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Youth Simulator

Youth Simulator

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Welcome to make suggestions: QQ group: 632936079 Station b: https://space.bilibili.com/450470124 About the game - a system that simulates the love and friendship relationship of real logic - just like giving gifts to the people you like in the real world often cannot If you really get into a relationship, you will easily be seen as a licker. The reason why each character in the game likes someone only comes from "characteristics". Characteristics come from every event you do, every choice you make: maybe it is a selfless one. Help may be your test scores, your popularity in the class, your social status, or your handsome and beautiful appearance. - Chatting, dating, daily life - In daily life, constant communication, constant choice of things to do, showing and improving your own characteristics - The love game system can do anything to any character at any time during the game process, but Everything has consequences and costs. For example, if you confess your love to a person of the opposite sex you just met on the spot, the cost is a high probability of being rejected and being talked about by people around you. At the same time, you also have to bear the psychological pressure of failed confession - what is youth in the campus life system? Youth is when you and your classmates are trapped in an Internet cafe by a heavy rain and smell the smell of earth washed away by heavy rain. Youth is when you inadvertently look at the person you like during class time and time again. Youth is when your heart agitates when you see the person you like playing with others. A sense of sourness, youth is the shadow of the morning sun shining across the horizon on our way to school. Youth is listening to the cicadas singing outside the window when we are distracted in class until the bell rings after class. Youth is when we grab the basketball court when the scorching sun shines and smells of rubber. The sweat shed by the ball, youth is the quiet corner of the library after school, time passes quietly through the turning pages of the book, it is the rustling sound of the pen tip across the paper under the light of the dormitory in the dead of night, recording A spark of wisdom. Youth is walking along the tree-lined avenues, chatting and laughing carefree, and shuttling between classrooms and laboratories, with every flash of inspiration and collision of souls. It is like the sound of musical instrument practice coming from the break after class, surging without losing the melody, echoing in every day of struggle. Youth is the precious memory of those seemingly ordinary days, the freedom we have to chase kites together, and the carrier of our endless dreams for the future. -Knowledge, thinking system-What does human ability come from? It is the accumulation and thinking day after day. If this world were just a game of numerical comparison, there wouldn't be so many stories of the weak defeating the strong in history. : The ability numerical system in the game is different from the traditional grinding and grinding system. I made a set of technology trees based on the real knowledge that I could find in reality, so that the mid-game will not become a boring grinding and grinding. In the game, you need to understand and answer the secrets behind each event in order to gain corresponding ability growth, just like in our real world. Knowledge determines destiny, and limited knowledge determines limited destiny. ” --Emotions and Self- Players must not only think about their relationship with the world and others in the game, but also their relationship with themselves and how to treat their own desires. In general sandbox games, everyone’s behavior only requires paying Corresponding external numerical costs, such as money, time, and energy, are these costs the only behavioral costs? Let me ask another way, you can write homework for 12 hours during the day and do a lot of exam-oriented education questions. Is there no turmoil in your heart? Or, can you actively chat with the boys and girls you like, without stage fright, and be generous? This contradiction between our own rationality and our own emotions is exactly what I want to achieve in the game. Therefore, in Youth Simulator, I designed a more complex emotional mechanism system. This is our current emotional state interface. There are six basic emotions, happiness, pride, gratitude, anger, sadness, regret, tension, Tangle, pain, surprise. So where do emotions come from? Emotions come from thoughts. What are thoughts? The heart of getting is when we do something, we judge the reward by our own value. For example, we went out to pick up something today. 200 yuan, if you get a star, you will get an evaluation reward of 200 yuan. If you lose a star, it is the opposite. It is the loss we evaluate ourselves. Everything here refers to our own evaluation system. It is the honey of the other, I The phenomenon of arsenic, but conversely, you can also change your emotional state by changing your own values. Next are three ways of attribution, attribution to people, attribution to things, and attribution to yourself. For example, if you buy a stock and it rises by 20% and earn 10,000 yuan, you can attribute it to your own wisdom and strength, or you can attribute it to the company that owns the stock and works hard enough. , you can even attribute it to the wallpaper you just changed to the God of Wealth last night. These three attribution methods correspond to attribution to yourself, attribution to people, and attribution to things. Through three different attributions Methods and two hearts of gain and loss can be combined to form six basic emotions. For example, when we get a reward and attribute it to the thing, our emotion is happiness. If we get the reward at the same time, If it is attributed to ourselves, then our emotion will be pride. If it is attributed to the reward of others, then it will be gratitude. The same is true for the negative emotions corresponding to the heart of loss. When the reward is lost, anger corresponds to attribution to others, and sadness corresponds to Attribute items and regrets to yourself. Here is a demonstration of self-comfort. In addition to other numerical changes, thoughts will also be obtained based on the rewards obtained for doing this. At this time we are looking at our emotion panel. At this time We can see that our emotions and thoughts have changed slightly, and we have a happy mood of 1.2, because most people’s satisfaction with DIY is attributed to things. I think the happy mood after DIY is gratitude or pride. Yes. The sixth thought is about important things. This is the most special kind of thought. This kind of thought does not come from the summary of what you have done in the past, but from the judgment of the future. For example, you are going to have sex with your favorite tomorrow. If a boy or girl confesses their love, you will definitely feel very nervous today, because your subconscious realizes that this is a very important thing. You must have guessed that this thought corresponds to the emotion of nervousness. Point seven, the disagreement of losing something important. To put it simply, doing one thing can satisfy more than two values, but we only recognize one of these values. For example, there is a person who is very lustful and at the same time an extremely conservative person. He has a strong sexual desire, but his extremely conservative value orientation tells him that any sexual relationship is extreme. The evil's two extreme self-conflicting value orientations will cause him to fall into extreme mental internal friction. No matter he chooses to do it or not, he will be very uncomfortable. On the other hand, if there is a chaotic and evil person, and you use a conservative perspective to tell him that sexual desire is the worst, he will be twice as happy. Each emotion has its role, happiness will increase the contagiousness of healthy emotions, and the benefit of reducing IQ will increase the contagiousness of health and confidence. Reduces IQ, anger reduces health, increases aggression, reduces IQ, regret reduces health and increases subjective initiative. Beyond that there are other emotions and their effects. All positive emotions increase health, all negative emotions decrease health, and all emotions decrease one's IQ. This design comes from the real world, and even negative emotions are not completely useless. Emotions can provide us with motivation. For example, the subjective initiative provided by regret can help us do things that we cannot do under normal conditions. - All events in the dynamic campus, society, and NPC system develop dynamically rather than linearly - Career system, company system, and political system - a stage where knowledge and abilities need to be realized. Learn and acquire corresponding knowledge in various industries and occupations More resources, money, power, fame. Maybe you will ask, I just want to have a sweet love, why should I add knowledge mechanisms and social mechanisms to the game? It's so complicated. My answer is: We may not care about this world, but our physical bodies are affected by this world. What should you do when you or someone you love encounters injustice, is bullied, or is suppressed? Is it like waiting for the deus ex machina in most movies and TV dramas to pass by in a blur? In the real world we don't have that kind of luck. Or simply delete all the negative events and leave only the pure good things? But when we think about the sadness of those we want to protect, can we ignore the potential dangers? Freedom, choice, world-note, every choice you make in the game will be remembered by others. And all your actions will have an impact on the world in the game. These influences directly determine the direction of the plot. You will play yourself in the game, and you will have a large number of choices through which you can shape your life. -The game does not have a real main plot. Every character in it is a dynamic thinking body. They have their own needs and their own ways of satisfying their desires. You have your own love and hate, and the love and hate affected by your choices is the story of the game. -The essence of the game is a dynamically running campus world. Everyone in this world has their own joys, sorrows, joys, value orientations, various demands, various world views, and methodologies. -You can do everything NPC can do, and NPC can do everything you can do. -Every action will have a meaning behind it, and every choice will have a series of chain reactions. Some actions, once chosen, will directly affect the direction of the entire plot (such as a confession), while other actions may be a slight flapping of wings in the butterfly effect (such as a greeting). -In this game, you no longer have to worry about becoming a human camera, you can only watch everything happen, but you are powerless to stop it. -The difference between a story and a world lies in choices. The more meaningful choices there are, the more realistic the world will be. -Maybe you, like me, are fed up with the fate arranged by others. When those well-written stories make you tired of the inevitable fate, then try this game. Fate is just a lie, and it is always human beings who choose fate. , rather than fate choosing human beings - everyone has a story that only belongs to him - and this time, it will be you who chooses the story that belongs only to you. Suggestions are welcome. Meow QQ Group: 632936079 Station B: https://space.bilibili .com/450470124
Additional information
Provider
吴中生
Last Updated on
01/16/2024
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FAQ

When was this game updated?icon

Youth Simulator is updated at 2024-01-16.

Which studio developed this game?icon

The provider of Youth Simulator is 吴中生.

Can I play Youth Simulator on Android/iOS?icon

No.

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