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Chapter 227 World Basic Rules

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

Racing games on PC often provide two perspectives, one is the inside perspective and the other is the top perspective.

Because the field of view displayed by the first-person perspective of PC is generally between 75 degrees and 90 degrees, while the field of view of human eyes is 124 degrees.

In other words, due to the display angle of the PC monitor, it is impossible to fully simulate the human eye's vision in the game, unless two more display screens are added on the left and right sides of the main display screen.

Most players will not specifically use two display screens to play racing games, so the perspective inside the car will feel particularly narrow and the field of vision is limited.

At this time, there must be a roof perspective. Because the roof perspective raises the camera lens, the player's field of vision will be wider and it will be more comfortable when driving.

(The same applies to the perspective of eating chicken.)

This "dual perspective" design is a compromise made by the expressiveness of the PC platform.

Similarly, although VR games in this world surpass the PC platform in terms of overall performance, they also have certain flaws. The design rules of VR games are also limited by the technology of VR platform.

Currently, the mainstream mode of VR games is first-person perspective games, and the production method is relatively mature. It is to first make the PC side, then modify certain rules and then port it to the VR platform.

The first step is to comprehensively improve the art level of the entire game and meet the standards of VR games in terms of map details and modeling. This is a comprehensive improvement in the quality of the game. Generally speaking, the amount of resources will soar about ten times, and the main investment in funds is also in this link.

The second step is to convert the input/output method of the PC into VR form. This step is mainly implemented in the editor, using special instruments to take awareness waves and establish a one-to-one connection with in-game operations.

For example, the designer adopts his own "jump" consciousness to associate it with the "jump" movements of the characters in the game. Then when the player is playing the game, just think about "jump" and the characters in the game will make this action.

In terms of output method, the picture will be converted into 124 degrees of the human eye's vision, and other aspects such as smell, hearing, touch, etc. will also be converted into the game cabin through specific rules.

The third step is to make some functional fine adjustments based on the game's characteristics to make them more in line with the operating habits of VR players and reduce their discomfort.

...

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

In the first stage, Chen Mo considered making it on the PC platform first, recreating the classic gameplay of this game, and then porting it to the VR platform.

First of all, the world's infrastructure.

In Chen Mo's plan, "Minecraft" 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 (like Dark 3), and the entire map can be infinitely large, automatically generated and read by the system. (The number of people entering needs to be limited.)

The network-mode map can accommodate 10,000 people to play at the same time. The entire world is tentatively set to be 100,000 square kilometers, roughly equivalent to a province in the real world.

In terms of basic materials, it is generally consistent with "Minecraft" in my previous life, including dozens of materials such as stone, soil, water, magma, sand, gravel, gold ore, ore, coal, stone, wood, leaves, diamonds, ice, etc.

Moreover, according to the needs of the game, you can continue to add it later.

Other materials, such as wooden sticks, wooden boards, leather, crop seeds, shovels, iron pickaxes and other mining tools, rails, mine cars, ships, and other means of transportation, swords, hats, armored combat supplies, etc. These are even more, there will be about a few hundred, and they can be gradually enriched.

As for the generation rules of the entire world.

Although Chen Mo has not read the design documents of "Minecraft", it can be roughly inferred.

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

Generate plain islands - Generate alpine forests - Generate swamps, tropical rainforests, coniferous forests, jungles, flat tops, etc. Generate jungle edges, higher alpine mountains, etc. Generate tropical plateaus, desert hills, etc. Generate grasslands - Add coasts - Micro-adjustments - Add rivers.

The second step is to generate a density map, limit the height of the entire terrain, and fill the blocks of the entire map with stones, water and air according to the density map.

The third step is to improve the terrain, such as the plains are grass squares and stones, and the deserts are sand and stones, covering these materials on the surface of the terrain and creating bedrock.

The fourth step is to generate special terrain, such as caves, canyons, mines, villages, temples, seabed ruins, etc.

These special terrains, such as villages, desert temples, etc., are complete units spliced ​​by the designer in advance. In Chen Mo's plan, more special terrains can be added artificially to make the entire automatically generated world richer.

The fifth step is to generate light.

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

The seventh step is to generate a pool, a magma pool 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, which mainly determine the type of minerals generated based on the height of the terrain, such as soil, gravel, coal mine, iron ore, gold mine, rutile mine, diamond mine, etc.

The ninth step is to generate ground embellishments, including sand, clay, gravel, trees on the ground, mushrooms, flowers and plants, etc.

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

Of course, this rule was conjectured by Chen Mo himself, and may be somewhat different from "Minecraft" in his previous life, but it will not be much different.

In this way, the whole world is formed. Put the villains controlled by the player in and you can move freely in the whole world.

In terms of the character's behavior, the actions in the original work include movement, jumping, attacking, digging, placement, etc. There are also some action mods, adding special actions such as wall climbing, rock climbing, hanging, crawling, facial expressions, etc.

For Chen Mo, it is possible to integrate all these actions and expand the character actions to more than a dozen, so that the character's expressiveness is richer. (Of course, it also needs to be updated with the picture material.)

There are more than a dozen actions, which are not many compared to large RPGs on some VR platforms. Players will basically not feel overly tired. While ensuring the player's game duration, they will enrich the movements and gameplay in the game as much as possible.

In addition, regarding the production logic of the entire world, Chen Mo considered further expanding and improving while inheriting the advantages of the previous work.
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