Game Development: Starting with Recreating the Anime Game Style
Chapter 341 Interaction
Chapter 341 Interaction
From the tutorial onwards, what the game aims to do is to let players experience its charm. If some competitive games, such as shooting games, still need to use taps to tell players how to operate, then...
Most anime-style games actually treat their tutorials like software tutorials, wasting the most important opening time on having players click here and there.
This kind of game is like a web novel, where you start with a long "setting" section. Players follow the tutorial, but besides being bored, they don't actually learn anything.
Therefore, starting with "Final Frontline", StarCraft Games has integrated the tutorial into the gameplay.
It also provides a skip button, allowing players to "learn if they want, or play if they don't." Once you find the game interesting, you'll naturally explore how to use these features.
The same applies to "Neko Neko".
Because the entrance to the yard was blocked by the big yellow dog, Lin Shuyin naturally controlled the kitten to wander around the yard. After wandering around twice, the kitten suddenly shook its head.
Then a cute little cloud of thoughts appeared.
The cloud image showed a flower stand with many plants next to the yard. This was the clue. After seeing this clue, Lin Shuyin naturally went to the flower stand.
Then she realized that she could actually climb up the flower stand, and that she could jump forward to reach the wall. As the kitten climbed the wall, the camera zoomed in.
More details of the town came into view.
"Wow! So you can go outside without luring the dog away!!"
About ten minutes later, Lin Shuyin obtained her first skill.
I tried using it.
On the screen, the calico kitten first curiously pawed at the ball of yarn, watching it roll away.
Then, it pounced on it, rolling around on the ground with the ball of yarn in its arms, sometimes kicking wildly with its hind legs, sometimes getting the ball of yarn tangled around itself, making a mess of itself, and finally lying on the ground exhausted, with only its little head sticking out, looking innocently at the screen.
"Pfft."
Lin Shuyin finally couldn't help but laugh out loud. She even forgot that she was still in the office.
At the same time, the game popped up a notification:
[Adorability greatly increased!]
Congratulations! You have mastered the unique technique: Entangled Yarn Balls!
She opened the posture bar and found a cute icon. After clicking to use it, the kitten would hug an imaginary ball of yarn and roll around on the ground, acting cute.
The effect is to reduce the "wariness" of people in the surrounding area.
This sense of vigilance is also a core gameplay system in the game.
After all, games, whether they're disguised as casual or simulation games, ultimately need to come back to the framework of numbers, progression, and a sense of accomplishment.
Besides solving puzzles, another stat in "Cat Cat" that players "compete" with is vigilance.
[Warning], [Cuteness]
These two words sound a bit unfamiliar.
However, if we rephrase it as "combat power requirement" and "combat power value," many people should understand the difference.
"A game without a goal has no positive feedback."
This statement can be considered common sense in game design. Although "Cat Cat" is a casual game, you still need to provide incentives for people to keep playing and actively solve puzzles. A sense of vigilance is one of the core elements of this.
If your cuteness level isn't high enough, you can't go to certain areas, such as school gates. If your cuteness level is high enough, you can use your cuteness to sneak into the school by hiding in a student's backpack.
If it's not enough, the "security guards" will throw them out.
Besides dispelling wariness, another function of cuteness is to unlock core skills.
From the most basic "increasing jump height," "increasing running speed," and "reducing landing noise," to some core skills, such as...
[Claw Mastery: LV1, allows for easier maneuvering and knocking over of small objects.]
[Intimidation: LV1, bristles, emits a threatening "ha—", has a chance to scare away small animals.]
[Fake Accident: LV1, Pretend to fall down near a human's feet, with a chance to obtain dried fish.]
"This game is addictive!"
Lin Shuyin quickly became completely engrossed in the game.
Leaving the initial courtyard, you are greeted by a tranquil and exquisite ancient-style tourist town. Since it was filmed on location, the town's style is both realistic and surreal.
Beneath the antique-style eaves hangs a buzzing air conditioner unit; beside the carved wooden window, a modern QR code for payment is pasted; a young girl dressed in Hanfu holds a selfie stick and walks past an old man's stall selling freshly roasted sweet potatoes.
This wonderful fusion of new and old, ancient and modern, does not create a sense of disharmony, but instead constructs a unique, vibrant, and lively atmosphere.
Ordinary towns might quickly bore players, but these "half-ancient, half-traditional" tourist towns are full of stories to explore.
Aside from the "prank" incidents, there are other events in the game.
There were also some interesting events, such as two girls dressed in exquisite Hanfu taking photos in front of a small shop with a sign that read "Hanfu Experience".
Then the task refreshed, requiring you to "destroy the photo".
Basically, you can trigger the event by jumping down when the other person is taking a picture.
For example, if there is a "taiyaki" specialty store, the thought of "wanting to eat taiyaki" pops up on the cat's head.
On the counter, a plate of freshly baked dried fish is emitting an enticing aroma.
The bakery owner was right next door; it was obviously impossible to just go and get it.
She tried to sneak under the table, but as soon as she poked her head out, the boss spotted her and, with a "Hey, little thing!", politely "asked" her to leave.
This game is really simple and fun.
Although the cats can't speak, the bubbles they emit are actually quests. The main source of fun for players comes from interacting with all sorts of things.
The success of Goose Game lies in its provision of a clear "list of troublemakers".
The popularity of Goat Simulator stems from its absurd physics engine and illogical free destruction.
"What Mischief Can Cats Have?" cleverly combines the advantages of both, and wraps it in a "cat"-like, furry, and harmless guise.
Tasks, interactions, puzzles, even numerical progression and skill point selection...
More importantly, the core of all of this is packaged in an extremely cute way.
The cat's modeling and animation are truly outstanding. Tilting its head and tucking its paws in its pockets create a strong contrast of cuteness after it has done something naughty, which is top-notch material for viral marketing.
Sharing these hilarious "crime scenes" on social media, and getting resonance and teasing from other players, amplifies the joy even further.
(End of this chapter)
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