This is the ninth art
Chapter 178 1 Years of Skill in One Punch!
Chapter 178 20 years of skill in this punch!
Chu Jun once mentioned six difficulty modes in the planning book of "Devil May Cry".
Easy, Normal, Hard, Nightmare, Hell, Heroic
The first three, as the name suggests, are the three basic choices that will exist in conventional action breakout games.
Difficulty increases sequentially.
And when it comes to Nightmare difficulty, the game starts to look different.
In Nightmare difficulty, the enemy's attack and defense, as well as the monster AI will be greatly increased.
As long as the player appears in the monster's line of sight, the monster will swarm up.
This mode is specially prepared for players who like to challenge high difficulty.
After reaching the hell-level difficulty, the player's blood bar will be canceled, and the player's real blood volume will be dead at the touch of a touch.But at the same time, the monster's blood volume is also instant death.
In the final hero-level mode, the player's blood bar is cancelled, and the player dies at the touch of a button.
But the monster blood bar maintains the difficulty of nightmare level.
That is the so-called no-injury clearance.
However, considering that the work of "Devil May Cry" itself is not very challenging.
Because the protagonist group has a wide variety of weapons, skills, and moves.
Large operating space.
Even on Nightmare difficulty, after understanding the monster's attack mechanism, there are not a few players who can get through it.
On the hell difficulty, both the enemy and the enemy have only one drop of blood, which is more entertainment.
Therefore, only the hero level is really difficult, that is, the monster maintains the nightmare difficulty unchanged, and the protagonist has a drop of blood.
Except for the heroic difficulty, the other difficulties do not have high requirements for the player's operation.
"Devil May Cry" has never been a game that requires extreme reaction and extremely high operation.
This setting also made Junyue's R&D engineers very confused.
No wonder the player is so strong.
Didn't this fall into the player's low trap that Mr. Chu said.
This is the so-called 'high skill, low challenge' zone of player boredom.
Players may feel bored after playing for a while and abandon the game.
But Junyue Company has been established for so long, and it has never made mistakes in following Mr. Chu's thinking.
Therefore, the employees under him didn't ask too many questions, and developed "Devil May Cry" step by step.
Professional action guides are invited.
Modeling is also done.
But the biggest problem right now is that the effects of the produced movements are very weak.
There are too many skills, but every move is full of the feeling of not waking up.
"Before I was busy with the Asia Tournament, I was negligent." Chu Jun did not blame the employees under him, but took the responsibility on himself, which made most of the guilt in the hearts of many employees present dissipate. There was also a little more respect in the eyes looking at Chu Jun.
Immediately, under everyone's gaze.
Chu Jun borrowed a programmer's computer, opened the action programming instructions, and applied a basic 3D model, a three-person doll with no face, skin color, or gender characteristics.
And cast the screen.
"Next, I will show you how to present the sense of attack on the screen. With the sense of attack, any boring battle will become interesting, even if the object being hit is a sandbag."
As soon as Chu Jun said this, Zeng Chuangniu didn't believe it at the time, and the boss with staring eyes came forward: "How did this become interesting? Why don't I believe it..."
Many employees also showed surprise and suspicion.
Boring battles just need to increase the sense of attack to become interesting?
is that a lie?
The reason why all kinds of fighting games headed by King of Fighters 97 are so good is because of player interaction?
If the opponent is replaced by a miscellaneous soldier who can't fight back, or has little combat effectiveness.
Fighting games probably won't be played anymore.
Just when everyone didn't quite believe it.
I saw Chu Jun's ten fingers flying, and quickly typed out a series of simple action codes.
And import the action data sent to him by the original employee.
"Let's see the effect now?" Chu Jun smiled lightly and clicked play.
Suddenly, there was an uproar in the office.
"Mist Grass! This effect?"
"The sense of contrast came out immediately!"
Zeng Chuangniu couldn't help but nodded beside him.
"It's indeed much better than before. Obviously, the movement hasn't changed. What's going on?"
The picture is played in split screens.
On the left is the lens modified by Mr. Chu.
On the right is the original production.
The character has the same swinging sword attack style.
But the visual effect of falling on the monster is different.
In the original action model, the monster will have a slight backward posture after being hit.
Just like the "inertial shock" in people's common sense, when you are hit, you will stagger backward/left/right.
But in Chu Jun's production shot.
After the monster is hit, there will be a noticeable stagnation effect for the first few frames of the stagger.
If it is played coherently, it becomes - the character slashes out with a sword, the monster froze for a moment after being hit, and then staggered.
But the latter can clearly feel the thickness of the attack.
The monster seemed to be hit by a heavy object.
"It came up with just a scratch!" Some employees couldn't help but sigh.
"This is called a pause frame, as the name suggests, it means a pause in the number of frames." Chu Jun explained softly: "The mechanism is very simple, and all the designers here should know it."
It is not difficult to design to stop the frame rate of the monster when it is attacked. It is nothing more than a small series of numerical changes in the action code.
But being able to think of this is the hardest part.
Many employees looked at Mr. Chu with admiration in their eyes.
Originally, to them, President Chu was a game creator with genius and creativity.
The planning is detailed and refined.
But they don't necessarily know more about the details of game development than the designers present here.
After all, the person who sits here and does the exercises every day is himself, not Mr. Chu.
Chu Jun's simple show made many employees feel the gap.
Your boss is still your boss.
"The principle of the stun frame is also very simple. If you take an ax to split the tree, if you cut the tree directly at one time, obviously you will not feel the impact. But if you chop the ax down, the tree will appear a split You can clearly feel the feedback of this strength at this time."
"We apply it to monsters, and it's the same."
"Besides, there is another technique commonly used in movies, slow motion. I'll demonstrate it a little more." After Chu Jun's voice fell, he began to modify the command data again.
Soon, the modification is complete.
In the blessing picture in slow motion.
Combine frames.
It is very intuitive to feel the power contained in the swing of this sword.
"At this time, we also need to add an 'expectation value of being hit', which is a relatively abstract concept and belongs to the sensory level. We need to adjust it through continuous data adjustment to be precise."
The expected value of being hit, in simple terms, is what the player thinks the monster should look like after the hit.
If it's just a light punch, even if slow motion and frame pause effects are added, it will give a sense of strength and impact.
But the monster flew out with a 'swoosh'.
This belongs to 'beyond the expected value range'.
Not only did it not make the player feel that the experience was good, but it would feel that it was too exaggerated.
But if the light fist is replaced with a broadsword charged heavy strike, the character leaps high and slashes at the monster Tianling Gai!
At this time, adding slow motion and frame pause effects, the monster just staggered backwards after the end.
Obviously, it does not meet the players' inner expectations.
After being hit by this blow, the monster flew out together with the cracked rock fragments.
Obviously logical.
"Hiss... Mr. Chu is too detailed! Why didn't I think of it before?" A staff member's pupils widened and he inhaled lightly.
"Indeed, after such a demonstration, the current strike screen is much richer and more exciting than before. The characters are also very dynamic."
"But use it reasonably." Chu Jun explained patiently.
With the increase in the size of the game, he has been unable to complete large-scale independent research and development of the game by himself.
These employees are required to save time and effort.
"Slow motion is best used on some special skills and nirvana to highlight the uniqueness of this skill. The pause frame also varies from monster to monster. If you can't fight mobs, there will be a pause of three or five frames. If you fight a boss, it will still be three or five frames. A pause of five frames. This will lower the level of the boss."
Watching Chu Jun's patient explanation.
Zeng Chuangniu on the side couldn't help but sigh with emotion: "It is indeed the world of you young people now. Although I don't know much about the game industry, Xiao Chu explained it very clearly, and I can feel the difference in the demo screen. The game This industry seems to be better able to present some wild imaginations than movies. Times have really changed.”
In addition to the freeze frame, slow motion, and expected value of being hit just mentioned.
Chu Jun also mentioned two other details.
lens sense.
This is no secret, many commercial blockbuster movies will use camera shake to reflect some epic momentum.
Large-scale disaster films such as building collapses, earthquakes, and floods will also be presented through slight/strong tremors of the camera.
The zooming of the lens is usually suitable for the character's charged attack. The screen will zoom in and out as the character charges up, and when the final charge is completed to cast a blow, the camera will be expanded to the original field of view.
If you use it together with slow motion + pause frame, you will feel a super strong sense of impact.
"And, special effects are also very important." Chu Jun looked around.
This time, he took a bit of seriousness and seriousness.
"I remember that our company has many excellent special effects artists, but I haven't seen too many special effects on the mobs. I don't know if you plan to save them for the boss battle, or focus on Above the scene special effects."
If it is said that the designers of Blue Star do not understand the impact, but there is absolutely no need to point out the special effects.
There are too many classic movies or animations, and even many short video clips now, which can use special effects to the extreme.
Chu Jun was quite disappointed that this was not done well.
Be tolerant when it should be tolerant, and be serious when it should be serious, so that employees will have a sense of urgency.
"Even in the martial arts movies of the 80s, in order to show the special effects of striking, the masters will smear some flour before fighting, and the flour particles will scatter when striking, which is also very helpful to the feeling of striking. Force is invisible, but it can be shown by the trajectory of other objects."
"The definition of "Devil May Cry" is very intuitive. It is the first 3A-level conceptual masterpiece. Don't suppress yourself, okay?"
"You just need to be clear about one thing, we are here to show off our skills to the players! It is to let the players know how awesome our Junyue game is! Special effects artists, put all the cool special effects that you can think of in your mind, what kind of sports? Blur, what kind of light particles, sputtering, all of them can be used reasonably, can you?"
The resounding "received" gave Chu Jun an affirmative answer.
After the demonstration just now, many new employees have developed a sense of admiration for this boss who has never even met.
Because of the comparison, Chu Jun's 'angry' this time did not make the employees feel repulsed, but felt that he was justified.
"Finally, to briefly summarize, the sense of impact is a way of presenting the transmission of invisible force."
"What our players want to see is that when I punch down, the monster will be directly hit by me, and it will be sent flying by me. It is best to crash something on the way, so that the player can feel the power of the monster." I have 20 years of skill in this punch, what do you use to block it?' Only in this way can you fully express the smoothness of the blow."
"I'll give you a brief demonstration, just this once. Watch it."
Chu Jun sat back on the chair again, his fingers flying rapidly on the keyboard.
After about ten minutes.
A short section of complete screen presentation about the interpretation of the sense of percussion.
The protagonist holds the sword and sprints quickly to the monster.
An upward pick knocks the monster into the air, and there is only a very brief pause here.
Because the player's expectation is not this blow, but the next action after this blow.
The protagonist then follows the knocked-up monster and jumps.
Multi-stage continuous slashing in the air, minimalist blood splatter special effects, accompanied by the protagonist's fast swinging sword, and the monster's continuous pain-eating and low-pitched sounds.
Let the whole picture have a rich visual experience.
Immediately, a downward slashing strike was the finishing move.
The slow motion and zooming of the lens are presented simultaneously at this time, giving the protagonist a sense of heaviness in the next blow.
The sword blade slashed at the monster, and the frame pause became obvious, even making people off-screen feel the strength of the protagonist's strike.
After the monster was slightly hit and stayed in the air, it immediately slammed to the ground with an acceleration!
"Boom!!!" There was a great momentum.
After the monster hit the ground, it splashed a circle of dust and gravel, and rolled backwards a few times before stopping.
The demo screen ends here.
This is just the simplest sense of shock, and Chu Jun has not yet exerted his full strength.
But the whole office fell into a moment of silence.
Everyone was stunned!
Little Song Jia even opened her mouth in a sluggish manner.
Zeng Chuangniu's eyes straightened.
This image... this sense of impact...
Simply...absolutely!
After several seconds of silence.
There were exclamations and uproars in the entire office.
"Dig the grass!!! This is too handsome!!"
"What's the matter with the shock feeling that is about to overflow the screen?!"
"Obviously I only fight mobs, but after being endowed with a strong sense of attack, I even want to enter this game because of this video! If I were a passer-by player."
"This is the striking effect that Mr. Chu took 10 minutes to create? When I think of the effect that I have been pondering for three days before, it feels like a piece of shit that I made myself..."
"You can shoot a big action movie with a mob... I'm so shocked! That's it, it's just a simple special effect. Damn... I have to work hard and make special effects!"
"I'm convinced... I'm really convinced... I knelt down."
"I used to think that Mr. Chu was only responsible for providing us with inspiration, and the real game design still depends on us... Now I realize that I was wrong."
"Mr. Chu simply can't do it by himself... His design concept is much better than ours..."
"Yes."
(End of this chapter)
Chu Jun once mentioned six difficulty modes in the planning book of "Devil May Cry".
Easy, Normal, Hard, Nightmare, Hell, Heroic
The first three, as the name suggests, are the three basic choices that will exist in conventional action breakout games.
Difficulty increases sequentially.
And when it comes to Nightmare difficulty, the game starts to look different.
In Nightmare difficulty, the enemy's attack and defense, as well as the monster AI will be greatly increased.
As long as the player appears in the monster's line of sight, the monster will swarm up.
This mode is specially prepared for players who like to challenge high difficulty.
After reaching the hell-level difficulty, the player's blood bar will be canceled, and the player's real blood volume will be dead at the touch of a touch.But at the same time, the monster's blood volume is also instant death.
In the final hero-level mode, the player's blood bar is cancelled, and the player dies at the touch of a button.
But the monster blood bar maintains the difficulty of nightmare level.
That is the so-called no-injury clearance.
However, considering that the work of "Devil May Cry" itself is not very challenging.
Because the protagonist group has a wide variety of weapons, skills, and moves.
Large operating space.
Even on Nightmare difficulty, after understanding the monster's attack mechanism, there are not a few players who can get through it.
On the hell difficulty, both the enemy and the enemy have only one drop of blood, which is more entertainment.
Therefore, only the hero level is really difficult, that is, the monster maintains the nightmare difficulty unchanged, and the protagonist has a drop of blood.
Except for the heroic difficulty, the other difficulties do not have high requirements for the player's operation.
"Devil May Cry" has never been a game that requires extreme reaction and extremely high operation.
This setting also made Junyue's R&D engineers very confused.
No wonder the player is so strong.
Didn't this fall into the player's low trap that Mr. Chu said.
This is the so-called 'high skill, low challenge' zone of player boredom.
Players may feel bored after playing for a while and abandon the game.
But Junyue Company has been established for so long, and it has never made mistakes in following Mr. Chu's thinking.
Therefore, the employees under him didn't ask too many questions, and developed "Devil May Cry" step by step.
Professional action guides are invited.
Modeling is also done.
But the biggest problem right now is that the effects of the produced movements are very weak.
There are too many skills, but every move is full of the feeling of not waking up.
"Before I was busy with the Asia Tournament, I was negligent." Chu Jun did not blame the employees under him, but took the responsibility on himself, which made most of the guilt in the hearts of many employees present dissipate. There was also a little more respect in the eyes looking at Chu Jun.
Immediately, under everyone's gaze.
Chu Jun borrowed a programmer's computer, opened the action programming instructions, and applied a basic 3D model, a three-person doll with no face, skin color, or gender characteristics.
And cast the screen.
"Next, I will show you how to present the sense of attack on the screen. With the sense of attack, any boring battle will become interesting, even if the object being hit is a sandbag."
As soon as Chu Jun said this, Zeng Chuangniu didn't believe it at the time, and the boss with staring eyes came forward: "How did this become interesting? Why don't I believe it..."
Many employees also showed surprise and suspicion.
Boring battles just need to increase the sense of attack to become interesting?
is that a lie?
The reason why all kinds of fighting games headed by King of Fighters 97 are so good is because of player interaction?
If the opponent is replaced by a miscellaneous soldier who can't fight back, or has little combat effectiveness.
Fighting games probably won't be played anymore.
Just when everyone didn't quite believe it.
I saw Chu Jun's ten fingers flying, and quickly typed out a series of simple action codes.
And import the action data sent to him by the original employee.
"Let's see the effect now?" Chu Jun smiled lightly and clicked play.
Suddenly, there was an uproar in the office.
"Mist Grass! This effect?"
"The sense of contrast came out immediately!"
Zeng Chuangniu couldn't help but nodded beside him.
"It's indeed much better than before. Obviously, the movement hasn't changed. What's going on?"
The picture is played in split screens.
On the left is the lens modified by Mr. Chu.
On the right is the original production.
The character has the same swinging sword attack style.
But the visual effect of falling on the monster is different.
In the original action model, the monster will have a slight backward posture after being hit.
Just like the "inertial shock" in people's common sense, when you are hit, you will stagger backward/left/right.
But in Chu Jun's production shot.
After the monster is hit, there will be a noticeable stagnation effect for the first few frames of the stagger.
If it is played coherently, it becomes - the character slashes out with a sword, the monster froze for a moment after being hit, and then staggered.
But the latter can clearly feel the thickness of the attack.
The monster seemed to be hit by a heavy object.
"It came up with just a scratch!" Some employees couldn't help but sigh.
"This is called a pause frame, as the name suggests, it means a pause in the number of frames." Chu Jun explained softly: "The mechanism is very simple, and all the designers here should know it."
It is not difficult to design to stop the frame rate of the monster when it is attacked. It is nothing more than a small series of numerical changes in the action code.
But being able to think of this is the hardest part.
Many employees looked at Mr. Chu with admiration in their eyes.
Originally, to them, President Chu was a game creator with genius and creativity.
The planning is detailed and refined.
But they don't necessarily know more about the details of game development than the designers present here.
After all, the person who sits here and does the exercises every day is himself, not Mr. Chu.
Chu Jun's simple show made many employees feel the gap.
Your boss is still your boss.
"The principle of the stun frame is also very simple. If you take an ax to split the tree, if you cut the tree directly at one time, obviously you will not feel the impact. But if you chop the ax down, the tree will appear a split You can clearly feel the feedback of this strength at this time."
"We apply it to monsters, and it's the same."
"Besides, there is another technique commonly used in movies, slow motion. I'll demonstrate it a little more." After Chu Jun's voice fell, he began to modify the command data again.
Soon, the modification is complete.
In the blessing picture in slow motion.
Combine frames.
It is very intuitive to feel the power contained in the swing of this sword.
"At this time, we also need to add an 'expectation value of being hit', which is a relatively abstract concept and belongs to the sensory level. We need to adjust it through continuous data adjustment to be precise."
The expected value of being hit, in simple terms, is what the player thinks the monster should look like after the hit.
If it's just a light punch, even if slow motion and frame pause effects are added, it will give a sense of strength and impact.
But the monster flew out with a 'swoosh'.
This belongs to 'beyond the expected value range'.
Not only did it not make the player feel that the experience was good, but it would feel that it was too exaggerated.
But if the light fist is replaced with a broadsword charged heavy strike, the character leaps high and slashes at the monster Tianling Gai!
At this time, adding slow motion and frame pause effects, the monster just staggered backwards after the end.
Obviously, it does not meet the players' inner expectations.
After being hit by this blow, the monster flew out together with the cracked rock fragments.
Obviously logical.
"Hiss... Mr. Chu is too detailed! Why didn't I think of it before?" A staff member's pupils widened and he inhaled lightly.
"Indeed, after such a demonstration, the current strike screen is much richer and more exciting than before. The characters are also very dynamic."
"But use it reasonably." Chu Jun explained patiently.
With the increase in the size of the game, he has been unable to complete large-scale independent research and development of the game by himself.
These employees are required to save time and effort.
"Slow motion is best used on some special skills and nirvana to highlight the uniqueness of this skill. The pause frame also varies from monster to monster. If you can't fight mobs, there will be a pause of three or five frames. If you fight a boss, it will still be three or five frames. A pause of five frames. This will lower the level of the boss."
Watching Chu Jun's patient explanation.
Zeng Chuangniu on the side couldn't help but sigh with emotion: "It is indeed the world of you young people now. Although I don't know much about the game industry, Xiao Chu explained it very clearly, and I can feel the difference in the demo screen. The game This industry seems to be better able to present some wild imaginations than movies. Times have really changed.”
In addition to the freeze frame, slow motion, and expected value of being hit just mentioned.
Chu Jun also mentioned two other details.
lens sense.
This is no secret, many commercial blockbuster movies will use camera shake to reflect some epic momentum.
Large-scale disaster films such as building collapses, earthquakes, and floods will also be presented through slight/strong tremors of the camera.
The zooming of the lens is usually suitable for the character's charged attack. The screen will zoom in and out as the character charges up, and when the final charge is completed to cast a blow, the camera will be expanded to the original field of view.
If you use it together with slow motion + pause frame, you will feel a super strong sense of impact.
"And, special effects are also very important." Chu Jun looked around.
This time, he took a bit of seriousness and seriousness.
"I remember that our company has many excellent special effects artists, but I haven't seen too many special effects on the mobs. I don't know if you plan to save them for the boss battle, or focus on Above the scene special effects."
If it is said that the designers of Blue Star do not understand the impact, but there is absolutely no need to point out the special effects.
There are too many classic movies or animations, and even many short video clips now, which can use special effects to the extreme.
Chu Jun was quite disappointed that this was not done well.
Be tolerant when it should be tolerant, and be serious when it should be serious, so that employees will have a sense of urgency.
"Even in the martial arts movies of the 80s, in order to show the special effects of striking, the masters will smear some flour before fighting, and the flour particles will scatter when striking, which is also very helpful to the feeling of striking. Force is invisible, but it can be shown by the trajectory of other objects."
"The definition of "Devil May Cry" is very intuitive. It is the first 3A-level conceptual masterpiece. Don't suppress yourself, okay?"
"You just need to be clear about one thing, we are here to show off our skills to the players! It is to let the players know how awesome our Junyue game is! Special effects artists, put all the cool special effects that you can think of in your mind, what kind of sports? Blur, what kind of light particles, sputtering, all of them can be used reasonably, can you?"
The resounding "received" gave Chu Jun an affirmative answer.
After the demonstration just now, many new employees have developed a sense of admiration for this boss who has never even met.
Because of the comparison, Chu Jun's 'angry' this time did not make the employees feel repulsed, but felt that he was justified.
"Finally, to briefly summarize, the sense of impact is a way of presenting the transmission of invisible force."
"What our players want to see is that when I punch down, the monster will be directly hit by me, and it will be sent flying by me. It is best to crash something on the way, so that the player can feel the power of the monster." I have 20 years of skill in this punch, what do you use to block it?' Only in this way can you fully express the smoothness of the blow."
"I'll give you a brief demonstration, just this once. Watch it."
Chu Jun sat back on the chair again, his fingers flying rapidly on the keyboard.
After about ten minutes.
A short section of complete screen presentation about the interpretation of the sense of percussion.
The protagonist holds the sword and sprints quickly to the monster.
An upward pick knocks the monster into the air, and there is only a very brief pause here.
Because the player's expectation is not this blow, but the next action after this blow.
The protagonist then follows the knocked-up monster and jumps.
Multi-stage continuous slashing in the air, minimalist blood splatter special effects, accompanied by the protagonist's fast swinging sword, and the monster's continuous pain-eating and low-pitched sounds.
Let the whole picture have a rich visual experience.
Immediately, a downward slashing strike was the finishing move.
The slow motion and zooming of the lens are presented simultaneously at this time, giving the protagonist a sense of heaviness in the next blow.
The sword blade slashed at the monster, and the frame pause became obvious, even making people off-screen feel the strength of the protagonist's strike.
After the monster was slightly hit and stayed in the air, it immediately slammed to the ground with an acceleration!
"Boom!!!" There was a great momentum.
After the monster hit the ground, it splashed a circle of dust and gravel, and rolled backwards a few times before stopping.
The demo screen ends here.
This is just the simplest sense of shock, and Chu Jun has not yet exerted his full strength.
But the whole office fell into a moment of silence.
Everyone was stunned!
Little Song Jia even opened her mouth in a sluggish manner.
Zeng Chuangniu's eyes straightened.
This image... this sense of impact...
Simply...absolutely!
After several seconds of silence.
There were exclamations and uproars in the entire office.
"Dig the grass!!! This is too handsome!!"
"What's the matter with the shock feeling that is about to overflow the screen?!"
"Obviously I only fight mobs, but after being endowed with a strong sense of attack, I even want to enter this game because of this video! If I were a passer-by player."
"This is the striking effect that Mr. Chu took 10 minutes to create? When I think of the effect that I have been pondering for three days before, it feels like a piece of shit that I made myself..."
"You can shoot a big action movie with a mob... I'm so shocked! That's it, it's just a simple special effect. Damn... I have to work hard and make special effects!"
"I'm convinced... I'm really convinced... I knelt down."
"I used to think that Mr. Chu was only responsible for providing us with inspiration, and the real game design still depends on us... Now I realize that I was wrong."
"Mr. Chu simply can't do it by himself... His design concept is much better than ours..."
"Yes."
(End of this chapter)
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