Almighty Game Designer

Chapter 229: World Fundamental Rules (more)

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

Like racing games on a PC, there are often two perspectives, one on the inside and the other on the roof.

Because the PC's first-person perspective typically shows a field of view ranging from 75 degrees to 90 degrees, while the human field of view is 124 degrees.

That is, depending on the display angle of the PC display, the human field of view cannot be fully simulated in the game unless two more displays are added to the left and right sides of the main display.

Most players do not specialize in two more display screens for racing games, so the view inside the car feels particularly narrow and the field of view is limited.

There must be a roof angle at this point, as the roof angle increases the camera lens, causing the player's field of view to widen to make it more comfortable when driving.

(The perspective of eating chickens is the same.

This “dual perspective” design is a compromise limited by the performance of PC platforms.

Similarly, while VR games in the world outperform PC platforms overall, there are certain flaws as well, and the design rules for VR games are also limited to VR platforms.

Currently, the mainstream mode of VR games is the first-person viewpoint game, and the production method is relatively mature, that is, first make the PC end, then adopt certain rules to modify and then transplant to the VR platform.

The first step is to improve the overall level of fine art of the 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 surge by about ten times, and the main investment of funds, is also at this stage.

The second step is to convert the PC's input and output to VR form. This is achieved mainly in the editor, which takes conscious waves through special instruments and establishes one-on-one links with in-game operations.

For example, designers take their "jump” consciousness and associate it with the "jump” action of the person in the game. So when a player is playing a game, just think about "jumping” and the characters in the game will do it.

In terms of output, the image is transformed into 124 degrees of human vision, and other aspects such as olfactory, auditory, tactile, etc. are also transformed into the game compartment through specific rules.

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

……

After roughly identifying some key points to change the VR, Chen Jiao started writing the basic rules document for My World.

In the first phase, Chen Jiao considered making it on the PC platform, replicating the classic play of the game, and then implanting it on the VR platform.

The first is the infrastructure of the world.

In Chen Jiao's planning, My World has three modes: single-person mode, online mode, and network mode.

Wherein, single-person mode and online mode can be converted to each other (like Dark 3), the entire map can be infinitely large, automatically generated and read by the system. (There is a need to limit the number of entrants.

And the map of network mode can accommodate 10,000 people at the same time, and the entire world is tentatively 100,000 square kilometres, roughly the equivalent of a province in the real world.

In terms of basic materials, there are dozens of materials, such as stones, earth, water, magma, sand, gravel, gold mines, ore, coal, stones, wood, leaves, diamonds, ice, etc., which are generally consistent with my world in previous generations.

Furthermore, it can be added continuously in the future, depending on the needs of the game.

Other materials such as wooden sticks, planks, leather, crop seeds, iron shovels, iron shovels and other extractive tools, rail tracks, mining cars, boats and other means of transport, swords, hats, armoured combat supplies, etc. That's all there is to it, there are probably hundreds of them, and they can be enriched slowly.

And the whole world generates rules.

Although Chen Jiao has not seen the design documents for My World, it can be inferred.

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

Generate plain islands - Generate alpine forests - Generate marshes, rainforests, coniferous forests, jungles, flat summit mountains, etc. - Generate jungle edges, higher mountains, etc. - Generate tropical plateaus, desert hills, etc. - Generate grasslands - Add coasts - Fine-tune tune - Join rivers.

The second step is to generate a density map that defines the height of the entire terrain and fills the entire block of the map with stone, water and air according to the density map.

The third step is to refine the terrain, such as plains with grass cubes and stones, and deserts with sand and stones, covering the surface of the terrain while generating the bedrock.

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

These special terrain, such as villages, desert temples, etc. are complete units pre-assembled by the designer. More special terrain can be artificially added to Chen's plan to enrich the entire auto-generated world.

The fifth step is to generate light.

Step six is to add biology and special units (furnaces, boxes, etc., blocks with special logic).

Step seven is to generate pools, magma pools, and subsurface elements, which are much less likely to occur.

The eighth step is to generate minerals, mainly depending on the height of the terrain, such as earth, gravel, coal, iron, gold, red stone, diamond, etc.

Step nine is to generate ground decorations. This includes sand, clay, gravel by the water, trees on the ground, mushrooms, flowers, etc.

Step 10 is to generate organisms such as bovine sheep and pig chickens and so on.

Of course, this rule was speculated by Chan Myself and may differ from "My World" of previous generations, but it is not too different.

In this way, the whole world is formed, and the player-controlled dwarves are allowed to move freely throughout the world.

In terms of the character's behavior, the actions in the original include moving, jumping, attacking, excavating, placing, etc., as well as some action mods, adding special actions such as climbing walls, climbing rocks, hanging, crawling, facial expressions, etc.

For the stranger, it is perfectly possible to integrate all these moves, expand the character's moves to a dozen, and enrich the character's performance. (Of course, it should also be accompanied by updates to the image material.

A dozen actions, not much compared to the large RPGs on some VR platforms, basically do not cause the player to feel overly tired and maximize in-game motion and play while guaranteeing the player's game time.

Moreover, regarding the production logic of the whole world, Chen Jiao contemplates further expansion and refinement of the advantages before inheritance.

For example, in the original work, planks can be placed on the workbench under certain rules to produce special items such as going out, sticks, etc. Chen Jiao is considering extending this production rule across the board so that players can make more things while providing clearer and richer production rules charts.