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Game Developer: A Transmigrated Tale

In a world where gaming is not just entertainment but a fundamental part of society's fabric, Leo, a dedicated gamer finds himself transmigrated into a realm known as Apex. Initially bewildered by his new surroundings and grappling with questions of where he is and how he got there, Leo soon discovers that Apex is a world where gaming isn't just a pastime but a driving force behind technological advancement and societal structure. Drawing on his passion and expertise as a gamer, Leo immerses himself in the world of game development. Along the way, he encounters challenges and opportunities, forming alliances with fellow developers and enthusiasts, and contributing his insights to the burgeoning industry.

Silent_Thinker · Derivasi dari game
Peringkat tidak cukup
30 Chs

Mine Craft

Minecraft was not considered a top-tier game. It didn't even boast impressive graphics, but it was incredibly enjoyable to play. Despite its simplicity, the game garnered significant success in its earlier days, becoming the most-watched game on social media.

It functioned as a straightforward sandbox game with a survival theme, which attracted players. It lacked elaborate graphics and narratives.

Set in a vast world, Minecraft was a survival game where players had to fend for themselves. They engaged in various activities, such as crafting equipment to survive.

Zombies posed a threat in the game, requiring players to learn numerous survival tactics. Additionally, players could raise farm animals like cows, pigs, and chickens, as well as engage in farming activities.

The game didn't feature a complex system; instead, it offered a simple, player-centric world where individuals had to survive alone.

Typically, when a game is developed, the developer assigns a purpose to the main character, although this isn't always necessary. For instance, in an arcade run, why does the character run incessantly with a monster in pursuit?

In Minecraft, however, such explanations weren't needed. There was no requirement to justify why a solitary character found themselves trapped in a vast world or why they had to combat monsters. Being a sandbox game, there was no necessity for character introductions or a storyline, allowing players full freedom.

Minecraft's distinct 3D pixel art contributed to its uniqueness and entertainment value.

While sitting in front of his computer, Leo muttered, "It would have been better if I could create the game directly for VR, wouldn't it?... Sigh, but there's nothing I can do about it; my knowledge isn't sufficient for a VR version." Despite the absence of complex programming in Minecraft, developing a VR game remained challenging.

After adjusting his mindset, Leo began working on his game, intending to build a strong fan base through mobile and PC platforms initially.

Minecraft featured its own physics, allowing players to disregard real-world processes when creating within the game, granting them complete freedom.

Players could achieve and construct anything they imagined using the resources available in the game.

As people eagerly sought to create various 3D objects, this game catered to that desire, which was a key factor in attracting many players.

Players simply had to arrange blocks to construct anything they desired. All available blocks were uniform in size, yet the final creations closely resembled real-world objects.

As Leo embarked on developing the game, he faced numerous considerations. He had to design the effects and functionalities of each in-game item, as well as incorporate a plethora of resources, many of which were repeated.

Initially, he opted to recall as much as he could from memory, intending to utilize a memory capsule for any additional details.

His tasks included shaping the game's landscape and establishing the world's foundation, followed by crafting various biomes and terrains.

Subsequently, he introduced two distinct dimensions: the Nether, akin to a hellish underworld, and the End.

The Nether served as an otherworldly dimension accessible through the Obsidian portal. It boasted unique resources essential for gameplay, some exclusively found within its confines. Additionally, traversing the Nether facilitated faster travel in the main world, with each block traversed there equivalent to eight in the primary realm. Various mobs inhabited the Nether, some initially passive but turning hostile if provoked. Moreover, it provided materials necessary for summoning the boss mob, Wither, who, upon defeat, dropped a coveted nether star for crafting a beacon.

The End, on the other hand, could be accessed through a portal within the underworld. It was home to the formidable Ender Dragon, whose defeat opened a portal leading back to the main world. Within the End, an end city held rare game items, notably the elytra.

Leo then proceeded to design mobs, including villagers, pillagers, and others, followed by an extensive array of user-generated content such as modifications, servers, skins, texture packs, and custom maps, each enriching the game with new mechanics and possibilities.

He diligently incorporated new update content, including cave enhancements, mob updates, and biome expansions, among others.

Leo painstakingly created skeletons, zombies, creepers, witches, spiders, and more, systematically recalling each element.

...

As Leo poured his efforts into developing his game, his other two titles surged in popularity, attracting new players daily.

Furthermore, Sweet Smash began to captivate players, its addictive gameplay enticing many to strive for completion.

Amid Leo's burgeoning success, anticipation mounted for his next venture. Having already delivered two distinct games, each with its own unique playstyle, expectations soared for what Leo's next creation might offer. Speculation abounded regarding the possibility of a new game featuring even more engaging gameplay. Hopeful anticipation filled the air.

And so, a week passed in this atmosphere of eager anticipation.

Leo worked tirelessly on the game, often sacrificing sleep to push forward. He had nearly completed every aspect he could recall, leaving only the use of a memory capsule to retrieve forgotten details and content.

Over the next two days, Leo finalized the Cave Craft single-player mode. He incorporated all existing features and introduced new elements such as mobs, biomes, terrain creatures, and bosses.

Leo diversified the game by implementing four difficulty levels from which players could choose before generating their world. He remembered from his previous life that the game's popularity soared due to its varied difficulty levels.

Additionally, Leo introduced a hardcore mode where players only had one life, increasing the game's challenge.

Next, he integrated shaders into the game and developed mods, which players could access for an additional fee. Initially, he planned to release the single-player version and later introduce a multiplayer mode as the game gained popularity.

Once the core development was complete, Leo began working on the mobile version, meticulously porting the game to ensure a seamless transition to the mobile platform.

Thanks to the high-quality mobile phones in this world, Leo could port all details from the PC version without issues. He then optimized settings and controls for mobile devices.

After thorough testing to ensure stability across various mobile devices, Leo polished the game. He paid close attention to eliminate any remaining bugs that could potentially crash the game, striving for an optimal gaming experience.

Players were required to create separate accounts for mobile and PC versions. The game's pricing differed between platforms, with mobile users paying $10 and PC users paying $30. Additional charges applied for custom skins and shader usage.

Once confident in the game's readiness, Leo uploaded it to publishing platforms. Regional players could access it within hours, while global players might have to wait up to three days.

Upon release, players initially expressed surprise but soon embraced the game, impressed by Leo's accomplishment despite being a new developer. However, some found the game's description puzzling, as it categorized as a sandbox game.