*Most of the items introduced in this chapter are currently being implemented, and images and videos cannot be prepared at this time.
It’s also more than likely that you’ll change it to make it more interesting.
I hope you have an image of what you can play with this kind of thing.
The Hydra Classroom is roughly divided into three parts: Safe Room, Movement, and Mission.
A place where Mido Tamaki can equip weapons and change attachments, exercise her voice, invest in equipment, modify weapons, and select missions.
Almost everything related to the game can be done from the changing room.
If you choose to change equipment, Tamaki will stand up and move to the locker side of the changing room like this, the viewpoint will switch, and you can select weapons etc.
This is just A preparation part of the game, in the lower right corner of the changing room, various in-game information can be seen. (rescuer information, quest information, hints for hidden items, etc.) is displayed as “Shotoboku Student Association TOPIC”, messages from students are displayed on the blackboard, weapons change screen of attention, etc., I put attention to detail everywhere.I’m aiming for the coolest UI in the world, and honestly, I think at this stage it looks good.
As you progress through the game, you will be able to safely travel to different locations.
You can talk with students, expand various facilities, accept side quests, and much more.
This is one of the most difficult parts to implement.
Is it possible to move around the entire school building like an open world work? Do you want to make it simpler?
I can do both if I want to, so I’ll try to make it more fun and comfortable.
This work is A TPS (Third Person Shooter) game, and although it focuses on action, it implements A robust conversation system like A full-fledged RPG or ADV work.
*This is A prototype of an opening event that also serves as A conversation system created for “The Hydra’s Classroom”.
The tempo is bad, so there is A possibility that it will be rejected, but you can see what the conversation system is like.
At this time, I was planning to combine the overseas version and the Japanese version, so I made an innovative attempt to display English and Japanese at the same time.
The number of characters is completely different for each, so it was hard to make it more simple to read.
This is the main TPS (third-person shooter) action portion of the game.
There are various missions depending on the ongoing storyline and the quests you choose.
This is A mission where enemies spawn one after another.
Reinforcements will be added forever until you kill the commander hidden somewhere in the area.
The commander’s location is random, and the room is usually locked and must be entered in A special way. (hidden routes, keys in special guard locations, breaking doors with C4, etc.)
The more enemies you defeat, the area control rate will increase, and depending on the control rate, you can receive various support from the students.
・Replenishment of ammunition, etc.
・Physical strength recovery and cooldown reduction
・Armor repair and cooldown reduction
In other words, if you are defeated, you will have to restart the mission from the beginning, but the control rate you have increased will remain to some extent. (From 65% at 100%, from 30% at 50%, and below is the same value)
A mission to fight for ownership of the area with the support of the students.
Compete for three areas: Alpha, Bravo, and Charlie.
If you can survive for A certain period of time with the flag in the center of each area, it will be captured successfully.
By increasing the combat power of the students through capital investment and classes, you can slow down the enemy’s area seizure speed and receive various support.
You win if you successfully defend or recapture 2 or more areas within the time limit, and you lose if you lose 2 or more areas & run out of time.
When the base is successfully captured, the students will close the fire door to blockade it, making it impossible for the enemy to easily capture it.
Conversely, if the enemy succeeds in suppressing it, it will be difficult to capture by stacking sandbags and defending with powerful weapons such as turrets.
Ammo refills and healing are bonuses for suppression, but nothing else.
However, you can respawn (resurrection at checkpoints) many times within the time limit.
Respawn speed can be reduced by equipment investment.
A so-called stealth mission. We’re still considering whether to start over from the checkpoint if you’re discovered, or make it difficult to progress because enemies will appear, but basically, it’s A mission that puts you at A disadvantage if you’re discovered.
The goal is to find specific items, rescue hostages, and complete various conditions without being spotted by the enemy.
Replenishment and recovery of ammunition may be placed somewhere in the area, but basically you can not expect it.
In addition, we plan to prepare weapons and hidden items that can only be obtained during infiltration operations.
Missions where you fight powerful bosses or special events.
Basically, I think it will be A replayable mission that occurs as the story progresses, but it will be A mission strongly event focused.
I am also planning A mission where you will be attacked by A combat helicopter, Try to escape while missiles and machine guns are strafing the school building, and confront the helicopter gunner on the roof.
What I’m aiming for with “The Hydra’s Classroom” is A TPS that works
you want to “immerse yourself in that world forever .”
The fun of trying high-difficulty missions over and over again. A map that makes you want to stay silent until A rare item appears.
The game environment changes completely when you change the infiltration route. In order to realize such A thing, we are currently developing progress in this.
In the not too distant future, I think we will be able to prepare something that can be seen with the naked eye. Please stay tuned.