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Chapter 719 Extreme game details

Qian Kun suddenly realized: "So that's it! If the performance of the entire VR game cabin is applied to a single level, it can indeed improve the current game screen to a higher level! The effect of this is likely to be much better than the works of some major European and American manufacturers!"

Chen Mo corrected: "Please pay attention to your wording, this classmate. For us now, European and American major factories are no longer unattainable. There is nothing wrong with Thunder Interactive Entertainment being called for Huaxia major factories."

Qian Kun: "Awesome."

Chen Mo continued: "So, "Underworld" should give players a sense of immersion to the pinnacle. All ui in the game can be saved as much as possible. I hope that every frame of the game can be taken as screenshots. In addition, the entire picture effect, including materials, light and shadow, water surface, and movement, must reach the highest level in the industry now. By the way, actors who collect movements and expressions should also use the best ones."

"If the effect after facial expression collection is not satisfactory, I will adjust it myself."

"In addition, in terms of physics engines, Pangu engine is indeed very powerful and even omnipotent, but our workload is still heavy. If we want to make "Underworld" a real movie-level game, the most important thing is the details."

"Details are the most important element to build a sense of reality. I hope that all the details in the art group can remember them carefully, and I want to see them all reproduced in the game."

"Light can penetrate the auricles of a person."

"When the protagonist holds the rope of the winch, he will automatically change hands according to the position of the rope."

"When getting off the car from any direction, you will have different actions."

"All movements must be professional enough to climb, dive, and swim. When holding your breath underwater, your mouth must be bulging."

"When a character approaches the wall, he will naturally touch the wall instead of hitting it straight."

"The character dialogue is added to the transitional statement, and after being interrupted, it will naturally follow the previous topic."

"When you crawl over your partner, you will have different movements and reactions."

“There are a lot of special events, such as when driving below the waterfall, there will be special characters’ actions and dialogue.”

"The character's phone has a complete ui."

"When the windshield of the Jeep is shattered by a bullet, the character will remove the windshield by himself."

...

Chen Mo introduced variously, and others were shocked.

These details... are too many, right?

Of course, with the power of Pangu Engine, these details can undoubtedly be made, but they still have to be done with manpower!

There is nothing to do with a detail, but when the entire game world is filled with various similar details, the level of imitation in this game world will instantly increase by several levels!

In addition to the previous mentioned, the game cabin performance without a loa throughout the whole process and every level is invested in the extreme. You can imagine how real this game will be!

Obviously, what Chen Mo mentioned is not just a saying, he has a very complete set of establishment concepts and methods.

No matter how technology progresses, game design is always limited by the performance of the game console. For designers, how to better use limited functions to present more exciting effects is also an art worth studying.

Even in parallel worlds, in the era of VR games, it is impossible to create an endless game world without limit.

The "Underworld" that Chen Mo is going to do now is to maximize the performance of the VR game cabin.

For Chen Mo, this is an inevitable step and it is also an attempt at a genre game.

After finishing the design concept draft, everyone felt a little excited.

"It's amazing! I feel that according to the store manager's plan, it seems that I can really make a game that is so exquisite as movies?"

"Full real-time calculations, can you directly take screenshots for every frame?"

"By the way, where is the script, the store manager?"

Chen Mo smiled: "There is no hurry to the script, now we will start to make art resources. When I look back, I will write out the outline of the entire script process. OK, let's go and do it."

...

For the Uncharted Seas series, each one has its own unique features.

"Underworld 1" is the pioneering work of the series, making the Unknown Sea series a series of works of excellent quality.

"Underworld 2" has performed leaps in all aspects, and has won 100 Best Game Awards of the Year, and is regarded by many players as the pinnacle of the "Underworld" series.

"Unknown Seas 3" received a full score of ign.

As the final work of the series, "Underworld 4" did not win the game of the year, but in terms of plot, it made a perfect ending for the entire Underworld series.

Chen Mo still had the same production ideas as before, first doing "Underworld 4". The plots of the first three movies were released one after another in the form of DLC, and eventually made the "Underworld" series a large collection.

If it is just a vertical comparison of the series, "Underworld 4" is undoubtedly the highest in overall quality, but its innovation in gameplay is indeed not as significant as "Underworld 2", so it has affected its rating to some extent.

What's more, Chen Mo can't count 2, so it's absolutely impossible to make a sequel.

...

"Unknown Seas" soon entered a intensive research and development stage, and as a VR game, it is also different from Chen Mo's console platform game in his previous life.

The main difference is that it comes from a sense of substitution.

In Chen Mo's previous life, due to the console platform, the game uses a third-person follow-up perspective (over-shoulder perspective). Although the immersion is already top-notch in the same period of games, there is still a big gap compared with VR games.

After being ported to the VR platform, the perspective will become a first-person perspective, and the player's sense of substitution will be stronger.

In addition, the force feedback system in the VR game cabin is much more complex than the host.

When players jump high and grab the edge of the wall, a clear tremor will be heard in their hands; when they are shot by a bullet or fall to the ground due to an explosion, there will be a slight pain effect in the corresponding parts; in addition, vehicle vibration, explosive splash and other effects can all be made more realistic.

When players are playing the game, they feel like their souls penetrate Nathan Drake's body and experience the pleasure of rock climbing, racing and gunfighting.
Chapter completed!
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