The closing ceremony of the Olympic Games will be the first "Xiangyun" fireworks to ignite a passionate night.

  At the closing ceremony of the 2008 Olympic Games, 18 districts and counties in Beijing will set off fireworks together to record this historic moment, so that gorgeous Beijing and happy Beijing will go down in history forever. The fireworks feast at the closing ceremony and the Bird’s Nest will surely become the focus of world attention. To this end, Xinhuanet specially invited Zhao Weiping, the general commander of the Bird’s Nest fireworks display, to introduce the related situation of the Bird’s Nest fireworks display at the closing ceremony.



Zhao Weiping, the general commander of the 2008 Olympic Games Bird’s Nest fireworks display, was interviewed by this reporter.


  Zhao Weiping: Everything is ready for the fireworks display at the closing ceremony.


  Moderator: The expected closing ceremony is about to be staged. Apart from the rich programs prepared by ourselves and the 8-minute performance in London, the fireworks will bring the atmosphere of the audience to a climax. What is the preparation for the fireworks in the closing ceremony? 


  Zhao Weiping: We have basically finished the preparations for the closing ceremony. There are 420 launching sites and 8,138 fireworks in the closing ceremony. It is necessary to rearrange the layout and rearrange the launcher. At present, the preparations include the installation of fireworks, the structural installation and wiring of the shelves. The rest of the time we will do some tests on them and check them a few more times to be foolproof. 


  Moderator: Will some equipment at the opening ceremony continue to be used at the closing ceremony?


  Zhao Weiping: The equipment that is exactly the same as the opening ceremony is gone. They have all been readjusted. Because each launcher actually involves different specifications and quantities, basically nothing used in the opening ceremony can be used in the closing ceremony. We hung many launchers again and rearranged them, because after all, the products are still very different. This is the difference between the opening ceremony and the closing ceremony.


  Moderator: The Bird’s Nest has been in the competition all the time, and the performance place of the closing ceremony is also in the Bird’s Nest, which is bound to bring some difficulties to the preparation of fireworks. What difficulties have you encountered? How do we overcome it?


  Zhao Weiping: The biggest problem encountered in the construction of the closing ceremony is that the construction is not allowed during the day, and the other is that it rained heavily two nights ago, which brought us some difficulties and increased the intensity of our work. Our team basically worked all night every day. In addition, there is no light on the bird’s nest at night, and we mainly rely on the peripheral auxiliary lights to illuminate the work, which also increases the difficulty of our work. But even under such circumstances, everyone made unremitting efforts, especially the encouragement brought by the success of the Olympic opening ceremony. It should be said that the whole team is United as one and has high morale, hoping to complete the closing ceremony successfully.


  Moderator: Our staff is still in a very good state, without any slack?


  Zhao Weiping: No. We also held a mobilization meeting yesterday, which was the last mobilization before the closing ceremony. I hope everyone can make a great effort to make the closing ceremony beautiful. After these mobilizations, everyone is still very active. Everyone performed very well, and I was very touched. I think it must be the fighting spirit of the Olympic Games that encouraged everyone. I am very satisfied with the performance of the team, as a person, as the leader of the enterprise or as the commander-in-chief of the fireworks display team.


  Moderator: This time, the preparation is quite adequate, but the closing ceremony has not been rehearsed. Will you feel a little insecure?


  Zhao Weiping: No, because as the closing ceremony itself, there is no substantive rehearsal, but every discharge in front of the Bird’s Nest can be said to be a rehearsal for the closing ceremony. Because each discharge and installation will bring more experience, more protection and more confidence to the next one.



The staff installed the Bird’s Nest fireworks in the daytime and at night (picture provided by Panda Fireworks Company).


  The fireworks of "Xiangyun", the first appearance of the closing ceremony, will ignite the night of passion.


  Moderator: Then can you tell us specifically what kind of fireworks will be displayed at the closing ceremony?


  Zhao Weiping: There are still some differences between the closing ceremony and the opening ceremony. Everyone has seen the opening ceremony. There are five rings, footprints, some beautiful wings on the top of the bird’s nest, doves of peace, countdown in the stadium, waterfalls, lightning, thunder, including the peony flowers we talked about, and dynamic five-color rings, all of which have their own characteristics. We also used the chip bomb (which is the most advanced in the world at present) and used air launch for the first time. These are the results of our technological innovation.


  Our main product innovation at the closing ceremony is an auspicious cloud. As we all know, Xiangyun has spread all over the world, and we also hope that the creativity of fireworks can be expressed by Xiangyun, which may be different from our Xiangyun torch. There will be spiral and dynamic fireworks at dozens of points on the top of the bird’s nest, which has never been seen before. Xiangyun has two colors, including a gold one. This is a relatively good product, and it took us about half a year to develop it after receiving the task book from the Olympic Organizing Committee.


  Another highlight of the closing ceremony is that we have a colorful circle on the top of the Bird’s Nest. After typing, you will see a fireworks circle, which is quite beautiful, and it has been launched twice. We didn’t have such a variety in the last opening ceremony. It exploded in the sky after you hit it from below and saw the effect. The products we used at the opening ceremony last time did not explode in the sky, but this time there will be an explosion in the air, which will present a very beautiful scene and bright colors. At last, a round pattern made by a big fireworks will be formed on the periphery of the bowl at the top of the Bird’s Nest. I think this round pattern also indicates the complete success of the whole Olympic Games, which can also be said to be "round and full". Everyone is happy and safe. The Olympic Games shows her moral through these fireworks, so I think these will also bring you some aesthetic feeling and some new visual impact. The other difference between the closing ceremony and the opening ceremony is that we have more dynamic things running fast on the top of the bird’s nest in the closing ceremony.


  Moderator: So what is the scale of the fireworks display at the closing ceremony?


  Zhao Weiping: From the top of the Bird’s Nest, the whole scale of fireworks in the closing ceremony is smaller than that in the opening ceremony. This time, we don’t have bowl products, which means that there is nothing inside the Bird’s Nest, and the part outside the Bird’s Nest is basically the same as that in the opening ceremony.


  Closing Ceremony The Beijing Municipal Government and the Olympic Organizing Committee hope that the whole city will have an opportunity to celebrate together and hold fireworks celebrations in 18 districts and counties in Beijing, because after all, it was almost seven years since we won the right to host the Olympic Games in 2001, and many people all over the country worked hard for it. On the whole, this scale is unprecedented in Beijing’s history, and it can be said that there is no such scale in the world. At that time, after the closing ceremony, fireworks will be lit in 18 districts and counties at the same time. I think this can be applied for Guinness Book of Records, which has never been seen in any city or at any time in the past.


  The fireworks display at the closing ceremony is not affected by rain.


  Moderator: If it rains on the closing day, will it affect the fireworks display?


  Zhao Weiping: This is no problem. Because we have already installed the fireworks, it can be said that the problem of rain has been solved at this stage, and it will not be affected whether it rains or other circumstances. If it rains heavily, of course we will listen to the organizing Committee, but as far as I know, it won’t rain before the 24th.

After 800 days, Aauto Quicker’s heaviest game finally appeared.

On December 1st, the first work "Sleepwalking" developed by Aauto Quicker’s game brand "Finger flick Universe" finally started its first test.

In the eyes of many people, this work represents the highest level of self-research in Aauto Quicker after the game business upgrade. Moreover, Sleepwalking also has a feeling of "the sword is biased" in terms of game types, and chose to build a high DAU product with Roguelite+ARPG as the core.

These factors make Sleepwalking very valuable for research: using GaaS(service game)Is it feasible to make a pure Roguelite?

Let’s look at it bit by bit.

I have to say that Sleepwalking chose an almost perfect theme. In the plot, as a "dream catcher", players have the ability to move freely in dreams, so they will continue to go deep into various dreams to find and solve the secrets and problems of the dream owner-the game therefore adopts the classic narrative method of unit drama+dark line.

In addition, the two concepts of dream and reality, which reflect each other and contradict each other, frequently appear in the plot of the game, which is naturally suitable for discussing various philosophical issues.

For example, in the first chapter of the game, the story discusses the unknown topics about fear and challenge with the help of "deep sea dream";

The second chapter also talks about the concept of money in the dream of getting rich.

With the contrast between exaggerated dreams and reality as the background, players are not so easy to feel "lectured", but more naturally think about life with the game-the plot that allows players to think actively is no worse than those works that rely on adrenaline.

The combat system of Sleepwalking requires players to play three "dream spirits"(role)Each character has three skills: general attack, survival and characteristics. At the same time, each character belongs to one of the six schools, which correspond to different offensive styles, such as melee, barrage, ray, call, encirclement and circle.

At the same time, the "echo" that players get in a single game.(BUFF)Most of them belong to one of these six schools-this setting is easily reminiscent of Hades, and Sleepwalking also draws more lessons from the mechanism of this classic work, such as the design of some rooms and statues that can trigger time-limited challenges and get rewards.

For example, a famous scene like "Xiuluo Field"

Roguelike, a game category, has experienced decades of iteration, and imitation and reference have long been commonplace. The classic Roguelite "Hades" derived from it is also the object of study for many developers. The new knowledge of the game has also been summarized. The imitation of many works only stays at the level of "randomly appearing BUFF by genre", but it can’t "reflect the design sense of the game with random mechanism".

Sleepwalking has made some targeted designs to avoid players being forced to choose the optimal solution, specifically to minimize the importance of "genre theme".

Many similar games are designed with the collocation depth of "1+1>2" in mind, while Sleepwalking emphasizes "2+2=2*2" on the basis of a small amount of "1+1>2": most buffs are designed to add tricks to the player’s character performance, and even some buffs with combined effects will not be so powerful that the player can’t help it after numerical design.

This mechanism also liberates the freedom of players in team matching. There is absolutely no need for the characters in the player’s squad to belong to the same genre, because doing so does not mean higher intensity, not to mention that any two characters in Sleepwalking have a linking effect, which will be triggered after a sufficient number of BUFF are collected in the game.

Under the comprehensive influence of various mechanisms, "Sleepwalking" rarely exerts a sense of anxiety on the player’s role intensity in the process of single game. Players can either plan the specific gameplay in advance and choose the desired construction method tendentiously, or give up thinking after playing the same routine, close their eyes and concentrate on mowing the grass.

This is another design idea. Sleepwalking hopes to directly create a fresh sense of He Shuang with randomness, thus bypassing the hard-core and difficult-to-give-up feature of "players need to learn through constant failure" in fundamentalism Roguelike.

At this time, we should be able to understand more clearly the phrase "sweeping 1.4 billion dreams" when Sleepwalking was published. It doesn’t need many complicated and obscure rules and mechanisms, but it only needs to design different themes and then put them together and collide with each other. The "unrestricted" theme also allows Sleepwalking to give full play to this aspect.

Following this line of thinking, the next problem that Sleepwalking needs to solve is how to effectively show its strengths and let players try more diverse content.

There are still many details that can be polished in a test of Sleepwalking. For example, one of the two sides of the aforementioned "2+2=2*2" is that players will encounter "difficulty in choosing". Let me give an extreme example:

Which one should I choose?

At this time, I thought of Hades, and only a small mechanism was needed to solve the problem.

I don’t believe that we can still choose difficulties in this way.

A big problem in the combination of GaaS and Rougelite is the design of nurturing system: it can increase the depth of the game, but the overweight nurturing system will also make the game deteriorate.

"Sleepwalking" has not become a substantial development game like many Roguelite mobile games. Its cultivation system is very familiar, including role level, skill level, overlapping cards and equipment.

Players who are familiar with the two-dimensional card-drawing mobile game may have begun to feel bad, but in fact, except for the upgrade, the improvement of other cultivation elements is not too great: the full-level skill is only about 50% higher than the initial level, and the player’s most feared card stacking is mainly used to improve the rarity of the role’s corresponding BUFF, and the numerical value is not particularly obvious.

The test of Sleepwalking only lasted less than 4 days. Theoretically, the long-term gameplay does not belong to the focus of this test, but the new knowledge of the game still feels some ideas: grading the gameplay and making the gameplay with lower level become the cultivation process of the gameplay with higher level.

This "lower level" gameplay is the Roguelite main gameplay that we are all familiar with: destroying enemies in fixed-length checkpoints, managing BUFF and resources, and challenging the final BOSS. On the settlement page of the main game after customs clearance, players can choose to save the lineup status at customs clearance to form a "seal".

Imprinting can play a role in other gameplay. For example, there is only one BOSS in the actual process of a short material level. At this time, players only need to choose the pre-saved imprints to directly challenge with the customs clearance team.

This idea can be said to be multi-faceted: special levels create demand for engraving for players, so players get the motivation to play the main mode and explore new construction methods; After a difficult challenge, you can get a new upper limit of material unlocking, forming a spiral play curve.

In addition, Roguelike will force the player to know the progress in the game after a game, which sometimes makes the player feel unfinished-the mechanism of printing can solve this problem to some extent.

Sleepwalking doesn’t look like a game pieced together by randomly selecting several labels. Aauto Quicker’s "highest level" does have something.

I hope Sleepwalking will bring us more surprises in the future.

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"Greenland · Kangmei Valley" renderings

1 international health life service complex

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Real view of business clubs

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Gym renderings

"Greenland Kangmei Valley" club renderings

Club effect chart

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"Greenland · Kangmei Valley" real -life picture

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Unit Figure Reference

Model stem effect map

Model stem effect map

Model stem effect map

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Shanghai fish

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Shanghai Fengxian "Greenland · Kangmei Valley"