The project that Tu Long Bao Dao Studio is currently working on is the sequel to the idle game "Fingertip Hero".
At that time, after collaborating with Mingyan, Yu Bing first underwent some "training" inside the Dragon Slayer Sword and had in-depth discussions with senior designers.
In the end, they basically scrapped the original game framework and started from scratch, creating an idle game called "Idle Hero".
—The name chosen is indeed in line with the consistent style of the Dragon Slayer Sword.
They don't care about profound meanings, deep principles, or elegant styles when naming their children.
The key point is to highlight the essentials!
This idle game is mainly based on a gacha system.
Players can draw various "heroes" from the card pool, assemble them into a team, and then send this hero squad out to conquer the world...
The core element of idle games is, of course, still idle gameplay.
You can just leave it there and let it run in the background. It doesn't matter if you turn off your phone. No matter how long you wait before returning, the heroes will still be there, diligently fighting monsters and leveling up, accumulating resources for the players...
Small-scale games like these are perfect for busy working professionals and casual gamers looking to fill their spare time.
During their breaks from work, they only need to take a minute or two to glance at their phones and tap the screen casually.
It's not like they hired a group of heroes; it's more like they raised a group of slaves who are constantly mining for them.
After a busy day of work or study, when I get home and turn on my phone, I see a box of raw materials that the slaves have painstakingly collected for me.
This is the joy of a bountiful harvest!
The player then distributes the raw materials to strengthen the old slaves... oh no, heroes;
Alternatively, saving up more to use for new hero draws can accelerate capital accumulation.
Day by day, the slave ranks grew stronger, and the resources they gained each day increased, giving them a sense of joy akin to watching a bank deposit accrue interest.
Therefore, in the design of this type of idle game, elements such as graphics and storyline are secondary.
The most important thing is the numerical value!
Within what range can players experience the joy of a bountiful harvest without disrupting the balance too much?
How much time can you leave your character idle, and how much can you gain that makes players happy to log in for about fifteen minutes each day?
What proportions should the card pool have? How many resources are needed to upgrade a hero? How strong should the team's total combat power be to be able to AFK in a certain level?
Every numerical curve is crucial and requires careful adjustment.
In this respect, the interstellar age has one obvious advantage:
The numerical analysis tools are exceptionally advanced!
This is also the first time that the Dragon Slayer Sword Studio has used an artificial intelligence core to calculate and iterate these values.
It uses the "Redstone No. 7" game design AI donated by Ling Lingqi.
This AI can compare all the values of similar games on the market, characterize them, and then input them into the new game "Idle Heroes" before starting to perform calculations based on them.
Each calculation produces a numerical expectation graph. Based on this graph, he modifies the initial data and then iterates again.
After each round of such iterations, calculations, and corrections, the game data becomes more accurate and suitable.
In this way, a design task with a high barrier to entry is quantified and transformed into a process that can be optimized step by step simply by accumulating workload.
—What's even better is that it's all AI's workload, so human employees don't have to work overtime!
Redstone 7 performed three iterations on its first night and continued to work at a rate of 9-11 iterations per day thereafter.
By the time Mingyan came to check on the progress, the game's stats had already passed the deputy chief designer's review and were undergoing internal testing within the studio.
This lightweight game was originally scheduled for release at the end of the year.
Unfortunately, he had to attend the League of Legends awards ceremony in Central Star Province, so the release date had to be postponed.
The current tentative date is mid-January next year, aiming to capitalize on the buzz before Lunar New Year's Eve.
In contrast, Blue Star Studio's "The Soul of Mortals" is scheduled for release in June next year during the summer holiday season.
Bluestar's official website has not yet announced a release date for "Soul of Mortals," but in an interview, the designer vaguely revealed the current development progress.
However, even the highly anticipated new game "Soul of Mortals" failed to occupy the top spot on the bulletin board at the end of this year.
Because everyone's attention is on "Blue Star Apocalypse"!
[Warmest congratulations to "Blue Star Apocalypse" for being nominated for the "Best Game" award in this year's Division A League!]
Of the twelve nominated games, "Blue Star Apocalypse" is the only one from the Sixth Star Province.
The moment the nomination list was released, countless news media outlets were already preparing for it.
Within a week, related topics topped the trending charts on major social media websites in the Sixth Star Province, and soon even casual observers outside the circle learned about the news.
At the entrance of the Blue Star Building, countless people with long guns and short cannons are stationed 24 hours a day.
Even a simple photo of Chief Engineer Ming working overtime until 1 a.m. before leaving the company can be published as news.
This forced the Blue Star Building to close its doors to the public, and all employees even started wearing masks to work.
The forum was filled with a festive atmosphere; anyone who didn't know better would think that the Lunar New Year had come so early this year.