I Forged a Gaming Empire
Chapter 24

Ten Consecutive Draws

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2mo ago

Huang Shanshan stepped aside and began working diligently.

Seeing the four of them all hard at work, Wang Chuan plopped down in a chair nearby and closed his eyes.

Not to slack off, mind you.

But to recall everything he could about Soul Knight in his mind.

And surprisingly, quite a bit came back to him.

Soul Knight had clear strengths—the classic Roguelike gameplay, plus features borrowed from other games of the same genre.

Then, with a bit of polish, it became even better.

Oh, right—there was also the combat system, with health bars and shield values.

Of course, health couldn't be restored, but as compensation, characters had extra shield points.

This shield acted like defense or an extra health bar and could be regenerated.

But the shield mechanic wasn't original to Soul Knight—it was borrowed from Halo.

And its influence didn't stop there. Later FPS games, with their health-regeneration mechanics, were all influenced by Halo.

Still, Wang Chuan felt the main reason Soul Knight blew up was its low barrier to entry.

Among the many Roguelike games, the standout feature was dungeon design.

Like in The Binding of Isaac, players had to control their character, shoot constantly, kill monsters, and dodge enemy bullets to avoid dying.

That raised the skill floor for players.

Many less dexterous players struggled to clear stages.

But none of that existed in Soul Knight.

In this game, players only needed to control their character's movement and avoid getting hit.

As for attacking, there was nothing to worry about.

Just hold down the attack button and don't let go—the game's auto-aim system would lock onto enemies for you.

So the game gave players a very satisfying feel.

Strictly speaking, this design was a very clever move.

Because in terms of shooting, no matter how much effort other games put in, they could never surpass FPS games in shooting experience.

And players who actually came to play Soul Knight weren't there for the shooting anyway.

If they wanted a shooting experience, there were plenty of FPS games to choose from.

So skipping deep shooting mechanics was the right call.

After recalling some details, Wang Chuan went back to the computer.

He opened the Pangu Editor and tried out its various auxiliary features one by one.

Soon, he found what he was looking for—the random algorithm function!!!

Why did he need this?

Because the fun of Soul Knight lay in its randomness.

When you opened a chest, you never knew what would be inside.

It could be a little toy, or it could be a god-tier weapon.

The most interesting part of Roguelike games

was that sense of anticipation for the unknown.

Beyond that, Wang Chuan still needed to set up the game's framework and its art assets.

Even though some of that was outsourced, it wasn't everything.

The game's UI, special effects, and so on—he had to design those himself.

Because this part was crucial to the player's experience.

But these things couldn't be rushed—slow work yields fine products. He had to take his time.

Of course, none of that was the most important thing. The most important thing was promotion.

He didn't want to work hard on a game only to have it fail because of poor marketing.

So, promotion had to start early!!!

Unlike The Stanley Parable before.

After all, Meta Games focus on story as the core. With the Memory Searcher, Wang Chuan had directly reproduced the original's plot and music.

You could say he'd already completed over eighty percent of that game from his past life.

But Soul Knight was different. This game had way too many weapons—all kinds of bizarre ones.

And every weapon has a special function.

The monsters in the game each have their own stats too.

Plus all the class settings, scenes, and combat systems!!

All this content and design is far more complex than The Stanley Parable by more than just a little.

Factoring everything in, by Wang Chuan's estimate, it'll take at least about a month.

Only then can Soul Knight meet the players.

And a month—not too long, not too short.

Wang Chuan was sure that if he went completely silent during this time, he'd definitely be forgotten by everyone.

So, how to keep the hype alive in the meantime???

Relying solely on the buzz from The Stanley Parable? That wouldn't hold up at all!!

"Sigh, headache. Forget it, The Stanley Parable still has enough heat for now. Let's just finish the game's preliminary work first~~~"

Scratching his head, Wang Chuan was really stumped. Marketing was just too hard.

After thinking for ages with no solution, he decided to tackle other tasks first.

First, the company's internal database and game platform had to be set up—that was top priority.

Also, the game's art needed a qualified outsourcing team.

Hmm, could the same studio from The Stanley Parable take it on? If so, he'd go with them again.

After all, they'd worked together once and had a general understanding of each other.

That was better than finding a new team from scratch.

Besides, Soul Knight's art didn't need to be flawless.

Just a bit more polished than its predecessor.

And that previous art outsourcing team, while not a big company, could handle standard art production without any issues.

Most importantly, they had a great attitude and delivered on time.

Oh, and the price wasn't high~~~

Ahem, so he leaned toward them.

With that thought, Wang Chuan glanced at Huang Shanshan beside him.

Ah, being a boss like me is great—I take on work meant for my employees and help out.

Right, I haven't checked the system in a while!!

Thinking this, he did just that.

Opening the system interface only he could see, his eyes landed on Fan Points first.

Thanks to The Stanley Parable's high popularity, Fan Points had quickly piled up to over a hundred thousand.

"Hehe, ten thousand Fan Points per draw, a hundred thousand means ten draws—that's a ten-pull~~~"

With that thought, Wang Chuan felt a little excited.

A system without a ten-pull? That's just incomplete!!!

End of Chapter
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