yet, so let's put this discussion aside for now. After Odin makes his decision, you can then come up with a suitable plot plan."

The first planning meeting adjourned quickly.

The new project was created and development began on the same day – it's foreseeable that the designers on Blue Star are about to enter a new game cycle, and there will definitely be many meetings in the future.

However, there is no news about new projects on Bluestar's official website at the moment.

El capítulo anterior Capítulo siguiente
⚙️
Estilo de lectura

Tamaño de fuente

18

Ancho de página

800
1000
1280

Leer la piel