Almighty Video Game Designer

Chapter 234 - Development Complete



As VR games greatly expanded the players’ field of view, the players still could clearly see the distance between them and the monsters in first person view.

Various abilities are used through thought instead of using keyboard and mouse, dramatically reducing the chance of misplays.

At the same time of improving the immersion, Yan Zhenyuan also made changes to some aspects of the game that didn’t suit VR games quite well.

Tone down on the dark atmosphere, avoid making monsters that are too disgusting to avoid player discomfort.

The levels are designed to avoid the players being stabbed in their back so they don’t have to constantly look around and get tired quicker.

Suitably reduce the move speed of the monsters to reduce the difficulty of ‘kiting’.

Basically, the early stages of Thousand Hells allow the players to feel the satisfaction of hack and slash games so they don’t have to panic by adjusting the difficulty of the levels.

Moreover, the take took some inspiration from Diablo in terms of the ability system, equipment system, and post game.

An incredibly satisfying VR game

Thousand Hells’ classes revealed, taking inspiration from the six realms.

Many fans have caught wind of this fairly early on and knew that Emperor Dynasty Entertainment was developing a VR game similar to Diablo.

Moreover, some players were in the beta test and have tried the game. Gameplay, classes and feedback were all leaked online.

Most players had nothing but praises for Thousand Hells after having played the game as it was an incredibly complete VR game. There were any noticeable flaws in the game, and it was filling in a huge market gap for VR hack and slash games too.

Many players had their eyes peeling for Thousand Hells’ official release.


Tip: You can use left, right, A and D keyboard keys to browse between chapters.