This Is Not a Bug but a Game Feature-Chapter 321 - 207: A Game Less Than One Gigabyte...
It’s interesting.
Chen Ba has been in the industry for so many years, involved in making games of various genres, touching on all kinds of themes.
But he has never touched FPS games!
There are mainly two reasons behind this. First, the FPS field is too competitive; he’s worried about entering this area and getting outdone by others.
The second reason, naturally, is the age-old cheating problem often associated with FPS games!
Because of these two reasons, Tianba Studio has not yet launched any FPS shooter games.
But times have changed.
Upon realizing the anti-cheat capabilities of the Tianba Engine when applied to FPS games, Chen Ba suddenly became interested in FPS games.
"If we can’t make games on the level of Call of Duty or Battlefield, then let’s lower our expectations and make an FPS game similar to Gunfire Reborn!"
"Gunfire Reborn?"
Lu was somewhat surprised, seemingly not expecting Ba to mention this adventure shooting FPS game from years ago.
"Is there a problem?"
Chen Ba explained, "I said, the primary purpose of the FPS game we’re making is to showcase the anti-cheat capabilities of the Tianba Engine."
"Since it’s meant for showcasing, the game’s size isn’t something we’re supposed to worry about..."
We can’t develop a AAA FPS big title just to demonstrate the anti-cheat capabilities, can we?
That would be too ridiculous!
Actually, Chen Ba initially thought, since it’s for demonstration purposes, to make things simple and convenient, we might as well use a 4399 mini-game.
However, he reconsidered, realizing that most of the shooter games on 4399 are just pretending and not genuine. Plus, can such level browser games really use the Tianba Engine?
Most likely not!
To perfectly utilize the Tianba Engine and showcase its powerful anti-cheat ability, a game with the size of Gunfire Reborn is a good choice.
If the size is too big or too small, the showcasing effect will be significantly reduced.
"But..."
Upon learning Ba’s idea, Lu frowned and said, "Gunfire Reborn seems to mainly focus on PVE adventure mode. Without a PVP mode, how can we showcase the anti-cheat ability?"
Although hacking runs rampant in FPS games, it also depends on the specific game.
FPS games with strong competitive features, mainly those with PVP modes, tend to have more cheating players due to players’ distorted competitiveness and vengeful mindset.
But for FPS games with weak competitive features, mainly focusing on PVE modes, there are few cheats as it’s mainly about fighting monsters and adventure, lacking player-versus-player combat.
Coincidentally, Gunfire Reborn belongs to the PVE adventure mode FPS games with weaker competitive features...
Lu’s concern is just that.
In order to demonstrate the anti-cheat ability of the Tianba Engine, Ba decided to make an FPS game, ending up similar to Gunfire Reborn.
Huh? How can this be demonstrated?
The whole game has few cheats, and the number of cheating players is far fewer than in other FPS games, so is it lacking a bit of fairness to use this game for demonstration?
"I’m just giving an example, not directly copying Gunfire Reborn..."
Chen Ba rolled his eyes and said, "We in Tianba are neither Penguin nor Pig Factory, don’t assume I’m that shameless."
Copying someone else’s game?
That’s what big companies like to do. Chen Ba would at most borrow some ideas; asking him to directly copy something wouldn’t sit well with him.
"That’s good then, that’s good!"
Upon hearing Ba wasn’t copying, Lu immediately relieved, then continued to ask, "So how do you plan to do it?"
"An FPS competitive game with integrated Roguelike elements, mainly focusing on one PVP mode!"
Chen Ba explained, "After entering the game, you’re randomly placed on a map, starting with a small pistol; all equipment upgrades depend on harvesting."
"Harvesting monsters?"
"How could it be harvesting monsters? Of course, it’s about killing other players, picking up their dropped weapons and equipment, or using bounty rewards to purchase more powerful weapons."
The game leans towards a free-for-all.
One game has 12 players, born into a random map, using various weapons to battle on the map, with free resurrections three times on each map.
After three times, you need to pay for it.
One game usually contains 3-5 maps; these maps all randomly appear Roguelike-style, each with special mechanics and areas to explore.
For example, the volcano map, it’s an open terrain with few covers, ideal for sniper rifles. Or the amusement park, where all various shelters and walls can be destroyed, making it exhilarating for machine gun sweeps.
Winning and losing in the game is easily determined.
Once all maps rotate, the player with the most kills in the game ranks first and receives the highest reward...
"Sounds a bit like CF’s personal competition mode? Just with a map rotation mechanic added!"
"It does sound a bit like it."
Chen Ba didn’t deny the similarities between the two. For such highly similar gameplay modes in FPS games, he was used to it.
If you have to argue, most FPS competitive games have a "bomb" mode!
Most FPS game modes are interconnected, even if the names differ, a closer look reveals that their gameplay largely overlaps.
There are also different game modes.
No need to mention the famous Battle Royale, but a relatively obscure game mode would be CF’s ghost mode, which other games don’t have.
This mode was quite popular at the time...
Even in today’s standards, CF’s ghost mode is quite a fun mode.
Unfortunately, for such a unique mode that was once so popular, it later gradually fell out of favor for reasons unknown.







