Why the bug I wrote became a core gameplay mechanic?! -
Chapter 135: All-Greedy Bro Strikes Again! (Three more - s for monthly votes!)
Chapter 135: Chapter 135: All-Greedy Bro Strikes Again! (Three more Chapters for monthly votes!)
Instructor Ding’s anger was justified, for no normal person could play a game like "Hell Inferior Demon" without getting pissed.
At first, Instructor Ding had a glimmer of hope, thinking that "Hell Inferior Demon" might have some special mechanics hidden like "Sisyphus" did.
"Rolling Stone Acceleration" or "Dragon Flapping Wings," either would have been great!
But after playing for two hours, having gone through two out of the eight Chapters in the game, Instructor Ding finally reluctantly accepted a fact: no! There were no special mechanics whatsoever in this game!
Because the gameplay fundamentally did not support any mechanics like "Rolling Stone Acceleration" or "Dragon Flapping Wings"!
"Hell Inferior Demon" inflicted serious mental trauma from the very beginning.
On the game’s title screen, the background featured a blazing Hell Volcano, and below it was a lewd-looking Infernal Inferior Demon.
In Nitiandang’s first game "Infernal Trajectory," the Infernal Inferior Demon had already made an appearance, back then as the first minion in the story mode.
It was ugly and ferocious, and when killed, it even exploded with pus and blood, truly an eyesore.
If it were an enemy, killing such an ugly creature would not make the player feel any guilt; instead, it would serve as an outlet for venting.
But what if the player had to play as that thing?
Then, whether looking at it from the front, the side, or from behind, the player would continually suffer mental damage—because it was just too ugly!
Instructor Ding liked to create a character with an ancient god’s face when playing games, a particular hobby of a certain type of player. Even so, Instructor Ding simply could not stand the face of the Infernal Inferior Demon; it was just too hideous!
If that could still be somehow tolerated, the game’s core gameplay was even worse.
The success of "Sisyphus" was mainly because the core gameplay of "rolling the stone" was actually a blend of pain and pleasure; on some flat sections, players could experience a sort of "drifting around a corner" joy with "Rolling Stone Acceleration."
But what about "Hell Inferior Demon"?
The game required no pushing of stones at all, featuring only a few incredibly limited actions like running, jumping, climbing, and squatting to hide!
Originally, one might have thought without the burden of a giant rock, playing would be more relaxing, but Instructor Ding quickly found it made the game incredibly boring!
Of course, if these actions had been done well, turned into a classic "hopscotch" gameplay, it might still be barely playable.
However, "Hell Inferior Demon’s" system was quite awkward.
Running, due to the Infernal Inferior Demon’s short stature, forced the player to continuously raise the camera angle to see ahead, which after playing for a while made one’s neck feel like it was about to give in;
Jumping, although the animation was smooth, had some confusing takeoff judgments and the process often encountered various invisible air walls; one might even get stuck midair only to be chopped down by approaching enemies;
When climbing, the edge detection on the walls was also bizarre, sometimes getting forcefully pulled in from half a meter away, and other times being unable to grab hold even when right next to it, with some climbable edges marked and others not, causing great misdirection to players—it would be better not to have any markers at all!
The most ridiculous part was the stealth gameplay.
As an Infernal Inferior Demon, one inherently lacked any real combat ability, so there was no strict combat system in the game, and players only had the option to sneakily avoid enemies along the way.
The problem was that the enemies’ vision detection in the game was also quite odd; different enemies seemed to have different fields of view, sometimes one could walk right up to their face and not be noticed, while other times, from a distance, they chased like bloodhounds and couldn’t be shaken off no matter how fast one ran.
Then there was the peculiar matter of "Demon Language."
The game truly featured a full Demonic Language voiceover!
Though completely incomprehensible, spoken by the Infernal Inferior Demon, it did sound quite authentic.
But the problem was, this wasn’t a plus point, was it?
Demon Language was naturally unpleasant to listen to, and the Infernal Inferior Demon, whose throat seemed to have been kissed by a meteor, sounded like a broken accordion with air leaking out from all sides. Not to mention normal dialogue, even the demon’s panting and groaning during the running and jumping were like a mental assault.
And normal voice acting?
The game had no normal voice acting!
Whenever players turned on the voice, they had to endure the torture of Demonic Language.
Instructor Ding was quite infuriated—what’s up with this company, are they rich or not?
If you say they’re broke, then how did they still have the spare time to create a Demonic Language voiceover? Figuring out those rubbish symbols and pronunciation, then finding voice actors to record the script; isn’t that more expensive than providing normal voice acting?
In conclusion, where exactly did the problem lie with this game?
Apart from the art, which wasn’t bad, there were significant issues with design and programming!
Jump detection, invisible walls, edge-grabbing mechanics, NPC field of view, and so forth—these problems can basically all be chalked up to the programmers’ fault.
It’s clear they were cutting corners!
If the programmers had taken their job seriously, fine-tuning the collision boxes for each scene and adjusting grabbing positions, then these problems wouldn’t have happened at all.
One can only say that the programmers on the "Hell Inferior Demon" project either completely lacked a sense of responsibility, always looking to cut corners, or they were severely understaffed and couldn’t deliver quality work even with templates available.
And what about the designers?
One would have to use a term more aggressive than ’animal’ to describe them.
To say the game turned out this way by accident? Instructor Ding wouldn’t believe it for a second.
It’s like a deliberate act of revenge against society!
"Ha, I’ve played so many rubbish games, but you’re not the first that’s made me not even want to spend 18 bucks. Yet you’re certainly one of the top contenders.
"Get off my computer! With you here, even my 4090 feels tainted!"
Instructor Ding promptly right-clicked to uninstall the game.
Actually, Instructor Ding’s tolerance for rubbish games is quite high; as long as a game isn’t extremely terrible, he couldn’t be bothered to ask for a refund even for a few tens of yuan.
But "Hell Inferior Demon" was just too preposterous; Instructor Ding felt utterly uncomfortable giving money to such a developer.
If someone were to ask if this game could make money?
Instructor Ding would think they were insane.
How could it possibly make money!
The production cost of this game must have been high, since the art was good, and they even spent money on some promotion.
With the current quality, there was absolutely no way it would recoup the costs.
Instructor Ding was still not satisfied, so he opened a video website and randomly searched for the keyword "Hell Inferior Demon."
As expected, a ton of rant videos had emerged on the internet!
These videos unanimously labeled "Hell Inferior Demon" as the worst game of the year 2024, and could even be considered unparalleled in gaming history. The angles of criticism were numerous and creative, with high popularity to boot.
Instructor Ding saw at least three videos with over a million views.
Only able to say, being this bad was somehow an art form in itself.
After skimming through a couple of rant videos, Instructor Ding decided to go back to playing "City of the Abandoned Gods."
Nitiandang games were good! Even though they initially gave off the vibe of defense games, next to "Hell Inferior Demon," they suddenly seemed clear and pleasing to the eye!
At the very least, Nitiandang games had very few bugs, and the game quality was solid. These programmers were not on the same level.
Moreover, Nitiandang games often had hidden mechanics, which, once discovered, could completely overturn the gameplay, making for a joyful experience.
However, just as Instructor Ding was ready to erase "Hell Inferior Demon" from his memory forever, a comment caught his attention.
"Little Ding! Look quickly, All-Greedy Bro has done a speedrun of ’Hell Inferior Demon!’"
...
Meanwhile, in Xingwang Garden Community.
Azazel and the sole programmer of Hell Frontline were also keeping tabs on the situation with "Hell Inferior Demon."
The bespectacled programmer was named Huang Wang, who at that moment was yawning, in a clear state of "I don’t care."
Although Huang Wang also had a degree in computer science, he had only graduated from a rather average technical college. His programming skills were worrisome. He didn’t retain much of the knowledge from school and had to cram once more at a training institute before job hunting.
Even though there are many companies in the Capital City and a high demand for programmers, someone at Huang Wang’s level still found it difficult to find a job.
Just by chance, he stumbled upon Hell Frontline, a game company looking to hire programmers. Huang Wang applied on a whim, and against all odds, passed the interview!
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