Almighty Game Designer

Chapter 523 Pangu System (1 more)

Create a game that fully demonstrates the superiority of Pangu?

Chen Qiao thought about it and said: “There are some ideas, but let me see how far this system can go before we talk about it? ”

Joward said, "Of course. Well, you can come to the tour board tomorrow, and I'll have the technicians show you how Pangu works in the phantom editor. ”

After hanging up the phone, Chen Jiao started thinking about what kind of game to make?

Obviously, the best way to showcase a new physical engine is to build a very unique world of games and an innovative combat system.

Like many martial arts novels, some warriors have a deep inner strength, but if there is no corresponding technique to show, then this force pretends to be unfavourable.

You have to be deep inside, and the moves you throw out are very nice, in order to attract the crowd of gourds to applaud, you don't realize.

Obviously, both the JCC and the Seventh Vision are in dire need of a game to showcase the disruptive innovations that this new physical engine has brought to the gaming industry.

While the two studies are almost simultaneous, whoever develops a better game first can be more prestigious.

It is also no wonder that the Committee attaches so much importance to this.

Not only did Chen Jiao, but some other S- or A-level designers get the message.

Obviously, it is impossible for the JC to place hope on only one stranger in Chen, and this can be seen as a common task for all game designers in the country.

These designers are also having intense discussions about exactly what game to play.

“I think it's time to do an enhanced version of Earth OL. To demonstrate the advantages of this physical engine, it is certainly best to have a world that is exactly like the real world! ”

“Think about how much impact it would have on the player if the physical rules in the game were exactly the same as in reality. ”

“I don't think so. In reality, there's nothing that really highlights the play elements of physical rules. Think about walking, driving, fighting. There's nothing special about these behaviors. Even some traditional physical engines can reproduce perfectly. ”

“Instead of displaying advanced physics engines, there are some very unreasonable games, such as flying eaves, cold-weapons combat, which are the easiest to display physics engines. ”

“I think there are other ways to show the physics engine. Like airplanes, rockets, etc. Imagine if we made a game of rocket making, and the rocket finally followed the rules of physics in the game and succeeded in breaking through the atmosphere and putting the carrier satellite in orbit around the Earth, doesn't that mean that the physical engine is pretty awesome? ”

“No, no, no, no. I think whether the physical engine is real or not depends on the sense of blow. In traditional shooting games, for example, a person is shot only shaking violently and then spraying blood, but in the real world, a person is shot that can cause a total breakage of the entire arm. Even in a bulletproof vest, the whole person could be pushed out of the way by a bullet, and that's where the physical engine really is, right? ”

“Upstairs, if you do, can the boarding committee give you a trial? I'm afraid this image is too bloody when you make a gun fight game and shoot someone in the arm? ”

“This is a small problem, after all, this game has a political mandate. In order to reflect the physical engine, I believe the JCC will be more relaxed in its audit. ”

“Oh, the pattern! ”

……

Different designers have different views on what games can better demonstrate the power of Pangu systems.

But since it's about demonstrating the strength of the rules of physics, it's definitely about fighting the senses.

In high-tech contexts, such as gun combat, players are not easily aware of the role of the physical engine because the whole scene is too harsh.

Chen stranger's idea is that only in cold weapons combat can the role of the physical engine be best played.

In the initial battle system, limited by the physical engine, the attacker and the target are simply doing a repetitive calculation of the attack and blood damage.

The attacker struck the enemy with a knife and inflicted 10 damage. On the surface, the attacker swings a knife on the enemy and sprays blood, but anywhere he chops it, it hurts at 10: 00.

Of course, there has also been progress in some later games, with attackers cutting in different positions and triggering different effects. In many games, for example, cutting an enemy on a shield will hardly hurt the enemy, while attacking the enemy from behind will cause additional damage.

There are also some shooting games that have different damage calculation formulas for the head and neck, body, hands, and legs.

By now, with the development of artificial intelligence technology and advances in physical engines, this battle system can also move forward again.

Of course, technology alone is not enough.

There are plenty of other settings that are needed to build a very complete battle system.

In this regard, Chen Qiao already has a better idea, but it will not be decided until he sees the actual effect of Pangu system.

The next day, Chen Qiao came to the tour committee.

Of course, the actual R&D department of Pangu System is not here, but here at JCC, you can call the permissions of Pangu System over the network.

"It's still a test version, and there are some flaws," explains Joward. It should be complete in a few moments. However, some of the features are already available, you can experience them first. ”

On an ultra-high configured computer, Chen Jiao can connect to the Pangu system and run the phantom editor on the computer.

This is equivalent to adding a completely new interface to the phantom editor, where the entire physical rules of the game can be created through the Pangu system.

It includes the gravity of the entire world, the power of the character, the weight of various materials, the density, and special physical rules.

The first few points can be seen as some ground rules, and once established, the world will operate according to those physical rules.

In addition, there are special rules that take precedence over all physical rules, and many different special rules need to be constructed to make the game richer.

Obviously, the more these special rules, the richer the game will be.

For example, the designer wrote a rule that if the player attacked the soles of any creature, he could fly ten meters high.

Then, in the game, when a player attacks the soles of the feet of any human creature, the human creature flies ten meters high, and is no longer bound by those basic physical rules.

Of course, in reality, no brainless designer would do that. This is just an example of how, under this physical engine, designers can create a game world that is unique enough and rich enough to be patient enough.