Chen Mo randomly pulled out two knights from the material library and refined some basic settings, such as the strength of each knight, the thickness of their armor, the weight, and so on.
In terms of strength, the knight's hands, legs, and other different body parts were given different strength attributes, and the full-body armor was also designed to be of different thickness and defense.
Moreover, there were some ready-made templates in the Pangu system, including human templates.
As long as the knight was given a human template, he would have a set of default attributes, including bone strength, movement patterns, the effects of damage, and so on.
It was obvious that the Pangu system had been researching this since the beginning, and it could now be used directly.
After that, Chen Mo designed a few basic movements, such as defense, attack, rolling, and so on.
These movements were relatively simple, and Chen Mo couldn't be bothered to design more at the moment. He mainly wanted to see if he could achieve some special attacks and death movements under the rules of physics.
Soon, the game content was designed. In the game editor, the two knights began to fight in an open space.
The knight with the sword attacked the knight with the shield, but when he slashed at the shield, the sword bounced back involuntarily.
If it was in the previous physics engine, the movement of the 'Flashing Sword' was set. As long as the knight with the sword slashed at extremely hard materials such as large shields and walls, it would have the movement of the Flashing Sword.
However, the movement and range of the Flashing Sword were the same when it slashed at different shields.
But under the rules of physics controlled by the Pangu system, the movement of the 'Flashing Sword' was completely automatic. The specific range of the Flashing Sword's movement and whether there would be any derivative effects were all calculated by the Pangu system.
At the same time, the knight with the shield was not completely unaffected. He would also suffer a certain amount of impact according to the results calculated by the physics engine. If the knight with the sword completely crushed the knight with the shield, the knight with the shield might even be knocked to the ground by this blow.
After one side died, the knight's death movement was also automatically generated by the Pangu system.
The knight with the sword slashed at the gap in the armor of the knight with the shield's neck. Blood instantly dyed the blade red, and the knight with the shield lost the last of his HP, knelt on the ground, and died after letting out a cry.
The entire movement was automatically generated by the system, and the degree of simulation was very high.
Chen Mo tried out different settings.
For example, he could make one of the knights especially powerful, or make one of the knights wear especially heavy armor.
As the weight of the knight's armor continued to increase, the knight's movement would become slower and slower. In the end, the knight could barely stand on the spot.
Chen Mo was very surprised. The effects of the Pangu System were more complete than he had expected. With this Pangu system, many of the complex designs that had previously required designers to make could be dispensed with.
Qiao Hua asked, "How is it?"
Chen Mo reluctantly exited the Illusion Editor, "Not bad."
Qiao Hua laughed. "I know it's not bad. I'm asking if you have any ideas for the new game."
Chen Mo smiled, "Don't worry, let me think about it. Will all designers have access to the Pangu system? "
Qiao Hua shook his head. "Of course not. Currently, only a dozen or so designers have access to the Pangu system, all of whom are domestic S-level and A-level designers. "
"I don't think it will be popularized in the future because the Pangu system consumes too many resources when calculating, and it has other things to do, so it can't be used by everyone."
Chen Mo nodded, "I understand."
Qiao Hua continued, "The access to the Pangu system will be fully available to all of you in three days. You should be able to use the Illusion Editor on any computer with high specs then. However, I have to remind you that if the specs on your computer aren't high enough, you'd better get a new computer, or the system won't be able to run.
"Even though the Pangu system won't be calculating on your computer, just the amount of computing power and resources will be enough to cause a lot of trouble for your computer."
Chen Mo smiled, "Alright, I understand."
Chen Mo started thinking about making a new game after returning to the experience store.
Chen Mo had already decided on the game he was going to make.
The VR version of Dark Souls.
It would be made directly from Dark Souls 3, apart from the downloadable content.
The reason for making this game was actually very simple. It was because the combat system and level design of Dark Souls had always been the benchmark of the industry.
One of the features of the Dark Souls combat system was that the accumulation of levels and time didn't provide much help in clearing the game. On the contrary, in order to clear the game, players had to constantly improve their skills through torture.
In Dark Souls, players had to constantly learn combat techniques, such as Shield Deflect, Shield Break, Combat Techniques, Roll, Hit Stun, Execute, and so on.
Moreover, these combat techniques were often derived from melee combat in real life. Although some of the techniques seemed to be out of touch with reality, the combat system was still the closest to reality.
Even the strongest Knight would lose a lot of health and be kicked to the ground after being backstabbed. Even the strongest Dragon would be stunned after being repeatedly attacked in the head (Hit Stun), allowing the player to execute it.
Players had to use different tactics when facing enemies of different sizes. It wasn't like some games, where no matter how big the enemy was, it would always be a boring fight.
Of course, for Chen Mo, Dark Souls in his previous life wasn't as realistic due to the limitations of the game's technology and engine. However, with the support of the new Pangu system, it was possible to create a new VR version of Dark Souls.
With the support of this physics engine, the already perfect combat system would become even more abundant.
As for why he chose Dark Souls 3 instead of Dark Souls 1, there were two main reasons for him to do so.
Firstly, Dark Souls 3 was more balanced and comprehensive in terms of the game's difficulty and design. (In layman's terms, it was easy and suitable for players to play.)
Many people started playing Dark Souls 3, as Dark Souls 1 was too difficult.
Secondly, it was because of the story. Dark Souls 1 told the story of the beginning of the Flame Relayer, while Dark Souls 3 told the story of the Flame Relayer's end. It could be said that Dark Souls 3 could better express the spirit of the entire Dark Souls series.
For Chen Mo, it was a bit repetitive to bring both Dark Souls 1 and 3 to the VR platform. One Souls game on the VR platform would be enough.
As for Dark Souls 1, it could be used as a prequel and released on the Switch platform.
Of course, there were other reasons for making Dark Souls, such as investment and Grudge.
As a AAA masterpiece, Onyx Souls had less investment than other series of works. This was because the map design of Onyx Souls was very delicate. A lot of content was often crammed into the same scene, and a variety of elevators and one-way doors were used to limit the pace of the game. Although this was done to save money, players liked this kind of level design very much.
If Chen Mo wanted to make a large open world like GTA 5 or Assassin's Creed Origins, it would be very difficult for him to make them, even now.
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