Rebirth in a Perfect Era Chapter 876: Social game version “Plant Wars Zombie(s)”


Remember [lnmao.org] in one second, update fast, no pop-up window, free to read!

It is no exaggeration to say that "Plant Wars Zombie(s)" as an extremely special tower defense game, or as a most awesome tower defense game, in the years of previous life, it became completely popular. The world, I believe that this game has been popular in every country. It not only has the PC client version, but also the Flash version, Android version, and IOS version. Almost imaginable platforms all have their figures. Overall, It can be called an extremely successful classic game.

Whether it ’s men, women, children, young or old, regardless of their education level, they have used the magic of this game and the poison of this game. Its game elements and gameplay modes are very simple, but it is because of this extremely simple , So that all players can be deeply attracted to this game in the shortest time, it is one of the most immersive stand-alone games.

Although the smartphone has not really started yet, the game "Plant Wars Zombie(s)" can be played on the PC without any effort. Players only need a mouse for smooth operation, which is extremely easy. The game "Plant Wars Zombie(s)" belongs to the sequence of super mini games, regardless of the game architecture, game elements, graphics and technical difficulty.

Moreover, the most appropriate thing is that the overall development difficulty and product elements of this game are very simple, much worse than the current "Happy Farm", and not much different from the earliest "Happy Farm".

Think carefully, what is the game "Plant Wars Zombie(s)"? It is nothing more than dozens of plants, dozens of Zombie(s)s, several item(s)s, several modes and one character.

In fact, such games may not be as complicated as the early "Happy Farm". After all, "Happy Farm" has multi-stage elements of nearly 100 plants, such as seed purchase, sowing, growing and harvesting. There are many kinds of item(s) to assist in it, as well as fruit sales system and farm development and decoration system.

These elements of the game alone, "Happy Farm" is much more cumbersome than "Plant Wars Zombie(s)", not to mention, the essence of "Happy Farm" is an online social game, with friend interaction, belongs to Online Games, and "Plant Wars Zombie(s)" is a stand-alone entertainment.

However, Li Mu has to admit that even though "Plant Wars Zombie(s)" is very simple and has little technical content, it is popular all over the world and far exceeds "Happy Farm".

The overall development of "Plant Wars Zombie(s)" is very difficult. If Li Mu now gives the complete game architecture and style settings directly, it will be handed over to a professional and powerful development team, designed by several artists, within three to five days. The element design draft of the game can be determined first, and the overall development of this small game, a game development team of dozens of people, the entire development will not take a month.

The development team of previous life "Plant Wars Zombie(s)" has only four people, and it took three years, but most of this time was spent repeatedly polishing and perfecting, most of the time was thinking and trial and error, and the real development work The amount is much smaller by comparison.

It ’s still the same reason. People who do n’t know the exit of the maze may not be able to get out in a few hours. If you know the route, you can cross the entire maze in three minutes. A few hours and three minutes. !

Dozens of developers, without taking a detour, may be able to develop such a small game in more than half a month.

For "Plant Wars Zombie(s)", the moment Li Mu thought of it, he was determined to make it out, so what he is thinking now is not how to develop it, but how to better It merges with YY.

Undoubtedly, "Happy Farm" is currently the best game to integrate with YY. It can be started directly from YY after completing terminal migration, and the account log in is completed, and the entire YY player is deeply called Network, but the game "Plant Wars Zombie(s)" is not a social game, but it is a stand-alone game! How to let it play a social role?

Li Mu probably deduced the product logic in my mind. First of all, I must make it clear that I cannot make "Plant Wars Zombie(s)" a stand-alone game again. In that case, the pulling effect of YY is not big enough, so this The first important idea was determined: "Plant Wars Zombie(s)" will be developed into an online version!

It was determined that "Plant Wars Zombie(s)" must be developed into an online version, and Li Mu began to think about how to make "Plant Wars Zombie(s)" make better use of social connections like "Happy Farm".

If you want to use social connections, there are just a few ideas: either everyone can play together directly, or everyone can play against each other.

If you want to play together, it is that player A and player B can guard a house at the same time, planting plants from two perspectives at the same time, blocking Zombie(s), but this way, it becomes a real-time strategic game, There is no long-term target binding.

After thinking about it, Li Mu thinks that it is most important for everyone to play against each other, because only competition can form a competition. Once the players in a game have the idea of ​​chasing after me, then the player's viscosity will naturally continue to increase.

So, Li Mu has determined a basic idea: "Plant War Zombie(s)", like "Happy Farm", uses a long upgrade and unlock system to allow players to constantly compare and chase with their friends, so as to be able to Immerse yourself in the game for a long time, so you need to strictly limit the types of plants.

So, Li Mu held back in the office for a long time, basically held out a social version of "Plant Wars Zombie(s)" game plan.

The core rule is: every player of "Plant Wars Zombie(s)", after registering, will have a small villa and a front yard with five horizontal passages. Zombie(s) is from five horizontal passages. The villa launched an offensive, and the length of each channel is ten squares, which means that a total of fifty plants of various types can be planted, which is the basis;

At the beginning, the player had only three available plants, namely a single-headed sunflower, a single-headed pea shooter, and a small nut wall;

The player has just entered the game. Just like Happy Farm, they need to plant sunflowers and harvest the sun, accumulating enough sunlight to plant pea shooters and small nut walls;

The Zombie(s) offensive is no longer based on the level-breaking system, but on a regular basis. The idea of ​​Li Mu's is that players have the opportunity to start a round of [Zombie(s) offensive and defensive warfare] every ten minutes, after resisting this round of Zombie(s) offensive, Players can get certain experience points and gold coins;

Experience value is the key to player upgrade. Only when the level is reached can more plants be unlocked step by step. This is the same as the "Happy Farm" system, and Li Mu will not let them upgrade to N level in one day. Control the rhythm, making it more and more difficult for them to upgrade, and more and more difficult to obtain more advanced new plants and item(s). Only in this way can they keep the immersive rhythm;

The usefulness of gold coins is that you can buy a variety of item(s). Li Mu feels that the game item(s) needs to be as much as possible, so as to inspire players to obtain gold coins, or even recharge. For example: various [cards] can be designed, for example, to enhance aggressive plants [Furious Card] for fire rate, [Enhanced Card] that can increase plant attack and defense attributes, [Accelerate Card] that can increase the speed of sunflower output from Sun, [Decel Card] that can slow down the attack speed of Zombie(s), or use for BOSS level Zombie(s) [Weakened Card] and so on, it is also possible to put cherry bombs into the item(s) type, rakes, mines, etc., all of which are also added to the item(s) system.

As for [Zombie(s) offensive and defensive battle], why do you want to set a round every ten minutes? The reason is: players want to upgrade quickly, they must stay online for the longest time!

If you can only play for half an hour in the game every day, you can only start up to three rounds of [Zombie(s) offensive and defensive warfare], and the three rounds of [Zombie(s) offensive and defensive warfare] have very limited experience. Your friends play for one hour a day The experience value is acquired twice as fast as you. If you want to catch up with him, you can only play the game longer than him. This is the same principle as Happy Farm.

With the continuous upgrade of players, players can open up new lands with sufficient levels and gold coins and recharge assistance. The five horizontal channels cannot be changed, but the ten grid pattern of each channel can be changed. Players With gold coins or recharge, you can open up more grids, such as upgrading from ten grids per line to eleven grids. This will not only increase the attack distance of the Zombie(s), slow down the movement speed, but also plant more plants.

Players playing games in the game will no longer be divided. From the beginning, the player is operating in this area, so he must manage his own site. By then, the life span of each plant is limited. For example, a sunflower has a life of 24 hours, a pea shooter has 48 hours, and other plants have different lifespans. Players must continually eradicate dead plants and plant new plants to ensure their defense strength is stable. So players need constant consumption, continuous output, and continuous consumption, so that they can have the inertia of farming and harvesting in Happy Farm.

As for how this game is combined with social, Li Mu thought of two options.

The first plan: steal!

If you want to let players have the same fun as stealing vegetables, then based on the core principles, all plants must be set to output, harvest, and storage.

For example: Sunflowers produce the sun, if the player does not harvest, a considerable part will be stolen by friends; for another example, the pea shooter has a lot of peas, 10 or 20 peas are produced every once in a while, the player has to harvest There are enough peas to accumulate enough "bullets" to kill the Zombie(s) for the pea shooter. The principle of the ice pea shooter, pea machine gunner, corn thrower, cabbage thrower, watermelon thrower is the same if the player If you do n’t plant or harvest, then there will be no bullets available, and then there will be no plants to carry the Zombie(s) attack;

Once all the plants need to be produced and harvested, the player can steal the fruits at the friend ’s house, steal some sunshine, some peas, some corn and watermelon. The more bullets you steal, the more you can accept it. More [Zombie(s) offensive and defensive warfare], get more experience points and gold coins, and thus cycle;

In this case, it is natural to come up with a storage system. For example, each person ’s granary can only store 300 units. If you want to save more, you must upgrade. What is the reason for upgrading? special material! How do special materials come from? After successfully defending [Zombie(s) offensive and defensive battle], reward immediately ...

Make another sunlight collection system at the same time, and store the collected sunlight in it. The principle of the upgrade system is the same as that of the crop storage system;

As a result, players ’enthusiasm for stealing each other ’s fruits will be greatly increased, and interaction will be immediately available.

And Li Mu believes that friends should not just steal, but also have mutual assistance in the form of mutual assistance!

For example, each person can water five crops of friends who are about to die every day. After watering, they have certain experience rewards, and the friends ’plants can also get a certain life extension;

In addition, each player can bind three special friends. When the player ca n’t carry it at the critical moment of [Zombie(s) Offensive and Defensive Warfare], he can urgently call the special friend for help, and the special friend can purchase at the critical moment A plant is given to the other party, it can be offensive or defensive type, but the gifted plant is only valid in this round of [Zombie(s) offensive and defensive battle], after the end of [Zombie(s) offensive and defensive battle], it will be recovered by system ;

Second plan: copy!

Each player reaches a certain level and has a plant library that they can buy. With different levels, there are more or less plant libraries. system can give players the opportunity to make copies, the copies can be made by themselves, or they can invite friends Enter the copy mode and enter the original stand-alone mode of "Plant Wars Zombie(s)". Whether it succeeds or fails, it will not affect the original "base" of the player;

If the player invites friends to make copies together, the more players there are, the more Zombie(s) the game will be. For example: one person plays five channels, two people play ten channels, and three people play fifteen channels. The upper limit is Four people play 20 channels. In this case, players must cooperate closely with each other, because Zombie(s) is likely to attack a few channels in a concentrated manner. One person ca n’t resist it and must rely on everyone ’s cooperation;

Moreover, due to the different levels of friends who play copies together, the higher the level, the stronger the weapon strength, and the more friends hope to be able to play copies with him, so that high-level users become popular among friends goods!

The advantage of this is that it not only gives high-level players more vanity, but also gives more low-level players more motivation to upgrade their levels.

The copy is designed to be more and more difficult. As long as the random combination of various terrain materials and the logical algorithm of the strength and quantity of various Zombie(s) are used, the number of levels can theoretically be infinite.

The more levels, the higher the player's playability. At the same time, the more copy levels the player completes, the more additional rewards they get. At the same time, when playing the copy, everyone can experience teamwork. Thrill, this is not available in the general tower defense game, or "Happy Farm", or the original "Plant Wars Zombie(s)".

As long as these points can be achieved, Li Mu believes that the social game version of "Plant Wars Zombie(s)" will be able to surpass "Happy Farm", and it will sweep the world in a short time and become the most loved social game for people around the world. none of them! Moreover, once this game is launched, at least two or three years can be no problem.

When the time comes, Li Mu will completely bind the "Plant Wars Zombie(s)" with YY through special technical means. The binding is a little more conservative, so it adopts the strategy of not accepting player registration and accepting YY account log in only. , So that players who are not YY players must register YY numbers;

If the binding is slightly more aggressive, you can set the start method of "Plant Wars Zombie(s)" to YY one-click start. Only after download(ing) has YY and download(ing) has "Plant Wars Zombie(s)" can you be in YY. One-click start and log in "Plant Wars Zombie(s)", otherwise only download(ing) "Plant Wars Zombie(s)" will not be able to play log in, log in, naturally will not be able to play.

At the moment, YY is already in the US elite class fiery/popular, I believe that it will soon spread to Japan & South Korea and European elite class, and the overseas version of "Happy Farm" has now begun to prepare to promote, outside the non-elite class groups In order to absorb users in advance for YY, on this basis, if the social game version of "Plant Wars Zombie(s)" can be taken out, the strength of this whole combination of boxing combined, I am afraid that it will be able to fly!


Leave a Reply