Almighty Game Designer

Chapter 227: World Basic Rules (one more)

The design guidelines for all games are limited to the platform.

Like a racing game on a PC, it often provides two perspectives, one is the interior perspective and the other is the roof perspective.

Because the PC's first-person perspective shows a range of views between 75 and 90 degrees, and the human eye is 124 degrees.

In other words, limited by the display angle of the PC display, the game can not fully simulate the human eye, unless you add two more displays on the left and right sides of the main display.

Most players won't have two display screens to play the racing game, so the car's perspective will feel very narrow and the view is limited.

At this time, there must be a roof view, because the view angle of the car raises the camera lens, so the player's field of vision is wider and more comfortable when driving.

(The same is true for the perspective of eating chicken.)

This "dual-view" design is a compromise that is limited by the expressiveness of the PC platform.

Similarly, although the VR game in this world has completely surpassed the PC platform in terms of overall performance, it also has certain defects, and the design rules of VR games are also limited by the technology of the VR platform.

At present, the mainstream mode of VR games is the first-person perspective game, and the production method is relatively mature. It is to make the PC end first, and then transplant it to the VR platform through certain rules.

The first step is to comprehensively improve the art level of the entire game, and achieve the standard of VR games in terms of texture details and modeling. This is an overall improvement in the quality of the game. In general, the amount of resources will skyrocket by about ten times, while the main Capital investment is also in this link.

The second step is to convert the PC's input/output mode to VR form. This step is mainly implemented in the editor, through the special instrument to take the awareness of the wave, and establish a one-to-one relationship with the in-game operation.

For example, designers take their own “jumping” awareness and associate them with the “jumping” movements of characters in the game. Then when the player is playing the game, just think about "jumping" and the characters in the game will make this action.

In terms of output mode, the picture will be converted into 124 degrees of the human eye, and other aspects such as smell, hearing, touch, etc. will be transformed into the game compartment through specific rules.

The third step is to make some functional fine-tuning according to the characteristics of the game, making it more in line with the VR player's operating habits, reducing their discomfort.

......

After roughly determining some key points of changing VR, Chen Mo began to write the basic rules document of "My World".

In the first stage, Chen Mo was considered to be first produced on the PC platform to reproduce the classic gameplay of the game and then ported to the VR platform.

The first is the world's infrastructure.

In Chen Mo's planning, "My World" has three modes: single player mode, online mode, and network mode.

Among them, single-player mode and online mode can be converted to each other (same as Diablo 3), and the entire map can be infinitely large and automatically generated and read by the system. (You need to limit the number of people entering.)

The network mode map can accommodate 10,000 people at the same time, and the whole world is tentatively set to a size of 100,000 square kilometers, which is roughly equivalent to a province in the real world.

In terms of basic materials, it is roughly the same as the previous "My World". There are dozens of stones, soil, water, magma, sand, gravel, gold, ore, coal, stone, wood, leaves, diamonds, ice, etc. material.

Moreover, according to the needs of the game, it can be added continuously.

Other materials, such as wooden sticks, planks, leather, crop seeds, shovel, shovel and other mining tools, rails, mine cars, boats, and other means of transport, swords, hats, armor combat supplies, and so on. These are even more, there will be a few hundred, and you can still enrich it.

As for the rules of the whole world.

Although Chen Mo did not read the design document of "My World", it can be roughly inferred.

The first step is to generate the basic world and transform the basic terrain.

Generating Plain Island - Generating Alpine Forests - Generating Marshes, Rainforests, Coniferous Forests, Jungles, Pingding Mountains, etc. - Generating Jungle Edges, Higher Alpines, etc. - Generating Tropical Plateaus, Desert Hills, etc. - Generating Grasslands - Adding Coasts - Micro-Adjustment - Join the river.

The second step is to generate a density map that defines the height of the entire terrain and, based on the density map, fill the squares of the entire map with stones, water, and air.

The third step is to improve the terrain. For example, the plain is a grass square with stones, the desert is sand with stones, and these materials are covered on the surface of the terrain, and the bedrock is formed at the same time.

The fourth step is to generate a special terrain. Such as caves, canyons, mines, villages, shrines, remnants of the sea, and so on.

These special terrains, such as villages, desert temples, etc., are all complete units that have been previously stitched by the designer. In Chen Mo’s plan, you can also artificially add more special terrain to enrich the entire auto-generated world.

The fifth step is to generate lighting.

The sixth step is to add biological and special units (squares with special logic such as furnaces, boxes, etc.).

The seventh step is to generate pools, magma pools, and underground elements. The probability of generating a magma pool is much lower than the probability of generating a pool.

The eighth step is to generate minerals, mainly based on the height of the terrain to determine the type of minerals, such as soil, gravel, coal, iron ore, gold, redstone, diamonds and so on.

The ninth step is to generate ground embellishments. Including sand, clay, gravel on the water, trees, mushrooms, flowers and so on on the ground.

The tenth step is to generate creatures, such as cattle, sheep, pigs, etc.

Of course, this rule is speculated by Chen Mo himself. It may have some differences with the past world of My World, but it will not be too much.

In this way, the whole world is formed, and by putting the player-controlled villain into it, you can move freely in the whole world.

In terms of the behavior of the characters, the actions in the original work include moving, jumping, attacking, digging, placing, etc. There are also some action mods, adding special actions such as climbing walls, rock climbing, hanging, squatting, facial expressions, and the like.

For Chen Mo, it is entirely possible to integrate these actions and expand the character movements to a dozen, which makes the character more expressive. (Of course, also with the update of the screen material.)

A dozen actions, compared to the large RPG of some VR platforms, not too much, players basically do not feel excessive fatigue, under the premise of ensuring the player's game duration, as much as possible to enrich the game's actions and How to play.

In addition, regarding the production logic of the whole world, Chen Mo considers to further expand and improve while making advantages before inheritance.

For example, in the original work, the wooden board can be put into the workbench with certain rules, and special items such as doors and wooden sticks can be produced. Chen Mo considers the full extension of this production rule, allowing players to create more things, while providing a clearer and richer production rules chart.

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