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Flying Dagger

Game Summary

Flying Dagger is a mobile game adapted from a famous martial arts novel. A fascinating story with strong suspense at the beginning attracts players to complete the story mode which requires them to collect and train more heroes. Daily challenges and weekly activities are provided to help the players to build their own strong characters.

Development Info

  • Role:  Senior System Designer

  • Engine:  Unity

  • Genre:  RPG, Mobile

  • Team Size: 32 developers, Pangu Studio, Netease Games

  • Officially published in 2017 July, App Store

Responsibility

  • Designed and implemented battle systems including daily dungeons, world boss, and guild battle.

  • Built basic systems including mail, inventory, novice guide by cooperating with programmers and UI artists.

  • Analyzed and modified existing systems according to players’ log data after the game’s being released.

Contributions

Gameplay Systems

  • Daily Challenges: The purpose of the system is to provide players with time-limited access to necessary resources every day. Due to the changes in combat rules, the players need to find new strategies to arrange their heroes for combat, making the challenge unique experience.

  • Casual Challenges: The purpose of the system is to add some casual flavors with resource output in the game. I designed two mini-games, strategy escort (strategic thinking + luck), and herb gathering (reaction speed + good feeling of swiping).

  • World Boss: The combat system with the highest online rate. This combat required thousands of players to defeat a powerful enemy in limited time. The combat was divided into two periods. The first period was designed to create an atmosphere of people fighting together while the second period provided a stage for every player to feel personal achievement.

Basic Systems

  • Novice Guide: I was responsible for the whole novice guide system including the guide content, data structure, and visual format by cooperating with programmers and UI artists. Since its high relevance to almost all the systems in the game, the work also involved a high frequency of coordination and maintenance.

  • UX & UI Design: According to the pipeline, besides the design document, system designers were also responsible for UX and UI drafts. Thus, I made draft designs for all the systems I was in charge of and summarized a personal working process.

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