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Home > Fantasy > Almighty Game Designer > Chapter 228

Chapter 228

Words:1552Update:22/06/20 13:06:03

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The design criteria of all games were limited by the platform.

Like PC racing games, there were usually two viewpoints, one from the inside of the car and the other from the roof.

This was because the first person view of a PC game was between seventy-five to ninety degrees, while the human eye's field of view was one hundred and twenty-four degrees.

This meant that due to the limitations of the PC's display angle, the game couldn't fully simulate the human eye's field of view, unless there were two more displays on the left and right side of the main display.

Most players wouldn't specifically add two more displays for racing games, so the view from the inside of the car would be very narrow and limited.

This was why a roof view was needed. Because the roof view raised the camera's field of view, the player's field of view would be wider, making driving more comfortable.

(This was the same for PUBG.)

This' dual view 'design was a compromise made due to the limitations of the PC platform.

Similarly, although the VR games in this world were better than the PC platform in terms of overall performance, there were still some flaws. The design of VR games was also limited by the technology of the VR platform.

Currently, the mainstream VR game was a first person view game. The production method was also quite mature, which was to first make the PC version, then port it to the VR platform after some modifications.

The first step was to improve the art standards of the entire game, to reach the standards of a VR game in terms of details and modeling. This was an overall improvement in the quality of the game. Generally speaking, the amount of resources would skyrocket by about ten times, and the main investment would be in this step.

The second step was to convert the input/output from PC to VR. This step was mainly done in the game editor, using a special device to capture the waves of consciousness and connect it to the in-game actions.

For example, the designer could use their own 'jumping' consciousness to connect it to the character's' jumping 'action. Then when the player is playing the game, as long as they think about 'jumping', the character would do it.

The output method would be to convert the image to one hundred and twenty-four degrees of the human eye's field of view. Other senses such as smell, hearing, and touch would also be transferred to the VR pod.

The third step was to make some minor adjustments based on the game's characteristics, making it more in line with the VR player's habits to reduce their discomfort.



After confirming the key points for VR, Chen Mo started writing the rules document for Minecraft.

In the first step, Chen Mo considered making it on PC, recreating the classic gameplay of the game before porting it to VR.

The first was the basic structure of the world.

In Chen Mo's plan, Minecraft had three modes: single player, online, and online.

Like Diablo 3, the single-player mode and online mode could be switched between each other. The entire map could be infinitely large, and it could be automatically generated and read by the system. (We need to limit the number of people who can enter.)

The online map could accommodate 10,000 people playing at the same time, and the entire world was tentatively set to be 100,000 square kilometers in size, roughly equivalent to a province in the real world.

In terms of basic materials, it was pretty much the same as Minecraft in his previous life. There were rocks, mud, water, magma, sand, gravel, gold, ores, coal, rocks, wood, leaves, diamonds, ice, and dozens of other materials.

Moreover, according to the needs of the game, more could be added in the future.

Other materials, such as wooden sticks, planks, leather, crop seeds, shovels, pickaxes, and other digging tools, railway tracks, mining carts, boats, and other transportation tools, swords, hats, armors, and so on, were used for other purposes. There were even more of these, probably a few hundred, and they could be slowly replenished.

As for the rules of the world's creation …

Although Chen Mo hadn't seen Minecraft's design document, he could roughly guess what it was.

The first step was to create a basic world and modify the terrain.

Create flatland islands, create alpine forests, create swamps, tropical rainforests, coniferous forests, jungles, flats, etc., create jungle edges, higher mountains, etc., create tropical plateaus, desert hills, etc., create grasslands, add coasts, fine-tune, add rivers.

The second step was to create a density map, limiting the height of the terrain, and fill the entire map with rocks, water, and air.

The third step was to complete the terrain. For example, plains would be grass and rocks, and deserts would be sand and rocks. Cover the terrain with these materials and create a base rock.

The fourth step was to create special terrain. Like caves, canyons, mines, villages, shrines, underwater ruins, etc.

These special terrains, such as villages and desert shrines, were all complete units that had been assembled by the designers in advance. In Chen Mo's plan, he could even add in more special terrains to make the world more interesting.

The fifth step was to create light.

The sixth step was to add creatures and special units (like furnaces, chests, etc.).

The seventh step was to create pools, magma pools, and underground elementals. The chances of creating magma pools were much lower than pools.

The eighth step was to create minerals, which were determined by the height of the terrain, such as mud, sand, coal, iron, gold, red stone, diamond, etc.

The ninth step was to create decorations. This included sand, clay, and gravel near the water, trees, mushrooms, and flowers on the ground.

The tenth step was to create creatures, such as cows, goats, pigs, and chickens.

Of course, this was something Chen Mo came up with himself. It might be different from Minecraft in his previous life, but it wouldn't be by much.

This way, the entire world would be created, and the player would be able to move around freely in the world.

In terms of character actions, the original included moving, jumping, attacking, digging, placing, etc. There were also mods that added special actions such as climbing walls, climbing, hanging, crawling, and facial expressions.

Chen Mo could combine all of these actions and expand the character's actions to more than ten, making the character more expressive. (Of course, he would have to update the graphics as well.)

More than ten actions weren't that much compared to VR RPGs, and the players wouldn't feel too tired. While ensuring the player's playtime, Chen Mo tried his best to enrich the game's actions and playstyle.

Additionally, Chen Mo considered expanding and perfecting the world's production logic while inheriting the strengths of the previous game.

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