To ascend, I had no choice but to create games

Chapter 143: 114 "Dark Builder" (Three more)_1



Here, dozens of stars were encompassed within the Heavenly Tao network, with nearly every star having a planet, and almost every planet inhabited by humans.

They should all be people who had escaped to the Mirror Universe from the main world a thousand years ago.

Although Fang Cheng was quite curious about how they formed their current relationship with the Little Heavenly Way, he was more concerned with how to utilize the resources of this world to create a game. The secrets of a thousand years ago could wait.

Standing quietly on the outside, Fang Cheng continued to observe this area.

Within the range covered by the Heavenly Tao network, the world could still function normally.

But beyond that range, the outer world was already shrouded in thick shadows.

These shadows, similar to the bizarre entities that had taken up residence in the black hole previously, were composed of certain dark and chaotic contents.

When they came into contact with humans, part of them would transform and solidify into different forms based on the most terrifying fantasies of humans and possess abilities that matched their transformed forms.

The dark shadows that chased after the three squirrels were this kind, and for the squirrels, apparently the giant hand capable of traveling through black holes was the most terrifying thing.

These shadows were designed to hunt humans.

Outside the Heavenly Tao network, within the range covered by the shadows, many stars were enveloped by shadows, their heat completely taken away to become the energy for the shadows.

Planets too were occupied by shadows, which had evidently come into contact with humans and had now transformed into groups of fixed-form monsters rampaging across the planets.

Since they were manifestations of human fears, these monsters took on a variety of forms and, as long as the shadows did not perish, they could regenerate from the shadows, making them almost immortal entities.

Having selected a planet with an especially rich variety of monster species and numbers, Fang Cheng decided to use it as the base for his new game.

The tags for this game were horror, construction, multiplayer cooperation, and survival.

The monsters sprawling over the landscape would provide the external pressure to stimulate player cooperation, while the intrinsic pursuit of their own safety was their inner driving force.

Since the theme included construction, players would also need to collect materials to build their own shelters and a mechanism for monster attacks had to be incorporated after a set period.

Controlling the monsters to lay siege was too troublesome, so Fang Cheng directly added a Spirit Talisman he had refined beneath the Spirit Gathering Array. As long as players arrived and fulfilled certain conditions, the talisman would release the Immortal Spell to attract shadows, prompting the monsters within a certain range to attack the player’s base.

Players’ bases had to be built around the Spirit Gathering Array as the center, which forced players to continually build structures to resist the external monsters.

Each area needed to support up to five people, and the more people there were, the more cost-effective it became to construct certain buildings, further encouraging player cooperation.

Fang Cheng hit a snag concerning the materials needed for base construction.

These materials needed to be abundant and repeatedly obtainable. Using the resources of this world alone would almost make this impossible.

Therefore, he decided to modify this aspect slightly and disseminated Spiritual Energy throughout the area.

A little bit of Spiritual Energy was negligible; allowing it to reappear in certain places, players could exchange different types of Spiritual Energy for different types of buildings, and they could also upgrade existing structures.

Then, he added basic operations like Artifact Refining and expanded some basic rules, including start and end conditions…

Once he had constructed the game, Fang Cheng was very pleased with himself.

Although it was a bit embarrassing to say, if “Botanic Garden” was his ultimate display of visual artistry and poetic charm, then this game’s gameplay was certainly his masterpiece.

He wove his understanding of construction and multiplayer cooperation throughout it, aiming to align players’ perceptions with his own, confident that there wouldn’t be any problems this time.

After all, he had amassed quite a bit of inspiration in both construction and multiplayer cooperation, so he believed there would be no problems among the players this time.

However, just to be on the safe side, he decided to release this game as a Living Immortal.

Observing over the past few days, he noticed that the players had gone crazy over Fang Cheng Studio’s games.

They began to tirelessly search for Easter eggs in each and every game he made, firmly believing that there were undiscovered Easter eggs that would completely change the gameplay.

If he were to throw out the new game, it would definitely lead these players to creatively find issues, and eventually, they would come up with some plausible-sounding content, which they would then embellish through a series of conjectures.

But there wouldn’t be any such problem with Living Immortals.

Moreover, to highlight gameplay and reduce potential issues with the graphics, he had deliberately set the game’s resolution low, adjusted the player’s perspective to a top-down view, and removed the 3D effect, resulting in a purely pixelated 2D game.

After making all the adjustments, Fang Cheng looked at his creation and nodded in satisfaction.

He couldn’t involve anything risqué or do any farming, and the gameplay was mainly the path he had specifically emphasized. It seemed like there should be no problems this time.

Taking his packaged program with him, Fang Cheng immediately left the place and returned to his studio to deal with other matters.


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