< img height="1" width="1" style="display:none" src="https://www.facebook.com/tr?id=433806094867034&ev=PageView&noscript=1" />

Text:

Comment:

Home > Fantasy > Almighty Game Designer > Chapter 709

Chapter 709

Words:1519Update:22/06/20 13:07:56

Report

Qian Kun came to a realization, "I see! If the entire VR gaming pod was used on a single level, it would definitely be able to bring the game to a whole new level! This way, the effect is likely to be much better than the works of some of the big European and American manufacturers! "

Chen Mo corrected him, "Please watch your words. For us, western companies aren't unreachable anymore. It's not wrong for Thunderbolt Entertainment to be called a Chinese company."

Qian Kun replied, "Impressive."

Chen Mo continued, "Therefore, Uncharted Waters needs to give the players a feeling of immersion. We need to save as much UI as possible. I want every frame of the game to be able to be taken as screenshots. Furthermore, the graphics, materials, lighting, water, and movement should all be the best in the industry. Also, we need to use the best actors to capture the movements and expressions.

"If you're not satisfied with the facial expressions, I'll do it myself.

"Also, the Pangu engine is very powerful in terms of physics, but we still have a lot of work to do. If we want Uncharted Waters to be a true movie-quality game, we need to pay attention to the details.

"Details are the most important element in creating a sense of realism. I hope that everyone in the art team can keep these details in mind. I want to see them reflected in the game. "

"Light can shine through the ears.

"When the main character holds the rope of the capstan, his hands will change according to the position of the rope.

"When getting on or off the car from any direction, there will be different actions.

"Rock climbing, diving, swimming, all movements must be professional. When holding your breath underwater, your mouth must be bulging.

"When the character is close to a wall, they will naturally touch the wall instead of running straight into it.

"When the character is talking, they will naturally follow up after being interrupted.

"When climbing over a partner, there will be different actions and reactions.

"There will be many special events. For example, when driving under a waterfall, there will be special actions and conversations.

"The character's phone has a complete UI.

"When the windscreen of a jeep is destroyed by bullets, the character will take it off himself.



Everyone was shocked by Chen Mo's explanations.

Weren't there … too many details?

Of course, with the power of the Pangu engine, these details could undoubtedly be done, but in the end, they still had to be done with manpower!

One detail was nothing, but when the entire game world was filled with similar details, the degree of realism in the game world would instantly increase by several levels!

On top of that, as mentioned before, there was no loading throughout the entire process, and every stage was built with the highest performance possible. One could imagine how realistic the game would be once it was made!

Obviously, Chen Mo wasn't joking when he said a 'cinematic game'. He had a very complete set of concepts and methods.

No matter how much technology improved, game design would always be limited by the performance of the game console. For designers, how to make better use of the limited functions to create more exciting effects was also an art worth researching.

Even in the parallel world, in the era of VR games, it was impossible to create a boundless game world without limits.

Chen Mo's goal for Uncharted Waters was to maximize the performance of the VR gaming pod.

For Chen Mo, this was a necessary step, and could be considered an attempt at a different genre of game.

After finishing the design concept draft, everyone felt a little excited.

"Amazing! It feels like we can really make a cinematic game if we follow the manager's plan! "

"Complete real-time calculations, and every frame can be taken as a screenshot?"

"Oh yeah, where's the script, manager?"

Chen Mo laughed, "There's no rush for the script, let's focus on the art resources first. I'll write out the entire flow of the script later. Alright, you guys can get back to work. "



For the "Mysterious Sea Region" series, each series had its own unique points.

"Mysterious Sea Region 1" was the pioneer of the series, allowing the "Mysterious Sea Region" series to become a high-quality series.

Uncharted Waters 2 was a huge improvement in every aspect, even winning one hundred Game of the Year awards. Many players saw it as the pinnacle of the Uncharted Waters series.

Uncharted Waters 3 received a perfect score of ten from IGN.

Uncharted Waters 4 was the final game in the series. Although it didn't win Game of the Year, it was a perfect ending to the Uncharted Waters series in terms of story.

Chen Mo's thought process was the same as before, making Uncharted Waters 4 first, releasing the story of the first three games in the form of DLCs, finally turning the Uncharted Waters series into a compilation.

If it was just a comparison of the series, Uncharted Waters 4 was without a doubt the best in terms of overall quality. However, it was not as innovative as Uncharted Waters 2, which affected its rating to a certain extent.

Moreover, Chen Mo didn't know how to count to two, making a sequel was a no-go.



Uncharted Waters quickly entered the development stage. As a VR game, it was different from the console games in Chen Mo's previous life.

The main difference was the sense of immersion.

In Chen Mo's previous life, due to the limitations of the console, the game used a third-person perspective (over-the-shoulder view). Although the immersion was already top-notch among games of the same generation, it was still a far cry from VR games.

After being ported to VR, the perspective would change to a first-person perspective, giving the players a stronger sense of immersion.

Moreover, the feedback system in the VR gaming pod was much more complicated than the console.

When the players jumped high into the air and grabbed onto the edge of the wall, they would feel a clear vibration in their hands. When they were hit by projectiles or falling to the ground due to explosions, they would feel a slight pain effect. Furthermore, the vibrations from vehicles and explosions could all be made more realistic.

When the players were playing the game, it was as if their soul had entered Nathan Drake's body, experiencing the thrill of rock climbing, racing, and gunfights.

You've already exceeded your reading limit for today. If you want to read more, please log in.


Login
Select text and click 'Report' to let us know about any bad translation.