Almighty Game Designer

Chapter 232 Transplantation complete (Four more)

Years later, R&D in My World continues to advance.

After completing the first phase, it is still far from a real finished game. While throwing "My World" as a PC game now would do well, it was clear that Chen's ambition went beyond that, and he hoped that the game would take the form of a VR.

The next step is to transplant My World onto the VR platform.

……

Experience the second floor of the store.

Chan took off his special consciousness-gathering helmet and moved his neck.

Consciousness acquisition has been completed. Consciousness of this acquisition includes moving, jumping, attacking, placing, using, manufacturing, etc. All actions that can be done in the game have been acquired accordingly.

After that, Chen Jiao enters all this information into the phantom editor, so that they can relate to the actions inherent in the game.

Translation of world rules is also in progress.

A fully 3D-made PC game is required to convert to a VR game. Overall, the conversion process is still relatively fast. Of course, if the game itself is particularly large and the elements are particularly rich, the conversion process will be doubly prolonged.

Fortunately, My World rules are relatively simple and resource intensive, so they convert faster.

Chen Jiao put the VR version of "My World" into the game room and experienced it.

Soon, Chen's consciousness entered the VR world.

The system generates a new map in accordance with the relevant rules in My World, when Chen strangers feel that they are already in the game world.

However, the current situation can only be described by the words "very bad”.

First, the images are extremely hot eyes.

In VR mode, the player's field of view is greatly broadened, and some rough materials simply cannot escape the player's eyes.

The serrations of the pixel-style blocks are all very obvious and especially dramatic.

Look down, you're a very ugly squarer, and your arms are like lunch meat without your fingers.

Looking around, trees, rivers, mountains, animals… virtually nothing can achieve the art that Chen Wants.

On the computer, this style is bearable, but in VR, because the field of view is magnified and the flaws of detail are magnified, it immediately becomes another game.

Secondly, people are not operating smoothly and there is a serious lack of environmental feedback.

In the VR world, players do not control people through keyboards, mouses, but through consciousness. Although Chen Jiao has collected all the motion consciousness, he really didn't realize in the game that these were not enough.

Especially compared to a relatively mature VR game like Earth OL.

For example, when Chen Qiao moves, he feels like he is advancing on a unicycle. There are no natural ups and downs in his field of view, which is weird. Your feet don't feel like stepping on the ground either, as if they're floating in the air.

There is no corresponding haptic feedback when holding the item in your hand, and you do not feel that you have made these actions when jumping, excavating, placing, etc.

In short, the original VR version of My World was similar to the previous life's VR glasses experience, with minimal changes other than changes in vision.

Feels a little insulting to my VR pod with this version now.

Problems like these are caused entirely by Chen Qiao's lack of experience in making VR games for the first time. Good news is that it is not something that cannot be solved. It can be solved with some time and energy.

Rich action, added field of view ups and downs.

Improve all types of haptic feedback.

Rich in sensory elements such as smell, sound, etc. (Of course, these smells and sounds are good, nice types.

At the same time, improve the art quality of the game in all directions.

Although "My World" transplanted to the VR platform is still pixel-style, Zhou Hanyu has made improvements in many respects as requested by Chen Yu.

Basic squares, such as soil, stone, glass, wood, leaves, etc. have all been textured to enhance texture and soften rough edges.

These elements, after processing, have essentially exceeded the level of various image mods of previous life.

In addition, Chen has developed an additional "engraving model”. These base blocks can be scattered into 64 small blocks, and players can craft a block to bring it closer to a real object.

While generating an entire world, this “engraving mode” automatically acts on the base blocks of all terrain edges, making the whole world more rounded and real.

Objects other than basic blocks, such as characters, animals, weapons, etc. are all done in the way of LEGGO building blocks, keeping the Q-style even more nuanced.

For example, while maintaining the three-headed style of the Q edition, the head, arms and legs are no longer squares, but rather very rounded models, just like the Disney series toys in the LEGGO building blocks, that fit the art style of the entire VR world and improve the model accuracy.

Meanwhile, in order to meet the needs of the online version, Chen Yue planned multiple role models in advance.

These models are also designed with reference to small people with LEGGO toys, such as suits, jeans, casual clothes, etc., as well as professional suits such as firefighters, racers, pirate suits, etc.

Moreover, different tops, pants, hats and shoes allow for free matching and color change, and players can choose freely.

The cost of developing these clothes is actually very low. After all, this is a Q version of the dwarf. It doesn't have to be as detailed as those big ones, even the hair is clearly divided.

Even Chen Qiao made a special facial expression system with a few basic expressions such as smile, sadness, anger, etc. Players can use it freely in the game.

The second phase took a relatively long time and took more than two months to finalize.

This VR version is already a qualified VR game.

While the image still retains pixel-style style, it doesn't make people feel particularly rough and unexpected.

Although the character is version Q, the movement is abundant, and when jumping, walking, or being hit, the field of view is slightly deflected with the vibration of the body, almost exactly in line with the perspective in the real world.

All kinds of feedback during the game are also perfect, walking, jumping, attacking, placing and other actions will have corresponding haptic feedback, giving people a very real feeling.

When digging with a pickle in the game, the player can feel the wooden handle holding the pickle in his hand and can feel the vibration coming from the center of the palm when the pickle taps on the ore.

So far, My World has been more perfectly transplanted from PC platforms to VR platforms, and the most important next step is the final play innovation and derivative play.