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Chapter 229 - Yan Zhenyuans Thousand Hells



Chapter 229: Yan Zhenyuan’s Thousand Hells

Of course there were many rumours, nobody could tell which was true or false.

Yan Zhenyuan’s VR game was called Thousand Hells with an original IP. Rumours has it that a deal was made with a popular web novelist to release a novel by the same name at the same time.

This game had strong ties to Buddhism, and had a similar style to Asura from Chen Mo’s previous life.

Thousand Hells was based in a world of eternal darkness filled with demons. Various demons from the thousand hells broke their seal and invaded the human world. The player plays the role of the six realms as they enter the depths of hell to banish countless demons, reestablishing the seal, saving the human race.

Thousand Hells had six different classes, or the six different realms, heavens, demigod, humans, animals, hungry ghosts, and hellspawn.

Just like Diablo, all the classes were damage dealing classes with different methods of dealing damage.

Heavens was similar to holy magic, an embodiment of holiness.

Humans were similar to hunters or assassins, which was the hero who represented humans.

Animals should shape shift into beasts similar to druids, but their different forms were all mythical creatures.

Demigods were similar to berserkers to barbarians, violent and had great survivability.

Hungry ghosts were similar to necromancers with the ability to summon demons to fight by their side.

Hellspawn were similar to Warlocks with control over dark magic, based around damage over time and negative effects. It was different from heavens as it represented a part of hell that stood by humans.

The classes in Thousand Hells were well designed, as it manages to incorporate the six realms deep into its design while bringing out the uniqueness of the different classes.

Most importantly, the six classes all had inspiration from classes in Diablo. The demigod for example took some inspiration from Barbarians in Diablo.

With a successful PC game like Diablo as reference, the chance of Thousand Hells succeeding would be much higher as it minimised the risks.

Based on the current available information, Thousand Hells did an impeccable job in terms of its packaging.

In terms of the gameplay, as Thousand Hells was still in its early stages, there hadn’t been much leaked regarding gameplay other than the basics.

The players would play as the embodiment of the six realms as they fight their way into hell, killing waves upon waves on enemies to seal the demons away, returning peace to the humans.

This was similar to Diablo 1 where the players fight their way into hell.

Each level of hell featured a relatively large procedurally generated map, so was the entrance to the next level, which required exploration to find.

There were differences in art style from floor to floor, fire, ice, mirrors, knives, blood...

Of course there wouldn’t be a thousand different themes in a thousand different levels, the themes would have to be reused for a certain amount of levels.

Similar to Diablo, there were horrifying elements such as execution, climbing up mountains of blades, pots of boiling oil and other hopeless elements.

(Of course this game was rated 18+)

When considering that it would be even more visually stimulating, Yan Zhenyuan would surely make some beautification to the contents of the game to prevent the realism from keeping the players away.

There were human towns at the higher levels of hell to allow players to trade and interact with one another.

It was a relatively empty world with an ancient, technologyless theme. It was hard to tell which period it was from other than some religious elements.

Other things such as the social system and other unique play styles have yet to be leaked.

Chen Mo was thinking what the final product would look like.

Based on the information so far, Chen Mo could already tell what Thousand Hells would look like on PC, but he had no clue what it would look like on VR.

There was a huge change in field of view afterall, with many changes following that. Chen Mo thought that it might be similar to Dynasty Warriors.

Of course, all would be clear after the game was made.

The three assistants were trying their best to finish some of the smaller details in Minecraft.

Qian Kun handed over a document to Chen Mo specifying Minecraft’s crafting system.

In the design document, Chen Mo hinted at a crafting table and how to make various tools without specifying which tools, leaving that to Qian Kun to design.

Chen Mo looked at the crafting system design document.

“MAnager, the early stages of the game are quite clear cut as the players could craft tools and weapons. Tools included axes, and pickaxes, and weapons included sword and armor. But I’m not quite sure about the late game, what’s the technological ceiling of this game?” asked Qian Kun.

Chen Mo replied after a few moments, “Really high.”

“How high is really high?”

“Rockets.”

Qian Kun’s eyes widened, “R-rockets?”

Chen Mo nodded, “Remember that there were trains, cars, and rockets in Leggo? Consider adding those to Minecraft.”

Qian Kun scratched his head, “WHat? Isn’t a rocket too complicated? Moreover where would it go?”

“Think outside of the box. There are two ways of crafting in Minecraft, one is arranging items in a specific order in the crafting table, the other is placing blocks in the world, and it crafts itself.

“For example, I’ll arrange blocks into the shape of a man to form an Iron Golem.

“We could also add more complicated tech trees. We could use several unique items to craft a control unit, and when combined with fuel, reinforcement, and switches, we could create trains or even rockets.”

“I think I get it,” replied Qian Kun.

Chen Mo continued, “It doesn’t have to be based on real life. You could create a whole new tech tree in this world just like Don’t Starve.”

Qian Kun seemed to have understood, “Alright, I’ll... Rewrite this then.”


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