Almighty Game Designer

Chapter 876 Chemical Engines (more)

“Environmental interaction mechanisms? ”

Graduates in this room were a little surprised that they thought Chen Stranger was going to ask a big question, at least about a game type, but ended up just letting everyone design a small system.

Strictly speaking, this "environmental interaction mechanism" is only an important part of the battle system, or if you leave the battle system, it is also an important part of the game mechanism. It is not much in terms of the content of the game it occupies, it is not difficult simply to design it, and it is perfectly fine to make a first draft in three hours.

But as everyone knows, the topic looks simple, but like Chen Jiao said, it's really hard to do well.

This is a very broad topic, ranging from the simplest example of "terrain killing” to more sophisticated weather systems, or the architecture of the entire combat environment, falling under the category of "environmental interaction mechanisms”.

And the more complex the environment, the richer the mechanisms for interacting with the environment.

So this is an open-ended topic, and as long as the brain hole is big enough, the system can be infinitely huge.

But it's too big or not, and it also takes into account the inputs and outputs of the whole "environmental interaction mechanism”, the value for money produced, how well it fits into the game itself, and so on. There are probably 100 brain holes at the time of conception, which is ultimately limited to the game itself, and only five that really work.

Everybody starts thinking brainlessly.

……

Out of the conference room, Qian Zheng waits at the door.

“I think the responses of these graduates have been quite calm.” Qian Xiao said.

Chen smiled and laughed: “Yeah, after all, it's a good seedling carefully chosen from all over the country. Is it okay to be stuck with this simple question? ”

Qian Qianmu: “Is this a simple question? Isn't that the chemistry engine you just designed for our new project? I don't see how easy it is to ask these freshmen questions with the most advanced and first-class system design in the world today. ”

"It's not like they're going to make the whole" chemical engine, "Chen said. ”

Qian Qingchu: “It's hard to meet your ‘almost’ standards, too! ”

……

Chan has not revealed the options for the new project to anyone else.

But two weeks ago, Chen Yu had arranged a special task: R&D of “chemical engines”.

When we first heard that word, we were all bluffing. What the hell? Heard of physics engines. What the hell are chemical engines?

Physical engines mean that real physical attributes, such as gravity, hardness, sharpness, etc. are given to objects in the game, and when they rotate or collide, the physical engines can derive their effects from operational calculations through the physical attributes of those objects.

In other words, the physics engine is equivalent to another Newton, and in a virtual world, a complete set of physical rules is built.

So, what's a chemical engine?

Chen smiled and explained: “A chemical engine is a physical engine that can react chemically. It's just a metaphor, it's the equivalent of a more advanced form of performance of a physical engine. ”

……

The so-called "chemical engine" is that in a game environment, there is not only a physical collision, friction, and strike relationship between the object and the object, but also a chemical reaction.

To give a simple example: grass can burn, hot air rises after burning to produce airflow, surrounding combustibles will be ignited, if it is fruit, meat will be cooked, then burned will zoom and even burn completely...

In the real world, these are chemical reactions, and these are things that you're used to.

But there are no real chemistry rules in the game, so if you want to have this effect in the game, you need a whole new design, which is the "chemistry engine."

The chemical engine is actually a very complex set of rules through which a highly realistic chemical system is constructed in the game, so that by imparting different chemical properties, such as flammable, conductive, etc., to an object and then dropping it into the chemical engine, they change with the environment.

It's simple, but it's actually designed to contain too much content.

According to Chen Jiao's design, the entire chemical engine includes a large number of complex systems and encompasses all aspects of the rules of the world.

“Climbing system”, “Cooking system”, “Battle system”, “Submarine system”, “Equipment system”, “Flame system”, "Freezing system”, “Thunder system”, “Wind system”, “Weather system”, “Temperature system”, “Bomb system”, "Stop system”, “Magnetic system”, “Ice system”...

Each system has a corresponding set of rules.

For example, the climbing system allows players to climb arbitrary walls but is subject to physical limitations. When the player is physically weak, he or she can find a resting foothold on the mountain to regain strength. The climbing system is associated with the weather system, and in rainy weather, the walls become slippery, and the players slip as they climb, seriously affecting the efficiency of the climb.

Lightning systems, for example. There are many elements of lightning properties, such as lightning, power organs in relics, etc. Metal is electrically conductive, so when a player runs on the road with a metal weapon during a thunderstorm, it is struck by lightning. Alternatively, when an electric power line is required to open the machine in a relic, it is possible to connect a wire with your own metal weapon without necessarily having to search for a metal object in the relic.

Temperature systems, for example. Ambient temperatures can vary from region to region and from weather to weather. The player has a certain tolerance temperature, exceeding which is overheating, below which is freezing, both of which cause sustained blood damage. Players can resist the cold in a number of ways, such as lighting piles, holding handles, wearing cold clothes, and so on.

Moreover, chemical reactions occur between these systems, which is the most complex part.

That is, in this set of engines, every action taken by the players has the potential to produce a series of chain reactions, and if the players can predict the results of such chain reactions, they can artificially create a "butterfly effect," gently flapping their wings in a corner, causing the monsters next to them to suffer from extinction.

As the entire research and development of the Chemical Engine progresses, you will be amazed at the sophistication of the system. Instead of being forcibly pinched together, these complex systems collectively form a unified whole, moving the whole body together.

A lot of people are wondering, what kind of game is this powerful system, this new chemical engine, going to make?