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First Day (2)

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There's no way I'm going to give fast travel to the players.

While I had no such systems yet, and wouldn't be making it anytime soon, I wouldn't. Just seeing the Players spread around like ants, there's no way I would have time to keep track of my players if I give them a method of fast travel.

I was distracted for just a second – well, okay, a minute watching the first players logging in, and almost missed the first battle in my created world!

As it turns out, one of the players' spawn points on one of the other floating islands turned out to be right on top of a... what were they called? Ah, yeah, right, the Gates of Evernia, thanks, Librarian!

That is, their spawn point was also the spawn point of imps. And so, Players who had just appeared after their creation, were instantly face to face with a small demon that, obeying the algorithms the AI had created, thank you Commander, the AI in charge of prescribing the behavior of mobs!

Seeing their chance, the Imps took advantage of the players' momentary loss of focus by leaping upon the nearest target to damage whatever it could. Considering the difference in height, it was the stomach.

The player, who suddenly felt his stomach being disemboweled, virtually that is, and seeing the small creature's sharp claws digging into his flesh, erupted into a scream – from fear and surprise, but not from pain, though. After some very expensive lawsuits, even the most gruesome and unpleasant death could not cause the player much pain. And so, the worst the player could feel was nothing more than the unpleasant, sensation of something foreign entering his body, maybe accompanied by a slight prick.

It was even less painful than from a needle of a syringe.

But the horror and surprise did their job brilliantly, causing the player, forgetting that they were just in a game, to run away, panicking. And as the spawn was on the border of the floating island – he did not run for a long time, finding his feet had brought him to a cliff, his screams echoing as he fell to his death.

I congratulated my foresight for creating the clouds, seeing that a multitude of people had fallen to their deaths – without this creation, the Players would have already found out that the world is incomplete!

In any case, the players who were around to observe such a terrifying event, for the most part, did as their rational minds told them. Seeing a fellow human being murdered in cold blood, they immediately forgot that the Imps were just lines of codes imposed on a graphic.

With a shout of panic, the Players began running away – except for one.

The Player, either naturally brave, or was just someone used to playing Deep Dive games, rushed forward, taking advantage of the Imps own distraction as they were busy chasing the other Players. The player punted the Imp, sending it careening away to fall down the cliff at the edge of the Island, basically killing it, even when his kick didn't do enough damage.

Hmm, I haven't prescribe killing enemies with environment items as a kill that brings experience to the player himself... Wait, I haven't prescribed any XP at all! I gave them parameters for leveling up – but not the way to actually level up!

Okay, I need to fix this quickly before the Player notice... What was your name again...

The player, after a moment of observation, pleased me with his quite sane nickname of 'Sturm Stross'... Let's just pretend that's his name. Okay, now let's quickly put a stopgap measure quickly! So, maybe a hundred experience points for the first level... And an Imp is worth... five experience – and there you have it, Killing 20 Imps should take some time, right? I should have time to design a level 2, for now anyway.

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