Explorers craft block Description
The game contains a large-scale map, which is designed to follow the laws of real ecology. The central part is tropical and the temperature in the north and south decreases gradually until it reaches two levels. The terrain of each temperature zone will also derive different biomes. Players can freely choose the birth point according to their preferences
In addition to the birth point, you can further adjust various generation parameters of the world before the official start, including terrain, resources, climate, creatures, etc. You can also allocate purchase points for initial survivor skills and carryable materials, thus creating Different single game experience
The core modules of the gameplay include character needs, production and management, and response to the external world. The systems between the three and within the three are highly interrelated and influence each other.
The gaming industry uses a 2D interface, the presentation of information is mostly text-based, and the overall operational interaction experience is relatively hard-core and traditional.
The attenuation of hunger value will reduce work efficiency and mood, which needs to be replenished through eating. The effect of eating is affected by different factors.
The attenuation of thirst level will reduce work efficiency and mood, which needs to be supplemented by drinking. Survivors will give priority to drinking. When there is no alcohol, survivors will look for water sources. The drinking effect is affected by different factors.
Survivors will continue to accumulate sleepiness during activities (not affected by day and night factors), reducing work efficiency and mood. They need to supplement through sleep. The sleep effect is affected by different factors.
Survivors may get injured and sick during activities. Sick survivors need to be treated, otherwise they will die due to worsening wounds. If a dead survivor is not buried in a coffin or tombstone, he will become a ghost and affect other survivors. normal life
In addition to maintaining basic survival, survivors also have spiritual needs, including dance viewing, interpersonal communication, prayer and belief, work, etc. If not met, survivors will become depressed and reduce production efficiency.
In addition to directly affecting the task results, the above basic needs will also form a set of mood values. The mood values will also affect the results of the task at the same time. The mood value is jointly determined by the character's immediate behavior and long-term memory
In addition to the birth point, you can further adjust various generation parameters of the world before the official start, including terrain, resources, climate, creatures, etc. You can also allocate purchase points for initial survivor skills and carryable materials, thus creating Different single game experience
The core modules of the gameplay include character needs, production and management, and response to the external world. The systems between the three and within the three are highly interrelated and influence each other.
The gaming industry uses a 2D interface, the presentation of information is mostly text-based, and the overall operational interaction experience is relatively hard-core and traditional.
The attenuation of hunger value will reduce work efficiency and mood, which needs to be replenished through eating. The effect of eating is affected by different factors.
The attenuation of thirst level will reduce work efficiency and mood, which needs to be supplemented by drinking. Survivors will give priority to drinking. When there is no alcohol, survivors will look for water sources. The drinking effect is affected by different factors.
Survivors will continue to accumulate sleepiness during activities (not affected by day and night factors), reducing work efficiency and mood. They need to supplement through sleep. The sleep effect is affected by different factors.
Survivors may get injured and sick during activities. Sick survivors need to be treated, otherwise they will die due to worsening wounds. If a dead survivor is not buried in a coffin or tombstone, he will become a ghost and affect other survivors. normal life
In addition to maintaining basic survival, survivors also have spiritual needs, including dance viewing, interpersonal communication, prayer and belief, work, etc. If not met, survivors will become depressed and reduce production efficiency.
In addition to directly affecting the task results, the above basic needs will also form a set of mood values. The mood values will also affect the results of the task at the same time. The mood value is jointly determined by the character's immediate behavior and long-term memory
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