Clash of Immortals and Demons
Before diving into the creation of the MOBA fantasy realm, Lu Ze had numerous preparations to complete.
Take hero design, for example.
Games from his past life couldn’t be directly copied.
Even the Eastern-themed Honor of Kings featured characters largely tied to history—none of which existed in this world.
This meant every character had to be redesigned from scratch.
Character design involved two key aspects:
First, visual design; second, skill kit design.
For visuals, Lu Ze had played countless games in his past life. By stitching together elements from various skins and concept art, it wasn’t too difficult—just time-consuming.
"Oh right, the Soul-Jade Elixir!"
Lu Ze smacked his forehead, suddenly remembering the treasure he’d received as a system reward during his last secret realm expedition.
If he fed it to Zhong Yi’s cybernetic soul, maybe the "soul artist" would work even harder when sketching designs.
Well.
Now it’d be a literal "soul artist."
As for skill kit design…
Heroes in League of Legends had five skills.
Honor of Kings, aiming for lower entry barriers, reduced it to four.
Considering that more skills in the fantasy realm would raise the skill ceiling and deepen cultivators’ immersion,
League of Legends’ approach held an advantage.
Of course, skill effects needed localization and creative tweaks.
Numerical balancing was also necessary to properly pace the game.
……
Lu Ze spent a day drafting an overall plan for the MOBA fantasy realm, naming it Immortal-Demon Clash.
Compared to his previous projects, Immortal-Demon Clash was a massive undertaking.
A sprawling canyon spanning a kilometer, nearly a hundred hero designs, and over five hundred skills…
After rough calculations, Lu Ze estimated it’d take about a month to complete the realm.
Until then, he had no intention of letting the cultivators idle.
He released a new map in Immortal Realm Conquest titled Cultivator Brawl—a modified version of Chaos in the Sunken City from his past life.
The key difference from competitive mode was the removal of player-controlled minion purchases, replaced by automatically spawning lanes.
Players only needed to control their heroes.
This drastically altered RTS gameplay, gradually evolving into the prototype of a MOBA.
In this world where such games were just gaining traction, Cultivator Brawl became an instant hit as Lu Ze predicted, boosting Immortal Realm Conquest’s player count by over threefold.
Even cultivators who’d shown no interest in RTS mechanics joined in.
For this world’s cultivators, this gameplay was nothing short of a paradigm shift.
Yet no one could’ve guessed that a month later, it would undergo an even greater evolution.
……
After releasing Cultivator Brawl, Lu Ze entered a prolonged seclusion.
This time, while crafting Immortal-Demon Clash, he incorporated lessons from Immortal Realm Conquest.
Back when designing competitive mode, he’d modeled heroes after renowned sect elders.
Heroes inevitably had power disparities.
Designing strictly according to historical strength made the game dull;
deviating from history invited backlash from traditionalists.
If not for the fact that he was in a cultivation world, Lu Ze might’ve mistaken it for a smear campaign.
But putting himself in the locals’ shoes, he understood their perspective.
So this time, he abandoned real historical figures as in-game characters,
opting instead for a fictional setting.
This not only avoided controversy but also streamlined character creation.
Now he could freely adapt League of Legends and Honor of Kings heroes without constraints.
……
At his current Golden Core realm cultivation, bolstered by an immortal physique, Lu Ze could work tirelessly without rest.
After a month of relentless effort, Immortal-Demon Clash was nearly complete.
For heroes, Lu Ze didn’t strictly follow their release order from his past life, instead prioritizing popular picks for the initial roster.
A hundred heroes might sound excessive, but by the time most players encountered League of Legends or Honor of Kings, those games already exceeded that number.
So Lu Ze saw no issue.
Combat-wise, he initially experimented with a version where skillful play could dodge targeted abilities—even basic attacks.
While this raised the skill ceiling, it came at a fatal cost:
Player battles would slow to a crawl due to endless kiting and micro-maneuvers.
This wasn’t the outcome Lu Ze wanted.
After several attempts, he settled on traditional MOBA mechanics:
Basic attacks and targeted skills couldn’t be dodged through movement.
Beyond mechanics, levels, stats, and equipment remained core to the MOBA experience.
……
Once finished, Lu Ze gathered nine cybernetic souls for test matches.
The first-person perspective issue vanished with the "spiritual sense scan" mechanic.
Simply put, players normally viewed a fixed camera angle during gameplay;
activating spiritual sense let them scout other parts of the map.
Cultivators were already accustomed to this dual-awareness in reality, making the transition seamless.
After several rounds, the experience proved smooth.
None of the anticipated compatibility issues arose.
With no critical bugs left, Lu Ze updated the server’s fantasy crystal and announced across all realms:
[New Fantasy Realm Immortal-Demon Clash Now Live!]
[5v5 Team Battles—Fight for Glory in the Immortal-Demon Canyon!]
[Choose Your Heroic Soul!]
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