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Why the bug I wrote became a core gameplay mechanic?!

This book is also known as: "How Programmers Turn a Crappy Game into a Timeless Classic with a Single BUG" Recently, the president of Nitiandang, Gu Fan, once again fell from grace due to a minor bug in his new game. As a top-notch designer in the industry, all of the games designed by Gu Fan have very distinct characteristics: At first, players felt that these games were monotonous, dull, and purely revolting garbage. However, once players discovered a major bug, the gameplay underwent a drastic transformation, rendering them sleep-deprived and unable to quit! So, players once again launched a major debate over "whether this is actually a bug or a game mechanic." In response to this, Gu Fan clarified in an interview with all seriousness: "Hello everyone, I'm the game designer Gu Fan, but you can also call me by my English name: fan·gu (means rebel). "I want to reiterate firmly that these so-called 'core gameplays' were not part of our company's original design—they are bugs! It's just that we didn't fix them because the players liked them!"

Inebriation-seeking Blue Shirt · Bandes dessinées et romans graphiques
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447 Chs

Chapter 296: Can Really Solo Heal a 25-Person Group!

Soon, Gan Di's team entered the test server's first major raid, "Eternal Night Domain," and began making their way toward the gatekeeper boss.

From the story setting, most monsters in "Eternal Night Domain" belong to the Dark Series, so using Dark Attribute spells would be at a slight disadvantage, and spells from the Starlight Series would be more effective.

The team leader cleared trash mobs while silently counting the number of different role classes within the team.

In a 25-man raid, there were 7 people in the Healer Profession, which was enough. Among them, 4 were Starlight Healers and 3 were Dark Healers, a configuration that was considered reasonable.

The three Dark Healers were only responsible for watching the tanks' health, each focusing on one tank.

There were three tanks, one main and two off-tanks, with the main tank responsible for pulling the boss, and the off-tanks for taking over when the main tank's damage taken stacks got too high or for pulling add mobs.