The Calligraphy In This Boss’s Office Is So Interesting That Most People Don’t Recognize It

Calligraphy is the art of writing Chinese characters, the essence of traditional Chinese culture, and a well-deserved national quintessence.

Most calligraphy is read from right to left. If it is read from left to right, it is often a big joke.

People often pronounce the above character as "women's treasure".In fact, it should feel like home

The above four words are hung in the middle of the leader's office. Don't you think that the leader is too realistic? He actually hangs "If you don't make money, you will die" in the office. It fully demonstrates the boss's determination to develop the business and his belief in making money.

Once again, after being pointed out by an expert, these four characters were "Ji Tsao Hui Yuan". "Ji" means to draw in, "Zhuan" means to win, "Garden" means the garden of the emperor in ancient times. It probably means that if you absorb more water, the forest garden will appear. It means that you need to work harder to be rewarded.

An uneducated boss misunderstood a cultured boss.

I remember a sentence in "Zengguang Xianwen": Sheep have the feeling of kneeling to breastfeed, and crows have the meaning of feeding back.

yes! Knowing how to repay kindness, animals are like this, how can humans be embarrassed?

In fact, when read from right to left, it should read "magnanimous"

The four words above are said to have been written by a certain boss himself. I think he is an entrepreneur from Henan, and he has several disobedient employees.

Later, after receiving advice from an expert, I realized that these four words are "Integrity is gold."

The four words above seem vigorous and powerful. Who can tell me what "Du Fu can move" means?

Later, when I read it from right to left, I suddenly understood, "Diligence can make up for one's weakness." Diligence can make up for one's weakness. This is a good lesson, and every minute of hard work equals talent.

I think these four words on the plaque above are the most difficult. They should be in small seal script. After reading for a long time, I still don’t know what they say. Can you guess "give me a hug"? ?

After the boss’s guidance, I realized that I should “keep things simple and keep things true”. It means to maintain your true nature and not be tempted by external material desires.

The above four words are the easiest to blurt out, but I believe that no one would really hang these four words in the office. There must be some mystery in them. After research, it was discovered that it was "Chunchi Yanhong".

The above work is placed next to the leader's coffee table. The upper one reads "Bei Ming belongs to Mr. Beiming" and the lower one reads "Fu Hu Seal". If you look carefully at the eight characters in it, it could be "catch the toad and pull out the shit", let alone , the more you look at them, the more they look like each other. It can be said that they have both form and spirit. How wonderful!

Later I learned that these 8 words are "a bright future, build on the past and open up the future".

After getting to know the above 9 high-end calligraphy works, I have to say that this boss is really a person with taste, ideals and ambitions.

In front of the leader's elegant calligraphy works, I couldn't help but feel ashamed. I just blamed myself for not studying well when I was a child!

Self-study And Direct Examination For Driver’s License Will Be Piloted In Nanjing From April 1

Yesterday, the Ministry of Public Security, the Ministry of Transport, and the China Insurance Regulatory Commission jointly issued the "Announcement on the Self-Study Direct Examination Points for Motor Vehicle Driving Licenses", which stipulated the pilot scope and conditions for the self-study direct examination. Nanjing became one of the 16 self-study direct examination points. . At the same time, important supporting systems for the driving test reform have also been announced to strongly promote independent test appointments; off-site applications and off-site tests for all vehicle types of driving licenses have been fully liberalized. Applicants can apply for a driving license at the place of residence with their ID card and residence permit, realizing Equalization of public services.

Nanjing becomes one of 16 cities with direct driving license test points

The "Announcement" clarified the pilot scope of self-study direct examination for driver's license. This year, self-study direct examination centers will be launched in 16 cities including Tianjin, Baotou, Changchun, Nanjing, Ningbo, Ma'anshan, Fuzhou, Ji'an, Qingdao, Anyang, Wuhan, Nanning, Chengdu, southeastern Guizhou, Dali, and Baoji. The pilot work started in 2016 Officially starts on April 1st.

Interpretation: The various reforms of the Nanjing Vehicle Management Office have always been ranked at the forefront of the country, such as applying for inspection-free marks for new cars within 6 years old, and driving license renewal and renewal. These services previously required a sports car management office, exposure desk, etc. to handle. Nowadays, it can be easily handled through mobile phones; there are also 12-minute learning classes that enable face recognition, etc. These policies have greatly facilitated citizens to handle driving management services. It is understood that many policy reforms of the Nanjing Vehicle Management Office have become benchmarks for learning across the country. For example, online vehicle management services were once promoted across the country. Therefore, it is not surprising that Nanjing has become one of the cities for direct driving license examination this time.

If you want to self-study and take the driver's license test, you should keep your eyes open for these things.

A Self-study car needs to be equipped with auxiliary brakes and cannot be practiced during peak hours

It is not easy to directly study for a driver's license through self-study. Many conditions must be met. Restricted training vehicles. The vehicles used for self-study and direct examinations should be non-commercial small cars or small automatic transmission cars, equipped with auxiliary braking devices and auxiliary rearview mirrors for use by on-board instructors, and have passed the motor vehicle safety technical inspection. According to regulations Obtain compulsory traffic insurance; limit on-car instructors. On-car instructors should have obtained a driving license for a corresponding or higher model for more than five years, have no record of drug use, have not been involved in fatal traffic accidents or traffic accidents for which they were primarily responsible for serious injuries, and have not had a full 12-year driving license. The training route and time are limited. Learning to drive on the road should be carried out in accordance with the route and time designated by the public security and traffic control department. Highways, urban expressways, and roads surrounding schools and hospitals must not be used as learning driving routes. The hours from 0:00 to 5:00 and peak traffic hours shall not be used as learning driving time.

Interpretation: Regarding the conditions for self-study and direct examination, this "Announcement" has been very clear, and clearly agreed on the training vehicles, on-board instructors, training sections and time, etc. This also means that taking the direct driving license test is not something you can just learn if you want to. Among them, the biggest obstacle to the direct examination is the identification of vehicles and instructors. Training vehicles must be equipped with auxiliary braking devices and auxiliary rearview mirrors, which also means that if you want to use a private car for driving practice, you must modify the vehicle. If you want to find your husband to be your driving "master", it depends on whether he can meet these limited standards.

B Those who take the self-study direct examination must obtain a driving learning certificate

The Announcement clarifies the management system. A management system for special markings for learning to drive has been established. After passing the first subject examination, self-study test takers and driving instructors will jointly receive free learning driving certificates and special markings for learning to drive from the vehicle management office. Self-taught personnel who learn to drive on the road according to the guidance of the on-board instructor should carry a driving learning certificate and place and affix special signs for learning to drive on the front and rear of the limited training vehicle. Establish a one-to-one correspondence system between vehicles and personnel. A special sign for learning to drive can only be endorsed by one self-study person, one on-board instructor, and one self-study vehicle within the specified time. Vehicle instructors are not allowed to use self-study vehicles to engage in commercial driving teaching activities.

Interpretation: If you see a car driving very slowly on the road and there is a special sign for learning to drive on the back, it means that this is a car for self-study and direct examination. The reason why self-study direct examination candidates and driving instructors are required to obtain driving learning certificates and special signs for learning to drive is to better distinguish self-study cars from ordinary private cars, so as to facilitate the management of the traffic control department. The one-to-one correspondence system between vehicles and personnel is to prevent the emergence of "black cars".

C’s self-study driving practice makes the responsibility for accidents clearer

According to the Road Traffic Safety Law and its implementation regulations, if a self-taught person commits a traffic violation under the guidance of an on-board instructor, the on-board instructor shall be punished. If a self-taught person fails to obtain a driving learning certificate, the driving learning certificate has expired, or there is no qualified person to provide guidance in the vehicle, etc., the self-taught person will be punished according to the illegal act of driving a motor vehicle without a motor vehicle driving license; it is considered as handing over the motor vehicle. If the driver is driven by a self-taught person, the perpetrator will be punished. If a traffic accident occurs while learning to drive, the on-board instructor shall bear the responsibility according to law. Self-taught persons who do not have the guidance of qualified personnel shall bear the legal responsibility themselves.

Interpretation: During the discussion stage of self-study and direct driving license examination, the most worrying thing is the safety of direct driving test. The reason why self-study direct examination candidates and on-board instructors are required to obtain driving learning certificates is to constrain whether the vehicle is qualified and whether the on-board instructor is qualified. Through the clarification of legal responsibilities, it is also legal for road traffic police to be on duty to investigate and punish. I can rely on it.

Citizens' questions

Will it breed "black cars" and "black coaches"?

Private cars can be used as "coaching vehicles", and ordinary friends and acquaintances can be used as "coaches." Without the driving school, in terms of cars and people, will it lead to some people specializing in self-learning how to drive and engage in the "coaching" business to make money? ? After all, if a private person becomes a "coach", the fees will definitely be lower than that of a driving school, and the market seems to be larger.

Answer: Students must obtain a driving learning certificate, and the car must have a special sign for learning to drive. At the same time, a special sign for driving learning is only allowed to endorse one self-study person, one driving instructor, and one self-study vehicle within the specified time. These systems are introduced to prevent the emergence of black cars and black coaches. If you want to make money by teaching others how to drive, you must instruct multiple self-taught people at the same time. Each time you instruct someone to learn to drive, they will be signed and recorded. Therefore, in order to deal with the emergence of "black cars" and "black coaches", relevant "blacklists" may be established for control of those who frequently use vehicles for self-study and direct examinations or who frequently guide others to learn to drive.

Will on-board instructors be punished if they fail to meet the requirements?

If there is no driving instructor, or the driving instructor does not meet the requirements of driving for more than 5 years, will I be punished?

Answer: A certificate of learning to drive is similar to a "driver's license". If a self-taught person does not go to the vehicle management office to obtain a certificate of learning to drive, or the certificate of learning to drive has expired, and there is no qualified person to guide the driving practice, all these will be treated as if he has not obtained a motor vehicle license. The illegal act of driving a motor vehicle with a driver's license means that you will be punished as driving without a license, with fines and detention, and the penalties are only for self-taught people. In terms of the management of self-taught vehicles, the traffic control department will increase management efforts. If you go on the road for training without a driving certificate, you will be regarded as driving without a license. If a traffic violation occurs or an accident occurs, the responsibility will be borne by the learner and the instructor. Corresponding responsibilities.

Other New Deals

Randomly arrange examiners and routes

According to the important supporting systems of the driving test reform, the examination system shall be strictly enforced to ensure that the test results are open, fair and impartial. The new ministry order stipulates that the content of the examination shall be strictly implemented and the evaluation standards shall be strictly implemented. Exam items shall not be reduced, the examination mileage shall be shortened, and the evaluation standards shall not be reduced. Promote random arrangement of exams, with computers randomly selecting examiners, randomly arranging candidates into groups, and randomly selecting test routes to achieve two-way shielding of information between examiners, driving schools, and candidates. Promote the disclosure of examination affairs, open examination arrangements before the examination, open examination videos during the examination, and announce the results on the spot after the examination to promote openness and fairness. Promote the online connection between the driving training supervision platform and the examination system, realize the sharing of driving training and examination information, and ensure the effective connection between training and examination.

It is understood that in Nanjing's exam car, there are cameras not only in the car, but also in front of the car, and the entire exam process has been recorded. In addition, if candidates have doubts about the results, they can also call up their own video materials.

Promote independent appointment examinations, Nanjing will achieve it by the end of next month

Provide multiple registration and appointment channels such as the Internet, telephone, and windows, change the centralized arrangement of driving schools, cancel the examination quota allocation system, and protect students' right to know and choose. Build a convenient and efficient Internet test appointment platform to realize online registration, online test appointment, and online payment, and open a "through train" for vehicle management services to ensure fair distribution of test resources and fair access to test opportunities. The Ministry of Public Security has deployed a nationwide unified test appointment platform to be piloted in 28 cities in 19 provinces including Fujian and Guangdong. Pilot cities such as Nanjing will be rolled out by the end of March, and other places will be fully operational by the end of this year.

Comprehensively cancel restrictions on traveling to other places, making it more convenient to apply for certificates across cities and provinces

On the basis of the original liberalization of the off-site application and collection of driving licenses for small cars and motorcycles, the off-site application and off-site examination for driving licenses of all types of vehicles have been fully liberalized. Applicants can apply for a driving license at their place of residence with their ID cards and residence permits, realizing Equalization of public services. Comprehensively liberalize the re-issuance, replacement and verification of driver's licenses in other places. Drivers can handle the replacement and verification of driver's licenses nationwide with their ID cards, realizing the flow of information in different places and the processing of business on the spot. Done.

Reporter Yao Junxiang

"Dragon Gate Tiger General"'s New Server "Jun Lin Tian Xia" Will Be Launched Tomorrow

"Dragon Gate Tiger General"'s new server "Jun Lin Tian Xia" will be launched tomorrow

"Dragon Gate Tiger General" is an online game of national war for all people. The game has exquisite graphics, dazzling skill effects, and the camp structure of the three vassal kings of "Qin," "Tang," and "Han" coexisting, allowing you to experience the battle between thousands of people on the same stage and the ancient battlefields! The game will open a new server "Junlin Tianxia" on the 23rd – it will be full of passion and joy, and massive gift packs will be given away. Hurry up and invite your friends and call your brothers to fight together!

Server name: JunLinTianXia

Opening time: 14:00 on June 23, 2017

The game adopts humorous, passionate and entertaining expression techniques to recreate the ancient battlefield where warriors and horses conquered mountains and rivers. Players can control large war machines such as airships, rams, manholes, and steam tanks in the game and enjoy the fun of bloody national wars. The image of the heroic Yue Fei comes to mind, and the cold battlefield with ruins and ruins accentuates the cruelty and chill of the battlefield to the extreme! Fight, you young men!

Six Major Professionals Three Kingdoms Melee

The game has six professions, namely: Dragon Guard, Tiger Guard, Medicine Man, Hermit, Shadow and Divine Weapon. Six professions correspond to: human shield, warrior, wet nurse, mage, assassin and archer. Overall, it follows the settings of the iron triangle of combat, animal husbandry and tactics. Players also need to choose one of the three kingdoms of Qin, Han and Tang as their own country. They will stage a bloody battle in the game. In the end, who can emerge victorious and take the top spot? Strength determines strength. Only when you reach the pinnacle of the strong can you dominate the world! Dragon Gate Tiger will focus on the process of fighting the national war, especially the addition of war machines, which can be manually controlled. There are not many war machines in the national war online games. There are also casual and entertaining gameplays such as Bomberman, kart racing, and hilarious comic plots. More playability.

Guide to detailed comic creation

Players will use cannons and other items, and can also ride on a chariot and ride on a rampage. While having fun, they can also learn about the operation of the game. The entire main mission is basically about running errands and fighting monsters, but the game uses comics to express the story in a unique way. The style of painting is humorous and interesting. It is also good to read comics after upgrading. The novice guide is very detailed. Every time a new gameplay is unlocked, a beauty in ancient costume will appear to guide you step by step, so there will be no confusion. This is really great!

We will welcome the arrival of "Jun Lin Tian Xia" with the highest attitude and gear up to start a new era of fighting!

Game official website:

Registered address:

Download link:

New Tian Long Ba Bu Mobile Game Xiaoyao Skill Hero Guidance How To Choose Xiaoyao Skill Hero Guidance And Recommendation

How to choose the hero skill guide for the new Tian Long Ba Bu mobile game Xiaoyao? This must be a question that has puzzled young heroes for a long time. After all, there are so many skill tips. How to choose the best one? How to choose to maximize the combat power of the character? Let’s share the tips of Xiaoyao Sect. Some skill pointers and corresponding characters that are more suitable for use help young heroes solve their confusion.

Let’s give a brief introduction to Xiaoyao sect first, which will help to understand the skills of this sect. The characters of Xiaoyao sect are all better at dealing explosive damage. Basically, the output limit of the characters in the sect is relatively high. Yes, it is very suitable for output professions. The characters in the sect are very flexible and have fire attributes.

Tian Long Ba Bu Xiao Yao skill level_Dia Long Ba Bu Xiao Yao 80 skills_How to upgrade Xiao Yao Tian Long Ba Bu skills

As the first skill guide, Lingbo Weibu can be said to be the best light kung fu in the world. Xiaoyao Sect can be unrivaled in the world without this magical weapon. The effect of the skill can teleport forward, with an upper limit of 10 meters. It is suitable for use within the sect. The most suitable character is Fu Sigui, who can restore 3% of his maximum energy. Another suitable person is Yun Zhonghe, who can cause damage to opponents within two meters of him.

Tian Long Ba Bu Xiao Yao skill level_Dia Long Ba Bu Xiao Yao 80 skills_How to upgrade Xiao Yao Tian Long Ba Bu skills

The magic skill of snapping fingers is the guide for the second skill. The skill looks very light and very elegant, but in fact it hides a murderous intention. It first gathers energy for 0.8 seconds, and then attacks the target. At the same time, it can control the target for four seconds, making it unable to Moving is more suitable for Zhu Danchen. If he uses it, he will save the time of gathering energy. The South China Sea Crocodile God is also more suitable for this skill. It can increase the damage and immobilization effect of this skill by 50% against opponents less than three meters away.

Upgrade_Dragon Ba Bu Xiaoyao skill level_Dragon Ba Bu Xiaoyao 80 skills

Yun Ti Feng Shen is the third skill pointer. It is a unique skill of the Xiaoyao Sect. It uses Qi Sect's techniques to strengthen its own internal strength, and the damage to the opponent can be increased by 30%. It is very suitable for Abi to use, because the CD of this skill can be shortened by 15 seconds, the skill can be used more times, and Xuanci's hit rate can be increased by 30% when using this skill.

How to upgrade Tian Long Ba Bu Xiaoyao skills_Dragon Ba Bu Xiaoyao 80 skills_Dragon Ba Bu Xiaoyao skill level

The new Tianlong Babu mobile game Xiaoyao skill hero guidance is the content described above. Due to the word limit, only the above three skill guidance are introduced for the time being. In fact, Xiaoyao sect has many skills. The specific other skills are waiting for partners to slowly Go explore.

Tian Long Ba Bu Xiaoyao 80 skills_Dragon Ba Bu Xiaoyao skills Level_How to upgrade the skills of Xiaoyao Tianlong Babu

New Tian Long Ba Bu Mobile Game Type: Role Playing Platform: Android Status: Public Beta

There is no download for the Android version yet. There is no download for the Apple version yet.

Can One Person Make An Open World Game?Independent Developer Review

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For most people, open world seems to be a category that can only be done by large teams or 3A studios, such as "The Legend of Zelda: Breath of the Wild", "The Elder Scrolls 5 Skyrim", "GTA 5", "Red Dead Redemption" 2" and so on are all top masterpieces.

However, this does not mean that the open world is a restricted area for small and medium-sized teams. For example, overseas independent developer Adam-Yu released an open world game "A Short Hike" in 2019, and it only took a few months to develop. In his previous GDC speech, he gave a detailed review of the entire project, and some of the practices may be very useful to his peers.

The following is the translated speech content:

My name is Adam-Yu. I made a game called "A Short Hike". First of all, I would like to thank everyone who helped me during the development of the project and those who helped with testing. Thank you for your contribution.

If you’re not familiar with the game, here’s a promo for A Short Hike:

It is a hiking and travel-themed game. You play as a bird visiting an island. You have to climb mountains, explore, collect items, and find other hikers on the island.

This is the entire map of the island, it's open world but not that big of a world.

In this review, I will mainly talk about the purpose of making games, how I started doing research and development, how to complete it before the deadline, and the level design experience, writing experience and marketing experience I learned during development, etc. , which is basically a review of the entire project.

an original story

I think it is necessary to first talk about how I got to the stage of game development. I think the most difficult part of making a game is whether to decide to start research and development.

In 2017 I made the questionable decision to quit my job as a software engineer and move back to Toronto to develop a short indie game full time. Before this, all the games I'd made were very small free Itch.io games, but I felt like this was my chance to make a big game of my own.

A year later, I wanted to make a very ambitious game that was a large RPG with many characters, locations, and combat mechanics. However, I didn’t have a clear idea of ​​the entire goal, so that a year later I still had a lot to do. Sure. I found out that this game might take many years to work on, and I felt very stressed and frustrated that it might never be finished. However, this project was something I was determined to achieve because it was my first attempt.

But in November 2018, I decided to give myself a short break, bought myself a Christmas gift, and then made a creative prototype for a small game, completed the development with Unity, and then put everything I thought was interesting into it. .

Later, I also announced my creative prototype idea on social media.

At the time, this was a very difficult choice for me. Due to personal reasons, I really want to do an RPG project, and I have invested more than a year in it. I feel that it has opened a lot of doors for me, so I am not sure whether the decision to shelve it and make a small hiking-themed game is correct.

Game development is full of uncertainties. It's hard to know whether you should try a project. What if I just need to continue the project to complete my RPG masterpiece?

But in 2018, I was still playing two other smaller games, namely "The" and "Minit". They let me know that a short-term game can also be successful.

So I decided to start making little games on hiking trips, and it was a great decision for me. I think there are a lot of benefits to doing small projects, especially when you're just starting out. You have less risk if the game doesn't succeed; it doesn't necessarily need to be a huge success to make it worth the time invested; smaller goals are easier to achieve; and you can ship the game faster, which helps you learn a lot, and Might bring in some income.

Determine game art style

One of the things I started working on very early on in the A Short Hike project was determining the art style of the game. I'm an unknown indie developer and the only thing I can rely on is social media like this to get people interested in my game, so I think style is important because you only have a short time to get people's attention.

For independent developers or small teams, it is difficult to make people invest time in the game by creating such a style. So I considered my limitations in art. For example, I can't do good-looking hand-painting, and I haven't done much modeling. I can only try to make the game more interesting based on my existing skills.

I have more experience in programming, so I rendered this little world in a pixel style. I think the pixel style is cool. It allows me to make the game bigger, avoid doing a lot of modeling work, and create more content in a shorter time. Although it is not perfect, it allows players to play enough. Imagination looks for details while being able to know what I want to express.

To achieve this effect in Unity, the world shader is this small one, and then another camera in Unity will look at this and use the Point filter mode to zoom it in.

I learned this skill through a plug-in. If you are interested in this tool, you can pay attention to it.

Very early on, I was selecting colors and using them to express the mood I wanted for the game. I did this simply by looking for photos of fall in Canada and looking for sample colors directly from those photos. These samples were sure to me. Game palettes are helpful.

However, to make it realistic in the game, they would sometimes look distorted in different lighting conditions, so I wrote a custom shader myself that gave me almost control over how each object's shadows looked. . Overall, my goal is to make the colors and shadows in the game look coherent and natural.

This is the general process of how I made custom lighting. The leftmost one is the default ramp, and then it is made into a ladder-like shape. The final result is to move all the shadows closer to white, so that they will be closer to the real color. .

Also, using this color style allows me to create UVs quickly, and I save a lot of time on texturing by splitting the UVs into palettes.

And this method is also very convenient to experiment with.

I want to use post effects to add more visual expression to my game. You can get a lot of free assets in Unity's standard free asset library, and you can also change the feel and look of the game without replacing a lot of assets. Effect.

Without any special effects, this is what "A Short Hike" would look like. In this way, objects in the distance are more noisy, making it difficult to notice what is happening in front.

So, the first thing I did was add a layer of fog to the game so that the player could focus on what was happening in front of the screen.

I then used edge detection to select the outline of the background, which gave me a dramatic effect, which was accidental while trying out different filters.

If you look closely at the left side, you can see the difference after I added color correction at the end, so I increased the shade of blue to make it look more realistic.

If you are a small team or a solo developer, here may be some things you can consider:

Play to your strengths, experiment with the tools available to you, and consider the impact of art style on your development process and the size of your game. Your limitations may end up making your game look unique.

From creative prototype to project

Most of the above work was completed in December 2018. Considering that what I am doing is a small project, I think the game can be completed and released within three months.

When I was working on a creative prototype, I made a planning document, roughly dividing the research and development into three stages, and spent three months on alpha testing, beta testing and release preparation.

I think what works very well for me is that I have a very flexible goal in my mind. I set the core goals of the project very compactly and can completely complete it within the three-month deadline. However, there are a lot of features I want to add, so I consider them stretch goals.

Ideally, the game itself can be fun and interesting even if the stretch goals aren't made.

In fact, most of the stretch goals were not added in the original store release, but were later added to the Steam version.

I also track my progress and use the simplified version of the Scrum process to check my progress every week, letting me know what things I have a lot of time to do and how to plan ahead. It's not easy to plan like this when you're working on your own, but I find it useful to track progress this way.

Additionally, I set an external deadline for the entire project to help me get it done, I think this way it allows you to focus on getting something done rather than making one thing perfect.

take shortcuts

I wanted to do as much as possible in the game, so I had to take some shortcuts, such as the art style mentioned earlier that saved me a lot of time creating art assets.

But I also reused knowledge, tools, and resources from previous projects. For example, I used Yarn as a dialogue system. I have used it before on a small RPG project. There are many tools and processes that I have tried before, so it is very fast to use.

I also used a plugin to support controllers, which almost automatically supports most controllers at once.

I used it to quickly build a dynamic camera system, which allowed me to create a lot of virtual cameras in different areas of the game. The real camera can follow the movement of the character and change between different areas.

I understand that learning new tools comes at a cost, but it pays off in the long run if you become familiar enough with them that you can reuse them on future projects.

I also have my own resource scripts that I can use for different games, I just need to put them in each game's resource library.

I also reused assets from previous RPGs and other games.

Most of the game world is completed using Unity's default terrain tools. Using terrain tools directly in Unity makes creative prototyping and level design easier.

Also useful is that it automatically colors the terrain so you don't have to re-render each surface when rotating.

My terrain shader also uses Unity's default paint tools, so adding beaches and other terrain is easy. I had to check the blending code to use the appropriate shapes for this style, but this was a change that had to be made.

In addition, I also made a custom tool, which is actually very simple. It is to quickly move the character to a position and then preview it under the camera or from a camera angle.

Later, I also made tools for the river and waterfall grids in the game, so that I didn't have to change them back and forth every time I changed the terrain. This tool saved me a lot of time, and the creation process was also very interesting.

Making these tools takes a lot of time, so my advice is to only do it when your project requires it.

Another thing that needs to be emphasized is that when you create a lot of resources, bugs are inevitable. I don’t know if this situation is a bug, but for me, adding more content is better than going through all the trouble to solve it. This bug is more important. These small bugs are not noticed by many players, and if you are an independent developer or a small team, there are some small problems that players can forgive.

Next, I want to summarize how I completed the development on time. I divided the game development into different milestones and constantly updated the completion time of each milestone. You also need to take uncertainty into account when planning goals, you can use previous knowledge, tools and resources, create some tools when the workflow requires it, and you don't need to solve every bug.

What I want to talk about next is my experience in level design.

I wanted to make a game where getting lost was part of the game. I think being able to go in any direction at any time adds a magical feel to the game. Any path that has not been taken may be full of new things. I want to give players the feeling that there is always something new to discover.

So when I was creating the island, I directly used Unity to carve out different areas and found different climates to add to them. This process gave me a lot of inspiration, so in the end I brainstormed a lot of ideas and added different climates to each area. Lots of activities and events, and some time to think about what the main plot of the island is.

The main route starts from this hut, from where the protagonist can enter the town, where you can learn how to play the game and be introduced to the world. But there are obstacles here that seem impassable. Eventually, though, you can collect coins and feathers that allow you to climb up the cliff, and after passing that, you're on the left side of the mountain to the rendezvous point high above.

At this time, you cannot reach the top of the mountain because you need to collect 7 golden feathers. With this design, players cannot clear the level quickly and have more time to explore the game world.

I know there are many shortcuts that can be taken, mainly to ensure the freedom of the game. But I think for more satisfied players, you might want to do some unexpected things in the game. However, controlling the pace of the game is still very helpful because it allows me to make the gaming experience better.

During the test, some players felt that it would be boring to explore and meet other people all the time. They would not communicate with the NPCs on the mountain when they saw them, but just ran all the way. This got me thinking about the pacing of the game, and over a long period of time I was constantly designing new characters and areas to keep players interested.

Having a plan can help you pace yourself, but things won't always go as you imagined.

For example, in the test, many players did not enter the fast pace as I imagined. On the contrary, they jumped directly into the sea. Maybe many people want to try whether the game allows them to swim? Some people will be happy if you allow swimming.

But there are some players who don't do this, and they keep walking around the island. This is very common, not everyone does it, but I saw it a lot in my testing.

Many players will get lost on the back side of the mountains, and they will miss the important tutorial part of the game.

What makes this situation worse is that there wasn't much to explore on the back side of the mountain in the initial version being tested.

To solve this problem, I ended up adding a cave on the back of the mountain. I felt that after people walked for a long time, a cave would arouse their curiosity and they would walk through the cave, which would lead them directly to the newbies. Tutorial section.

Therefore, there are some things to pay attention to when allowing players to play as planned.

The first thing is to provide some gentle guidance, I don't want the player to feel forced to do something. There are many ways to provide guidance to the player, and these rhythms help them follow my plan to progress the game. If the guide is something natural, like a cave in a mountain or a cool landmark, this will make players interested in actively exploring it.

There are also some more direct guidance methods, such as gold coins, paths, etc. There are also some signals that can help lost players return to the main area. If you are not lost, you don't need to pay attention to them. Since the goal of the game is to reach the top of the mountain, by climbing up each slope, players will always find a way to get over.

Another way is to use doors to block off part of the area until the players gain enough knowledge or experience.

But I wouldn't use a door like that in the game. Instead, I would try a more natural door. In a hiking trip, an unscalable cliff would be a door. This design method is natural and makes players feel that there may be more ways to solve the problem, such as collecting enough feathers or gaining the ability to jump before passing.

Another way to keep players on track is to use silent repetition. For example, at the beginning of the game, you can find a toy shovel. Later in the game, you can change it to a real shovel and dig things on the island. Technically, this is an optional item, but players will feel like they're missing out on a lot if they miss it.

Originally, I designed the toy shovel to be picked up by an attentive group of players who could then switch to a real shovel. But many players chose to avoid this shovel for various reasons. Some people saw the road in the mountains and walked directly there, and some people saw the cliff and wanted to climb it, which completely disrupted my plan.

So, I decided to put not just one toy shovel in the game world, but five, all at the beginning of the area. As long as the player takes a shovel, the other four will automatically disappear. So, if the player doesn't pick up the shovel themselves, they'll notice it somewhere else, and there's no way you can ignore it.

These designs solve problems and are good practices. But I also made a novice tutorial message. You have to climb to the top of the mountain at the end of the game, so you must learn how to get there, such as learning the second level jump. If the player has never climbed a cliff, they will see a signal just because they climbed a mountain. If they have learned to climb on their own, they will not see these things.

The last one is to pay attention to the players, that is, when they are playing the game, you have to put something into their minds.

For example, climbing is difficult for players to learn to climb at the beginning of the game. I think this is not very intuitive, because in most games you can jump, but not every wall you see can be climbed. And climbing requires context. You need to push the wall and hold down a key. None of this happens by accident. Even if it is clearly marked in the dialogue, players may skip the dialogue and not see it. The guidance you gave me.

The last thing I did was to add a climber club to the game. For example, when you collect feathers, you need to ask them how to climb. Even if you miss the task, you can watch how other characters climb when passing by, and eventually learn this ability. .

I'd also like to mention a few issues related to the final area of ​​the game, which is perhaps the most difficult area to design. I want this area to be a maze that's a little more difficult than the other areas.

When the player reaches this area, their feathers will not recover, so once they are frozen, you will need to go to a warmer place to get the feather recovery effect before you can come back. This way, players won't be able to use their collected feathers to climb all the way to the top. Instead, they will have to plan where to stop to accumulate feathers and devise a way to reach the top.

This area was originally designed to be much smaller than the final version, and also more confusing to play. I actually had to redo this area, which was difficult because it was the last thing done and had to leave room for other places.

The last point is that I added a clear route to the top of the mountain, so when they get here, players can clearly see how to reach the top, but they don't have enough feathers to achieve the goal. They need to come back from time to time to accumulate feathers and do it mentally. Good plan to get to the top instead of just walking up.

I actually added more feathers. During the test, it was more difficult to reach the top. Although adding more feathers would disrupt the rhythm of the game and make the game more difficult, the player's progress would be stuck, but I think this can bring a more interesting experience.

One more part I want to say is collaboration. When I first started working on this project, I didn't expect to write so much, but I ended up writing a lot, which was hard for me because writing itself is not easy, at least for me.

When I was making RPG games in the past, writing was more difficult because you had to design the story and dialogue. So while working on A Short Hike, I decided to make writing a little easier. Instead of lengthy plots, I designed some short pop-up conversations, like texting a good friend.

When I was doing research and development, I didn't intend to write the story very deeply, and I felt that the plot was not the main part of the game. Sometimes it was my partners who checked the dialogues I wrote.

game distribution

After the game is developed, let’s talk about distribution.

A Short Hike was originally released and surprisingly the feedback was very good, I don't know how many people played this version but it got good reviews.

So, I decided to do a major update before the Steam version is released, partly because I still have a lot of stuff I want to add, and partly because I want to be more generous to players. At this stage, what I added most to the game were some mini-games, such as fishing and racing.

The way I promote the game is by posting some fun GIFs that show some interesting and important information to players. This is important to me because people give me feedback, and there are some gifs that players like that I put in the trailer.

Before the game was released, I also made a media package and sent it to game journalists who might be interested in my game. I also found people who liked the game on the Internet. Although not everyone reported on my game on the day of release, A few mentions is a big success for me.

I don't think A Short Hike is a game that everyone can enjoy. It's slow-paced and has no real puzzles. So I choose my words very carefully when presenting the game to avoid raising too high expectations for players. For example, there is short in the name, and the description is "a small exploration game about hiking in the mountains."

At the beginning of the game, I also designed a scene about going hiking away from the city, which gave players a feeling that the game experience was relaxing.

Finally, on July 30, 2019, the game was launched on the Steam store. I didn’t have high expectations from the beginning, but the final performance exceeded my expectations.

From the data point of view, the largest source of external traffic in the first week of release is, and in the first week of Steam release, most of the traffic comes from the Steam platform, so I think the popularity it brings is of great help. The above is what I will share today. Content.

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