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11.53% Becoming the Strongest as a Game Dev / Chapter 2: Chapter 2 Rewrite

Bab 2: Chapter 2 Rewrite

Sam leans back, eyeing the list of simulation options. As an aspiring developer, he's eager to put his skills to the test and craft something captivating. His gaze lands on the E-Rank Simulation Gem, a small green orb that's never been used before.

Sam examines the Simulation Gems closely. He knows these are the tools developers use to craft virtual worlds, much like advanced VR games. Each Gem has unique properties and storage capacity that impact the quality of the simulations. Players can tap into their Mana to extract skills and items from these simulated environments. Using the sim drains the player's Mana, but that energy gets stored within the Gem itself. Developers like Sam can then draw on that stored Mana to learn new abilities or materialize items in their creations. They can even use the Mana to rank up a Gem, making it more powerful.

Simulation Gem Ranks (A/N: May change in the future)

Rank - Map size/Power Level that could be redeemed/color - Mana Needed to use

A- Planetary/Tectonic level powers (affect continents)/White - 800,000

B - World/Nuke(affect towns)/Red - 300,000

C - Continent/Urban(affect buildings)/Blue - 60,000

D - City/Superhuman(Street level)/Yellow - 10,000

E - Island/Human/Green - 1000

Sam eyed the small, green Simulation Gem. It was the last one he could afford after spending his savings on it. This was a make-or-break moment for the aspiring developer. His rent was due soon, and he couldn't afford to fail. Pushing aside his doubts, he forged ahead, determined to craft a captivating simulation that would earn him the money he desperately needed.

"Alright, Sam. Time to show what you're made of," he mutters, gripping the Gem tightly. With a deep breath, he channels his Mana into the orb, feeling it hum to life.

A familiar white expanse materializes around him, the blank canvas of a simulation ready to be brought to life. Sam's brow furrows in concentration as he surveys the empty space, his mind racing with ideas.

Sam gazes out at the vast, white expanse, his mind racing with ideas. As an aspiring developer, he's determined to create something captivating and unique within the limitations of the E-Rank Simulation Gem.

The Gem can only generate an island-sized map, with enemies around the street level. Sam knows he can't push the boundaries too far, but that doesn't deter him.

Sam taps his chin, pondering the limitations of the E-Rank Simulation Gem. He knows he can't create anything too grandiose, but he's determined to make the most of it.

"Okay, think, Sam," he mutters to himself. "What kind of game could I make that fits the size and power constraints?"

His mind drifts to the games he's enjoyed in the past, and one in particular stands out - Batman: Arkham Asylum. It's a game he's played countless times, marveling at the detailed environments and captivating storyline.

Sam snaps his fingers. "That's it! If I can recreate the Arkham Asylum setting and its core gameplay, I might have a shot at making something really immersive."

He's about to start working on the simulation when he hears loud knocks at the door. Sam exits the simulation to see who it is.

Sam hurried to the door as loud knocks echoed through his small apartment. Through the peephole, he saw his landlord, Mrs. Evelyn, her brow furrowed with impatience. Sam took a deep breath and opened the door.

"I'm sorry, Mrs. Evelyn. I'll have the rent ready for you by the end of the week, I promise." His voice wavered slightly, betraying the anxiety churning in his stomach.

Mrs. Evelyn's lips tightened into a thin line. "That's what you said last time, Sam. If I don't have that payment by the due date, you're out. No more excuses, you hear?"

Sam nodded quickly. "Yes, ma'am. I understand. It won't happen again." He avoided her stern gaze, his fingers fidgeting with the hem of his shirt.

Mrs. Evelyn eyed him skeptically, her arms crossed over her chest. "See that it doesn't. I don't have time for your nonsense." With that, she turned on her heel and stormed down the hallway, her heels clicking against the worn linoleum.

Sam let out a shaky breath, his heart pounding in his ears. He had to find a way to come up with the rent money, or he'd be out on the street. The thought filled him with dread, and he knew he couldn't let his landlord down again.

With that, she turned and stormed off, her heavy footsteps echoing down the hallway. Sam let out a deep breath, running a hand through his hair.

Once the landlord left, Sam grabbed the E-Rank gem from his desk and poured mana into it to start creating his simulation.

Sam begins experimenting with the simulation. He finds the controls much simpler than he expected. With just a thought, and he can create buildings, alter the landscape, and change the weather. But each modification drains his mana.

To start, Sam creates a blank mannequin as the base for modeling Batman. The featureless humanoid form stands before him. Sam concentrates, visualizing the iconic Batsuit. The gray bodysuit, the black cape and cowl, the bat emblem on the chest - all take shape with just a thought. He marvels at how precisely the simulation responds to his mental commands.

Next, Sam focuses on refining the mannequin's movements, imbuing it with the fluid grace and power he remembers from the Arkham games. He envisions the hero leaping across rooftops, grappling to higher vantage points, and engaging in swift, decisive combat. As he tests out various poses and animations, the mannequin responds fluidly, its movements capturing the essence of Batman.

Sam worked hard to bring Batman to life in the simulation. He knew it would be tough, given the hero's skills and gadgets.

Focusing on combat first, Sam recalled Batman's martial arts mastery and peak physique. Accurately portraying these would take time and effort.

Taking a break, Sam shifted to recreating Batman's iconic gadgets. He visualized the sharp Batarangs, testing their weight and balance. Next, he imagined the Grapnel Gun, with its compact design and rooftop-grappling mechanisms.

With the key gear in place, Sam turned to the setting - Arkham Asylum. He envisioned the towering Gothic architecture, with spires and gargoyle-adorned rooftops casting ominous shadows. Meticulously crafting the winding paths and iron gates, Sam ensured the asylum would challenge players' navigation.

Sam delved deeper into the facility, designing the Intensive Treatment Center with its fortified walls and security checkpoints. He also crafted the medical wing, where unethical experiments had taken place. Sam paid close attention to the oppressive atmosphere, incorporating dim lighting and distant inmate screams to create a palpable sense of dread.

Next, Sam arranged the cells housing Gotham's notorious criminals in the Penitentiary, allowing players to observe and interact with them. The Botanical Gardens proved particularly challenging, as Sam sought to recreate Poison Ivy's verdant domain, complete with mutated flora that would pose unique obstacles for Batman.

Finally, Sam navigated the complex layout of Arkham Mansion, meticulously designing the winding corridors and Dr. Young's office, where players would uncover crucial information. Beneath the mansion, he envisioned the network of caves that served as Batman's improvised Batcave, a safe haven amidst the chaos.

Throughout the process, Sam remained focused and determined, using his creativity and problem-solving skills to bring the world of Arkham Asylum to life in the simulation.

After a few hours of working, Sam realized he was running out of mana and decided to take a break. Stepping away from the Gem, he felt lethargic. The small apartment felt confining after the virtual world. Fatigue weighed on him, a contrast to the focus he had maintained.

Sam made his way to the kitchen, pouring a glass of water. As he sipped, he felt proud of his progress. The simulation's detail and responsiveness were remarkable, given his limited experience.

However, the worry about his rent resurfaced, casting a shadow over his accomplishments. Sam knew he needed to monetize his creations soon, or risk losing his home. With a sigh, he returned to his desk, determined to find a solution.

Sam takes a deep breath, his mana reserves fully replenished from meditating and resting. He turns his attention back to the Simulation Gem, determined to bring his vision to life. His next objective is clear - he must create the villains for his Arkham Asylum simulation, and who better to start with than the infamous Joker.

Sam's furrowed his brow in concentration. He recalls the Joker's twisted appearance, his pale skin and vibrant green hair, and begins to meticulously craft the villain's model. The Joker's maniacal grin takes shape, and Sam can almost hear the character's unnerving laughter echoing through the digital halls of Arkham.

As he works, Sam pays close attention to the Joker's movements, ensuring that the villain's unpredictable fighting style and penchant for theatrics are accurately captured. He integrates the Joker's signature gadgets, from his deadly Joker Toxin to the chattering teeth bombs, each one a testament to the character's deranged genius.

Sam fixes his gaze on the Joker model he's created. He knows perfecting the villain's voice is crucial to bringing the simulation to life. Luckily, the Simulation Gem's advanced capabilities allow him to generate high-quality audio without expensive voice actors.

Closing his eyes, Sam takes a moment to imagine the Joker's maniacal personality. He can picture the villain's gleaming, manic eyes and twisted smile, and he knows the voice must match that unsettling energy. With a few keystrokes, Sam begins experimenting, cycling through different tones and inflections.

At first, the Joker's voice sounds too cartoonish, lacking the sinister edge that makes the character so terrifying. Sam frowns, adjusting the pitch and adding a raspy quality to the delivery. As he fine-tunes the performance, the Joker's voice takes on a haunting, almost hypnotic quality, filled with a sense of unpredictability that sends shivers down his spine.

Satisfied with the result, Sam leans back and listens to the Joker's voice echoing through the simulation. The sound is a perfect blend of charm and menace, a testament to the Joker's ability to captivate and terrify his audience. Sam knows this voice will be a crucial element in immersing the Hunters within the world of Arkham Asylum.

Sam turns his attention to his next task - bringing Harley Quinn to life in the simulation. He recalls the iconic villain's appearance, her vibrant pigtails and provocative nurse-inspired costume.

As he works, Sam envisions Harley Quinn's playful yet sinister demeanor. He imagines her mischievous smile, the way her eyes sparkle with a hint of madness. Carefully, he sculpts her features, ensuring that the model captures the character's youthful vitality and underlying instability.

Sam pays close attention to Harley's movements, imbuing her with a sense of acrobatic agility. He envisions her leaping and twirling, her every action a testament to her gymnastic prowess. The developer experiments with different animations, testing out various combat styles and taunting gestures that reflect Harley's unpredictable nature.

As the model takes shape, Sam can almost hear Harley's bubbly, sing-song voice echoing through the simulation. He knows that her dialogue will be a crucial element in bringing the character to life, a blend of childlike playfulness and unsettling cruelty. Sam begins to craft her lines, imagining the way Harley would taunt and provoke her enemies, her words dripping with a twisted sense of humor.

Sam turns his attention to the other villains he needs to create for the Arkham Asylum simulation. He envisions the towering, muscular form of Bane, the feral rage of Killer Croc, the seductive power of Poison Ivy, the chilling intellect of Scarecrow, and the disturbing obsession of Victor Zsasz.

With a focused determination, Sam sets out to bring these iconic Batman foes to life within the Simulation Gem. He knows each character will require a unique approach, and he is determined to capture their essence with meticulous attention to detail.

First, he turned his attention to Bane, the towering, muscular villain known for his relentless strength and strategic intelligence. Sam envisioned Bane's imposing physique, the scars and injection marks that adorned his body, and the tubes that fed the Venom drug directly into his system. He carefully sculpted the model, ensuring that Bane's features conveyed both his brutality and his cunning.

As Sam worked, he paid close attention to Bane's movements, incorporating a blend of raw power and calculated precision. He programmed the villain to seamlessly transition between crushing blows and tactical maneuvers, creating a formidable opponent that would challenge the Hunters' skills.

Next, Sam focused on Killer Croc, the monstrous, reptilian inmate of Arkham Asylum. He meticulously crafted Croc's green, scaly skin and imposing stature, ensuring that the creature's animalistic features were both captivating and terrifying. Sam knew that Killer Croc's presence in the simulation would create a sense of unease and primal fear, forcing the Hunters to navigate the character's domain with caution.

As he brought Killer Croc to life, Sam paid special attention to the villain's enhanced senses and amphibious abilities, programming the creature to lurk in the shadows and ambush unsuspecting Hunters. He wanted the Hunters to feel a sense of dread and vulnerability when faced with Croc's formidable presence.

Shifting his focus, Sam turned his attention to Poison Ivy, the alluring and dangerous eco-terrorist. He carefully sculpted Ivy's striking features, from her vibrant red hair to her pale, almost greenish skin. Sam knew that Ivy's seductive charm and pheromone-based abilities would be a crucial element in the simulation, and he worked tirelessly to capture her mesmerizing presence.

As he programmed Ivy's abilities, Sam ensured that her connection to the natural world was seamlessly integrated into the simulation. He envisioned her manipulating the plants around her, using them as both a means of defense and a tool for her twisted agenda. The developer wanted the Hunters to feel a sense of awe and unease when confronting Poison Ivy, unsure of whether to be captivated or terrified by her power.

Moving on, Sam focused his attention on Scarecrow, the twisted psychologist whose mastery of fear made him one of Batman's most formidable foes. He carefully crafted the villain's haunting appearance, from the ragged burlap mask to the hooded robe that concealed his gaunt frame. Sam knew that Scarecrow's true power lay in his ability to manipulate the minds of his victims, and he set out to recreate this aspect of the character with meticulous precision.

As he worked, Sam programmed Scarecrow's fear toxin, a potent hallucinogenic gas that would plunge the Hunters into nightmarish visions tailored to their deepest phobias. He wanted the Hunters to experience the same sense of dread and disorientation that Batman had faced in the original Arkham Asylum game, leaving them vulnerable and uncertain.

Finally, Sam turned his attention to Victor Zsasz, the chilling serial killer whose body was marked with tally scars representing each of his victims. He carefully sculpted Zsasz's gaunt, disheveled appearance, ensuring that the character's unsettling presence would linger in the minds of the Hunters.

As he brought Zsasz to life, Sam focused on the villain's unpredictable nature and his obsession with death. He programmed the character to move with a feral agility, striking suddenly and without remorse. Sam knew that Zsasz's presence in the simulation would create a sense of unease and tension, forcing the Hunters to remain vigilant and on edge.

With each villain meticulously crafted, Sam felt a sense of pride and accomplishment swelling within him. He had poured his heart and soul into bringing these iconic characters to life, and he knew that the Hunters who experienced his simulation would be in for a truly immersive and challenging adventure.


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