Why the bug I wrote became a core gameplay mechanic?!

Chapter 6: There’s a Bug in the Game!



Chapter 6: There’s a Bug in the Game!

Chapter 6: Chapter 6: There's a Bug in the Game!Gu Fan glanced at the prompt on the edge of his view.

["Infernal Trajectory" has acquired a negative emotion value: 482,916!]

With the surge of players, the negative emotion value also began to skyrocket, having increased by a hundredfold compared to before, but this was just the beginning.

Clearly, Instructor Ding's promotion was quite successful, and the traffic conversion rate on various platforms was also favorable.

Based on this trend, it was estimated that the game would effortlessly break through ten million in negative emotion value, perhaps even reaching twenty to thirty million.

However, the game's sales performance was rather dismal.

Up to now, Lilith's marketing plan had brought the game about over a million valid clicks and more than a hundred thousand "living people."

In other words, over a hundred thousand people had downloaded the game and played for a little while at least.

But so far, the game's sales were at 167.

Gu Fan was unsure whether this number still had room to rise, but he was pretty certain it had room to fall.

"Infernal Trajectory" adopted a peculiar payment model where players could play for free for 2 hours, only having to pay if they were satisfied afterward.

Ordinarily, no one would pay before trying out the game.

But there are all sorts in the world, and among these hundred thousand live players, there were always some rich guys who would pay as soon as they saw the game's graphics or after watching a streamer introduce it.

However, as the true nature of the game was revealed, these rich guys, who bought it without trying, would probably become fewer and fewer, and those who had already bought it might likely request refunds within a week.

Even with the most optimistic estimation and assuming that in the end two thousand people bought the game,

Transcendent Heaven Gaming Company would barely earn a pitiful twenty thousand yuan after revenue sharing with various platforms!

And the 5% that would go to Gu Fan's share would be less than a thousand yuan.

What's more terrifying is that the game's art resources were directly provided by Hell, while the money for buying the game template and functions was fronted by Lilith herself.

If these costs were included, the game would naturally be operating at a loss, and Gu Fan would not get a penny of the bonus.

At this moment, Lilith was very happy; she sneaked a glance at Gu Fan and became even happier.

Because right then, Gu Fan was sitting on a small stool, his expression blank and his demeanor dispirited, clearly resigned to his fate.

The pleased Lilith and the "supposedly" unhappy Gu Fan didn't say much but continued to watch Instructor Ding's livestream.

...

Soon, only the last ten minutes remained for Instructor Ding's moneymaking segment.

In the past 1 hour and 50 minutes, Instructor Ding had fallen countless times to the demons' gunfire, but he had no choice but to grit his teeth and persist in order to fulfill the task assigned by Client Daddy.

After ending a round of online combat, Instructor Ding returned to single-player mode to contend against an Infernal Inferior Demon.

After contending for a while, he entered online mode again to battle with his followers.

This went back and forth three or four times.

Still, no fun element could be found in the game!

During this time, Instructor Ding also played as a demon once, but this didn't make him happy; instead, it confirmed his belief that the game's designers really should seek treatment at a psychiatric hospital.

The demon's side could choose a High-rank Demon with a life force of 2,000 points and could wield any of Hellfire Gatling or Apocalypse Cannon as super-mod weapons.

The human's side stood no chance at all!

So in the end, Instructor Ding and his followers all gave up on trying to win, and they stopped attacking the warehouse or paying attention to the demons. Instead, human players began to entertain themselves.

They enabled friendly fire and started happily shooting at each other.

Instructor Ding had completely given up. He had to admit that the game's promotion had thoroughly crashed and burned, but it wasn't his fault—the game itself was flawed.

In these last ten minutes, there was nothing he could do but shoot randomly with his followers to simply pass the time.

...

Instructor Ding held an AWP sniper rifle, aimlessly

What caused it to trigger?

Quite simply, it was due to the "flick sniper" move!

The so-called "flick sniper" refers to aiming and pressing the left mouse button while scoping, while simultaneously flicking the mouse quickly; using the crosshair to aim at the enemy's current position.

Then, the moment you aim properly, you release the mouse button, and a precise flick sniper headshot is completed.

However, in "Infernal Trajectory," the situation seemed to have changed.

After performing a "flick sniper" move in this game, the bullet trajectory wasn't a straight line but an arc!

The specifics of this arc depended on the position of the mouse at the time of pressing and releasing the left button and the direction, speed, and distance of the mouse flick.

Since the bullet's trajectory was an arc, naturally, the point of impact was not where the mouse was aimed at the moment of release.

That's how the phenomena of "Bullet Bending" and "Shooting Through Walls" could occur!


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