Game Development Mad God

Vol 10 Chapter 1218: Chinese-style parents (6)

Sliding slides can be said to be decompression artifacts in the early stage of the character, activities such as summer camps that need to be paid in the mid-term, etc. These itineraries are very helpful to the players.

In the early stage, sliding slides can help players greatly reduce the problem of mental stress, while the mid-term summer camp has a relatively large improvement in all aspects of the player's attributes.

It can be said that asking for this mechanism is of great benefit to the player, and the player must take a good grasp of it.

In general, the parent satisfaction mechanism designed by Lin Yan has advantages and disadvantages for players, and the two are interdependent.

Players need to make their own judgment, which lies in the attitude towards satisfaction in the game.

Choose to accumulate parental satisfaction to a limit and get rewards, or use physical strength to do other things under the premise of ensuring that heart satisfaction does not threaten psychological pressure.

These all require players to make their own judgments. As for the choice of which way, it depends on the player's own understanding of this game.

In addition to parental satisfaction, it is the drop-out mechanism that can limit the player's physical strength.

When the player achieves this mechanism, the character will be expelled from the school, leading to the player's direct career selection.

In this case, the professional selection is very cruel to the role.

Although, the career selection after dropping out is still judged based on the attributes of the role.

However, under normal circumstances, the role will be judged a relatively bad position, or a vagrant.

In this case, the death sentence was pronounced directly on this generation.

It can be said that this generation of purpose training is very failed.

The behavior that triggers the dropout mechanism is when the player has too low test scores in the school, it will trigger this mechanism.

Therefore, in the game, players must spend a certain amount of physical energy on studying in order to avoid failing their own generations, so that their test scores will not be too bad, and they will drop out of school.

Next, Lin Yan needs to make meticulous settings for the decision-making in the game.

After all, in the game, choices have a relatively high bonus to attributes, and the triggering of choices is random, and the problem is also different. A perception choice can only be triggered by the player once.

The choice is different in different scenarios.

However, these problems are in line with the problems encountered by the character at this age.

Lin Yan plans to design choices from young to older.

First of all, decisions that can be triggered by children's affairs.

After the player is born, before his mother is holding the big mirror at home, he sees himself for the first time. You will choose what to do.

In this decision, the player meets three options, and the three options players are free to choose, but the consequences are different.

And these three options are separate, 1 scream loudly, my father was very happy when he saw it, and took a photo with his mobile phone and sent it to the circle of friends, 2 said hello to the mirror, showing his kindness to the world 3 in my heart, will 'Whose question about you are' appears

For these three options, 1 will increase the player’s charm value by 25 points, 2 will increase the character’s EQ by 25, and 3 will reduce EQ by 25.

When parents are away, prepare meals in advance. However, there is no delicious meal, what choice will you make at this time.

Similarly, with this choice, Lin Yan gave the player three options.

1 Make do with it, but before the end of the meal, the parents returned home and brought their favorite dishes. 2 I paid for the takeaway, but finally found out that the takeaway was even more unpalatable. 3 Ask your friends to eat together and find that your friends bring a lot of benefits.

Of the three options, 1 will increase the character's mobility. 2 Perception increased by 20. 3 Emotional intelligence increased by 50, charm increased by 50

And the choice is definitely not only in the early stage, but in the middle and later stages, the choice also exists.

For example: After the player has a mobile phone, he is playing games secretly in the bed at night. When he is the key to the lottery, his heart is starting to accelerate... Suddenly, the door in the room opened suddenly!

Similarly, the player will face three choices, 1 immediately turn off the phone in his hand, and then quickly pretend to sleep, but in the end he was found out and was educated. 2 Loudly said that he was awakened. The parents were shocked and left the room. 3Continue the action you just had, and continue to play with your phone. In the end, I found that it was just a false alarm and nothing happened.

These three options respectively represent an increase in memory by 40, an increase in IQ by 50, and an increase in comprehension by 50.

After the role is larger, you may encounter a text message suddenly sent from your mobile phone "The company recruits typists, 1000 characters are 100 yuan, the upper limit is not capped, and the registration fee is 50"

1Pay 50 yuan registration fee, and finally found out that I was cheated. 2 Some time ago, through similar news, I decided to ignore this short message. A few days later, I heard that my classmate was cheated. 3 If I feel wrong, I will ask if I send a text message.

Three different options represent 1 IQ -30. 2 Memory increases by 50. 3 Imagination increases by 30.

...

There are many choices like this in the game. Players are likely to trigger these choices from time to time in the game, bringing players a novel gaming experience.

However, some mechanisms can only be triggered when the player has certain props, just like the decision to play with a mobile phone in the middle of the night, at least when the player has a mobile phone, this mechanism can be triggered.

Like looking in a mirror, it is a decision that can be triggered without the need for props, and it depends on the player's luck.

As for the consequences of the options, naturally they will not be shown to the players. What the players can do is to choose options.

The attribute increase or decrease of the choice decision will be calculated for the player’s attribute when the settlement is performed after the end of the plot.

These choices of different options will bring different results to the player, which may increase or decrease a certain attribute.

And these options are not set by Lin Yanping for no reason, but are designed according to the situation in life.

For example: the choice of a typist.

In life, it can be said that the scam of typists is already well-known to the public. Players should be prepared for this option, knowing that they cannot choose this option.

Without knowing this, the player should also notice that its salary is a bit outrageous, and the salary of a typist will not be so high.

Under these two prompts, the player also chooses this option, waiting until the player is punished.

And the other two reward options, one is because I have heard of this scam and chose not to believe in text messages, then the memory bonus will be rewarded.

Sending text messages to harass this kind of practice beyond age will naturally increase imagination.

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