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Chapter 336: Chapter 215: The Bizarre Ancestor Tree

Lu’s aning, Chen Ba understood.

Turn "Ancestor Tree," originally set as a light roguelike, into a full-fledged Roguelike ga, where each attempt is a brand new beginning.

It’s just that...

Compared to other non-linear traditional Roguelike gas, "Ancestor Tree" will add a stable-trigger, non-random elent to the random nature—Ancestor Tree!

What does this an?

This ans that in the roguelike ga "Ancestor Tree," every ti a character dies, it will leave a permanent mark on the current map or level event—a tree growing on a grave!

So, when players randomly encounter this map or event next ti, they will see the traces they left earlier and obtain treasures left by the protagonist’s ancestor before dying.

"This is indeed nice..."

Chen Ba closed his eyes and thought for a while, finding Lu’s suggestion reasonable. For the sake of gaplay, a heavy roguelike would indeed be more fun than the version he initially envisioned.

If he were a player, he would probably like Lu’s modified version as well.

There’s another aspect!

With this ga modification, despite intensifying the Roguelike elents, the thod to beat the ga or the correct way to play hasn’t changed.

Still, generation after generation of "protagonists" blaze the trail, sacrificing themselves to leave hope for future descendants; the ga still requires "countless lives" to brute-force through it.

"To be honest..."

After using the leftover half-bucket of water for watering the tree to wash hands, Yang Dong couldn’t help but ask, "I’m actually more curious about one thing, what does this Ancestor Tree look like?"

Ancestor Tree?

With such an impressive na, it shouldn’t look exactly like a normal tree, should it? Isn’t there a bit of distinctiveness?

"A tree that doesn’t bear fruit, but items—doesn’t that stand out?"

Chen Ba rolled his eyes and said, "Besides, Ancestor Tree is a general term; any tree growing in the place where the protagonist’s body decays is called Ancestor Tree, the species of tree isn’t the sa..."

This depends on the person.

Every protagonist’s adventure involves different choices, yielding different results, encountering various dangers, and witnessing diverse scenery.

Naturally, the Ancestor Tree grown from them will be different too.

So might be apple trees, bearing all sorts of ga items and recovery dicines instead of apples!

So might be a tea tree...

Others might even turn into toxic arrowwood, highlighting a "Grandson, dare you co and touch your grandpa?" scenario.

"Is this under player’s control?"

"No!"

Chen Ba shook his head, "The formation of the Ancestor Tree happens post-player death, automatically generated, the process is beyond player control."

"But the various choices players make during their lifeti, including the experience and routes during adventures, determine how this Ancestor Tree will grow, whether it flowers or bears fruit, etc."

"Oh, by the way!"

"Not all Ancestor Trees yield harvests; so ancestors led such miserable lives that at death’s door, there’s nothing left for their descendants, bare trunks and branches, perhaps even leafless..."

This follows the ga’s background story.

During actual gaplay, this situation reflects dying too hastily in the last life, failing to progress further, not even acquiring one useful item, leading to such a shabby Ancestor Tree.

The ga needs items and skills.

Powerful ga items and skills help players defeat nurous monsters, pass through many levels, evade a series of traps, and smoothly reach the endpoint.

But these powerful items are mostly one-ti products, usable at most three tis.

Skills are slightly better; once learned, they can be used permanently, but skills possess several prominent issues.

The first is cooldown ti!

The more powerful a skill, the longer the cooldown; it might only be usable a few tis during one ga session.

The second is death leading to inevitable forgetting!

This chanism’s existence gives the Ancestor Tree significance. After all, the Ancestor Tree’s random provision of good stuff eliminates the need to start over.

Regarding the third point, it’s one of the key reasons why skills are less handy than items—that’s adaptability!

Items can be used however desired, but skills cannot be learned randomly; the principle of "the more skills, the better" doesn’t apply in "Ancestor Tree."

Chen Ba plans to design multiple skill developnt directions for "Ancestor Tree." Between different directions, skills can be learned but will have strong negative effects.

For example, Great Strength Ostrich!

Under this skill, player movent speed decreases but can use weapons to destroy traps along the way. But this "reduced speed" side effect, when shifted to the "higher speed, better evasion" style, becos the root of all evil.

Hence, skills cannot be learned randomly.

Before learning skills, one must consider how to learn new skills later. Otherwise, it results in a lot of skills learned, but overall strength is greatly discounted, leading to comical incidents.

"This ga shouldn’t be big, right?"

"Not big..."

Chen Ba was really tempted to say, given the ga description clearly suggests its scale, is it necessary to ask this question?

Could "Ancestor Tree" possibly expand into a AAA ga?

It has to be a mini-ga!

Of course, this ga’s smallness is relative to AAA gas. For those several-dollar erotic gas, "Ancestor Tree" would definitely be considered a large ga.

...

After planting the trees, it was just in ti for a al.

Chen Ba bought two sheep from a farm and organized a roast whole lamb al for the group. Hence, dozens of people marched to the farmhouse, so washing vegetables, so stir-frying, all busy and having fun.

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