The game's overall proportions are more similar to those of a character portrait rather than a chibi style.

This approach places higher demands on the overall game visuals, such as lighting and shadow effects, and material effects.

If these things are not done well.

The more realistic the proportions, the more fake it will look.

The reason why the previous version of Heavy Gear Girls chose the chibi version was largely because the chibi version itself could lower some of the requirements in this regard.

However, in this timeline...

Thanks to the technology accumulated by the Battlefront Girls, Mobile Suit Girls adopted a different character art style.

"The sense of emptiness of the battlefield is well created."

Upon entering the game, Lin Li's first impression was of its technological iterations and art direction.

The final result was quite good.

A sense of emptiness.

This is something that many developers of second-generation games often overlook when creating battlefields.

Because mobile phone screens have limited size.

Many game developers, especially when developing combat systems, want to fill the entire screen with characters so that players can see them more clearly.

But for a mech combat game...

A sense of spaciousness is very important.

To capture this feeling, the background for the first level was chosen to be a canyon in Huangshan.

The scene borrows some elements from the Grand Canyon in the United States.

The ground is inside the canyon.

The background rock walls reveal geological layers from different eras, ranging from deep red to yellowish-brown, then to gray and white, like a huge oil painting presented to the player.

Sunlight streams through the cracks in the canyon, casting ever-changing shadows and highlights on the rock walls as time passes.

canyon

Although the scene is a canyon, the details are not lacking at all. Occasionally, a winding river appears, its clear water reflecting the color of the entire sky.

While showcasing the power of the Spark Engine, it also adds a touch of visual variation to the scene.

Controlling a mecha girl in such a scene, especially on TV, is a really great experience.

Compared to the version of Xinghuo when Xu Menglu was playing, the game's character control system has undergone tremendous changes.

The mechs offer a very strong sense of control.

Movements in all directions.

All of them feature smooth animations and appropriate damping.

The shooting feel is also very good.

The sound effects, combined with the feel of bullets being fired, and the trajectory of the bullets.

Then, with the beginner's guide.

The system integrates dodging, perfect evasion, blade combat, light attacks, and heavy strikes.

The pay-to-win system has shifted to a monthly subscription model.

The overall logic no longer pursues absolute numerical superiority.

Therefore, on this timeline, the combat system of Mobile Suit Girls became the focus of Xu Menglu's refinement.

Chapter 240 If you don't advance, you retreat

It's clear that he's very good at this.

At least when Lin Li was controlling the girl in mecha battles, he really felt a visceral sense of satisfaction.

At the same time, it's also because they no longer pursue the gacha system.

Hand riding area.

In other words, the benefits that players can gain from controlling the game have been amplified by the development team.

In the last black-box test.

There are even some freaks who can fight for 40 minutes and kill the first chapter's boss with a level 1 bare mech.

No injuries sustained throughout the entire process.

Of course, it must also be done without taking any damage.

After all, in this situation, if the big boss encounters a player, it's certain death.

This also fully demonstrates that players can reap high rewards by honing their skills.

In addition to the combat system.

The job system and skill effects have also been enhanced compared to the original version.

In addition to the original nine special states of chaos, including corrosion, paralysis, frost, and burning, a reaction system between them has been added.

Of course, this reaction is different from the elemental reactions in Genshin Impact.

The numerical values ​​won't change much, but for example, if you burn first and then freeze, it will trigger special attacks like ice explosion.

After you've become familiar with the operation.

Lin Li easily killed several soldiers and moved forward.

The scene has changed somewhat.

The sky gradually became overcast, with occasional flashes of lightning adding to the tense atmosphere of the battlefield.

As the raindrops gradually fell, the canyon floor became wet.

As it grew dark, the mechs turned on their lights.

The entire battlefield suddenly fell silent, and the scene became incredibly cool.

Yes.

Although it is a 2D scene.

But whether it's the mech's lights shining through the rain, the lightning streaking across the sky, or the mech's constantly running engines.

The reflection of light and shadow on the ground, and the diffuse reflection from the puddles—this part is purely for showing off technology.

At the same time, rain and darkness are more likely to enhance the game's quality.

In this performance that can be described as a single-player game, the boss of the prologue rises from underground.

Behind him was the entrance to a base hidden in the canyon.

"Break through him, and what we need is inside the base."

Lin Li had by this time become completely familiar with the game's controls.

Then he discovered that this BOSS was created entirely as a "reward" for players.

Players here receive feedback when shooting weak points.

The BOSS's dash attack has a noticeable wind-up, making it easy to trigger a dodge and counterattack.

Halfway through the fight, the opponent will engage in a blade battle with the player.

To familiarize players with parrying attacks.

Be familiar with the mechanism of heavy attacks countering light machines.

With a forest of controllers, you can move forward, backward, left, and right, shoot, dodge, perform light attacks, and heavy attacks.

Every movement of the mech is accompanied by smooth animation and realistic sound effects, making players feel like they are really controlling a huge war machine.

In addition, there's the boss feeding you attacks.

Even though it was just a prologue boss, Lin Li fought it with great gusto.

Most importantly, he genuinely felt that the BOSS was killed by his skillful maneuvering.

At that moment, Lin Li knew that the game had succeeded.

It has its own unique features and has completely surpassed the level of the second game. Perhaps because of this combat mode, Mobile Suit Girl cannot become a particularly popular game.

But in the eyes of players who like mechs and enjoy the thrill of gameplay.

This is definitely a great game.

As for the game's plot...

In the previous life of Heavy Gear Girls, the plot was also a major problem.

In its previous life, like many anime games of that era, Heavy Gear Girls had a plethora of settings that seemed to come out of nowhere.

Various proper nouns also appeared one after another.

However, in this timeline...

The overall market environment has changed.

The integration of real-name registration for copywriting has significantly reduced the number of cases where copywriting is done perfunctorily by simply piling on settings.

Moreover, this is Spark's own project.

Therefore, these problems naturally no longer exist.

After experiencing it all while chatting, about an hour later...

Lin Li put down the handle.

"Well done. Continue to refine the gameplay before the server launch, and make it Spark's first gameplay-driven game."

"Yes, Mr. Lin!"

Xu Menglu finally breathed a sigh of relief.

This feeling of relief is quite mysterious.

Even though countless people had said before that the project should be fine, Xu Menglu was still worried that there might be problems.

Until today, until President Lin spoke.

"Oh, by the way, go ask the Gundam Battlefield development team and the Dimension Battlefield development team again, if they have the production capacity, to do a launch collaboration."

Lin Li added.

At this point, Spark already has a lot of resources, so doing some mecha collaborations as Easter eggs would be a good idea.

"I think it's also possible to do a collaboration with us, not with the characters, but with the mecha."

"Your mecha design is really good."

"I think it would be a good idea to bring it over and let Amiya drive it."

After watching the entire demo, Hai Mao was clearly also interested.

After all the cameras were turned off.

Because the opportunity is rare.

Xu Menglu and Lin Li sat on the sofa and chatted for a while longer.

The discussion mainly focused on the core aspects of the game.

This can be considered Lin Li's experience and insights. As the number of projects increased, his management of each project naturally became relatively more relaxed.

Aside from the monthly reports where he could follow up on the details, Lin Li didn't communicate much with the project team at other times.

And within this limited time.

Instead of going into the minutiae, it's better to repeatedly communicate with the core development team about the game they're working on and what its core essence is.

Only by constantly making this clear to them.

Only then will the game not deviate from the original concept.

However, during the communication with Xu Menglu.

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