Hello everyone, I’m Xiao Bai, the producer of “Xiaomori Life” (hereinafter referred to as “Xiaomori”). It took 3 and a half years for Komori’s life from the establishment of the project to the launch of the project. After the recent launch, the game has received many attentions, which makes us a little flattered. As a producer, first of all, I am very grateful to everyone for their support and preference for this game; secondly, in addition to being grateful, I also want to use this platform to know all the friends who have been with us for a long time and give fair comments to colleagues. Talk to the new players from the R&D team’s heart. In fact, frankly speaking, there must be a lot of subjective colors for the production team to evaluate their own games. I still remember three years ago, it was amazing, the team got together because of a very, very simple original intention. Those of us miss the idyllic life when we were young too much. We were so happy on the country roads and you chased me. When we were tired, we sat in the shade of the trees, gnawing on the watermelon, and listening to the cicadas and the cries. This feeling is what we really want to restore. In the past three years, from a concept and original intention to the present Komori, a small team of dozens of people overturned the original design and overturned the progress. It can be said that we accompany it a little bit from scratch, just like stumbling and growing up with our own children. Just as parents will always feel that their children are the best, as a producer, I am always full of confidence in our products. Therefore, I use this sentence to answer this question: Komori is a good child, and it will definitely continue Grow strong, please wait and see~ Well, after answering the questions, let’s take a look at Komori again. From the perspective of a game industry practitioner, are there any shortcomings in Komori’s game? Have! Too much! One week of the public beta, I saw feedback from many players and friends. Here, I can quickly list ten, twenty, and one hundred. But from the perspective of the producer, it is still sad to bring the children before everyone to accept the evaluation, even if they have a certain degree of psychological preparation. Players, friends, please give us a little more time. We are confident that we will iteratively optimize as soon as possible in subsequent versions to solve the pain points that everyone has feedback. Komori Life Healing Starter: Receive a letter from your grandmother, go back to your childhood hometown, Komori Village, and start your new life. So, what was the team doing before? Why would such a product be launched? It is also something I want to talk about. “Komori Life” is a work with many regrets for us. In the process of putting the beautiful ideas of unconstrained and unconstrained ideas into the Komori that can run on everyone’s mobile phones, we made many compromises in the face of reality. First of all, the level of gameplay. Three years ago, there were almost no games of the same type on the market for us to refer to and learn from. It can be said that in the process of designing gameplay and optimizing the experience, the entire team is in a state of crossing the river by feeling the stones. We have been thinking about how to integrate the stand-alone game of ranch management gameplay with social gameplay? The first problem is how to be accepted by both stand-alone players who love ranch management and online game players who prefer social networking. We have set a principle: never set compulsive social interactions, and stand-alone players can also experience almost all of the game content. Later, this concept was affirmed in many small-scale file deletion tests. Players who like to farm, fish, and chop wood on their own feel very comfortable and enjoy it. A group of very friendly and helpful players will frequently help solve problems in the chat channel. Then, the second problem followed one after another: the game content was consumed too quickly. Faced with this problem, we have had many discussions and disputes, and many proposals have been made. For example, since the physical energy consumed by work can be recovered by cooking, why not directly limit the number of meals eaten per day? “Too hard, PASS”; a new satiety limit is added, and players can no longer use cooking to restore their physical strength when they are full, until the satiety decreases over time? “Disrupting the rhythm of work, the UI performance and the concept of physical strength are positive and negative, resulting in poor feeling, PASS.” We need a set of mechanisms to effectively and not rigidly guide players to experience the game easily and casually. Finally, a highly controversial plan was settled: adding a fatigue value system, as physical exertion increases, players will enter a state of fatigue. In the state of fatigue, the physical energy consumed by the same game behavior increases. The purpose of joining this system is to hope that players can slow down and get rid of impatience when playing Komori. In Komori, there is no numerical suppression, no combat effectiveness/PK rankings, everyone slows down, planting the fields, decorating, sitting in the rocking chair to watch the sunset, isn’t it comfortable~ Come on, let’s talk about the poor picture that the most people complain about. The earliest Komori was actually a common two-dimensional cartoon rendering style, but we did not have a wealth of experience in this rendering technology, and could not attract everyone’s attention among many excellent products. So, we chose the current style picture. Obviously, this is not an easy way. From the original painting to the model, we adjusted and polished thousands of times. In addition, in order to allow more players to experience Komori’s game, with our existing technical strength, we can only temporarily choose the latter in the trade-off between model precision and adaptability. Therefore, compared with many games on the market, the current version of the game model is indeed not refined enough. However, as the company’s first 3D game, “Komori Life” has been accumulating experience in the production process. Under the premise of ensuring compatibility and unaffected performance, it will be our eternal pursuit to continuously polish the product picture. Finally, let’s talk about the scene loading problem. Three-step one-reading and five-step one-loading really affect the game experience, but as a 3D semi-open world game, compared to loading, the memory resources of your mobile phones are not released, which will directly cause the game to crash. Simply put, the reading you experience is actually a re-release and reading of the memory resources occupied by each scene. Only in this way can you ensure the relative stability of your long-term game. This is really a helpless move taken by the technical team in order not to flash back. I hope everyone understands and I hope everyone can help us! (The team collectively kneels and washes the clothes board…TvT) Of course, we have been facing up to and exploring issues such as the network is not smooth enough, the tasks are too monotonous, and the daily affairs are too liver. We will definitely hand in answers to everyone’s satisfaction as soon as possible. “Life in Komori” has attracted more people’s attention, which is very happy. However, the various problems and complaints that everyone has reported have also given us a deeper sense of betrayal of trust, guilt and regret. These will become the driving force that spurs us to move forward urgently: we will continue to learn the possibilities of unity3D; we will continue to deepen the fluency of online games; we will continue to reduce the problem of stuck points in the process; we will continue to pay attention to everyone’s complaints and opinions ; And, we will continue to work hard to get out of our own style on the road of making games. In the next few versions, we will make continuous improvements in response to the most feedback from these players. I hope you will wait and see. It is true that Komori is not a satisfactory answer to everyone, whether it is for the players or ourselves. But at the same time, the current Komori will never be our last answer. Thanks again to everyone who can see here, and thank you for your attention to Komori. Regardless of whether the evaluation is positive or negative, it will become the cornerstone of our progress. Finally, thanks again!