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Home > Fantasy > Almighty Game Designer > Chapter 231

Chapter 231

Words:1551Update:22/06/20 13:06:04

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The development of Minecraft continued after Chinese New Year.

After completing the first stage, there was still a long way to go before the final product. Although Minecraft would do well as a PC game, Chen Mo's ambition wasn't just limited to that. He wanted the game to be released in VR.

The next step was to port Minecraft to VR.



Second floor of the experience store.

Chen Mo took off the special consciousness collection helmet and stretched his neck.

The consciousness collection was complete. This included movement, jumping, attacking, placing, using, crafting, etc. Every action that could be done in the game was collected.

Chen Mo then entered all of this information into the Illusion Game Editor to link it to the actions in the game.

The rules of the world were also being changed.

Only a PC game made in 3D could be converted into a VR game. All in all, the conversion process was relatively quick. Of course, if the game was large and had a lot of elements, the conversion process would be much longer.

Luckily Minecraft had simple rules and a small amount of resources, so the conversion process was relatively quick.

Chen Mo installed the VR version of Minecraft into the gaming pod and tried it out.

Soon, Chen Mo's consciousness entered the VR world.

The system generated a new map according to the rules of Minecraft, and Chen Mo felt like he was in the game world.

However, the current situation could only be described as' very bad '.

First of all, the graphics were extremely harsh on the eyes.

In VR, the player's field of view was greatly expanded. Rough materials couldn't escape the eyes of the player at all.

The jagged edges of the pixels were all very obvious, especially out of character.

Looking down, he was an extremely ugly square person. His arms were like luncheon meat, he didn't even have fingers.

Looking around, the trees, rivers, mountains, animals … Almost none of it reached the artistic effect that Chen Mo wanted.

This would be tolerable on a PC, but in VR, as the field of view was magnified, the details were magnified as well, turning it into a different game.

Secondly, the controls weren't smooth, and the environment was severely lacking.

In VR, the player didn't control the character through a keyboard or mouse, but through their consciousness. Although Chen Mo had collected all the movements and consciousness, he realized that it wasn't enough when he was actually in the game.

Especially when compared to a more mature VR game like Earth Online, it was a far cry.

For example, when Chen Mo was moving, it felt like he was riding a wheelbarrow. There were no natural undulations in his field of vision, which was very weird. His feet didn't feel like they were stepping on solid ground. It was as if he was floating in the air.

When he held the item in his hand, there was no corresponding tactile feedback. When he jumped, dug, placed, and so on, he did not feel that he had done these actions.

All in all, the initial VR version of Minecraft was pretty much the same as the VR glasses in his previous life. Apart from the change in field of view, there were very few other changes.

He felt that the current version was an insult to his VR gaming pod.

These problems were caused by Chen Mo's lack of experience in making a VR game for the first time. Fortunately, it wasn't something that couldn't be solved, and could be solved with some time and effort.

Enrich the movements and increase the range of vision.

Perfect all types of tactile feedback.

Rich sensory elements, such as smell, sound, and so on. (Of course, these smells and sounds are of the nicer type.)

At the same time, he wanted to improve the art quality of the game in all aspects.

Although Minecraft was still pixelated after being ported to VR, Zhou Hanyu made a lot of improvements according to Chen Mo's requirements.

The basic blocks such as soil, stone, glass, wood, and leaves were all textured to increase the feel of the game and soften the edges.

After these elements were processed, they had already surpassed the standards of various mods in his previous life.

Moreover, Chen Mo also added a 'sculpting mode'. These basic blocks could be broken up into 16 smaller blocks. Players could carefully sculpt a block to make it more like a real object.

While creating the world, this' sculpting mode 'would be applied to all the blocks at the edges of the world, making the world more rounded and realistic.

Apart from the basic blocks, such as characters, animals, and weapons, they were all made in the same way as Lego, keeping the chibi style and making it more detailed.

Take the character as an example. Although it maintained the style of the three heads, the head, arms, and legs were no longer cubes. Instead, they were very round models, just like the Disney series of Lego toys. It was more in line with the art style of the entire VR world, and the accuracy of the model was increased.

At the same time, to satisfy the demands of the online version, Chen Mo planned a variety of character models.

These models were also based on the Lego characters, with all sorts of clothing such as suits, jeans, casual wear, etc. There were also professional outfits such as firefighter, racer, and pirate outfits.

Moreover, the players could freely match and change the color of the top, pants, hat, and shoes, allowing the players to choose.

The cost to develop these clothes was actually quite low, as this was a chibi character, and didn't have to be as detailed as those big games where even the strands of hair were clearly separated.

Chen Mo even made an emoji system, with smiles, sadness, and anger, allowing the players to freely use them in the game.

The second stage took a relatively longer time, and it took more than two months to complete.

The VR version was already a passable VR game.

Although the graphics were still pixelated, it didn't feel too rough or out of place.

Although the characters were chibi, their movements were rich. When jumping, walking, and being attacked, the player's field of view would slightly shift along with the vibrations of the body, making it look exactly the same as in the real world.

The feedback during the game was also complete, walking, jumping, attacking, and placing all had corresponding tactile feedback, giving the player a very realistic feeling.

When mining with a pickaxe in the game, the player could feel the wooden handle of the pickaxe in their hand, and when the pickaxe struck the ore, they could feel the vibration from the center of their palm.

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