and one tomorrow. He wouldnt have to worry so much if he had eight whole hours to write down every single detail of the game.

But Chen Mo knew that he had to make money and pay bills!


Chen Mo walked around, ate some snacks and a few pieces of chocolate, made a cup of coffee, and took a small break before going back to work.

Next up was to refine the design document, finalize some of the design details, and put it into the design document. The details might seem excessive, but had a great effect on the experience of the game, so Chen Mo didnt overlook any of it.


Sorting through the documents took Chen Mo another week.

After a week, the design document of the game was basically finalized. The details were also refined. The rules, layout, and the design of the plants and zombies were all finished.

Chen Mo then entered the rules into the video game engine. It would then automatically generate a video game project, which Chen Mo could then modify.

Generating the project took one to three days time. The more rules there were, the more time it would take.

Chen Mo wanted to use this time to finalize all the calculations in the game.

Some basic attributes of the plants included damage, health, range, attack frequency, attack area, ready time (activation time after being placed down), cooldown (after placing down the plant), cost, damage to the environment, and more.

Chen Mo wanted to list every attribute for every single plant and zombie, while constantly verifying it.

The numbers he had written down before were hugely helpful. The numbers between different plants and zombies could be cross-verified, making it much easier.

The number-crunching was completed in two days. As Chen Mo had huge lists of numbers in the details for reference, it wouldnt be too different from the original from his previous life.

Next up was to test and adjust!


During this time, the Illusion Game Engine had generated the project, which Chen Mo temporarily named PVZ. This was only a placeholder, a new and better name would have to be decided when the game was released.

Chen Mo checked out some of the rules and mechanics after opening up the project. There wasnt much to do other than patching up some errors in the ruleset and some logical errors.

Afterwards, Chen Mo entered the various numbers into the Game Engine, along with the various artwork of the plants and zombies. With that, a simple working demo was produced.

As of now, there wasnt a tutorial or any levels.

Chen Mo initialized a scene and planted some peashooters, with a normal zombie at the other end.

Pop, pop, pop…

Under the relentless attacks of the peashooter, the zombie fell.

The tempo was alright. Chen Mo proceeded to test out a couple other zombies and plants, which had no problem. Other than adjusting a few numbers that didnt feel quite right, everything else was OK.

Afterwards Chen Mo worked on the zones and level design.

Making the level flow was a highly technical part of level design. It needed to stimulate the player, not overwhelm the player.

Chen Mo had taken down a bunch of details on the layout of each level. The approximate numbers of zombies per level and when the plants were unlocked were all recorded, which made it a lot easier.

In five days time Chen Mo fully developed the different zones and the flow of the levels, along with the tutorial. It seemed the adventure mode of Plants vs Zombies had been successfully recreated by Chen Mo.


T/L Note: [1] raws used dragon mother, which could refer to daenerys, which would be a bit weird.

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