Almighty Game Designer Chapter 227: Basic rules of the world
The design criteria of all games are limited by the platform.
Like a racing game on a PC, it often provides two perspectives, one is the car's perspective, and the other is the car's roof perspective.
Because the PC’s first-person viewing angle shows a field of view between 75 degrees and 90 degrees, while the human eye field of view is 124 degrees.
In other words, limited by the display angle of the PC monitor, the game cannot fully simulate the human eye view unless two more displays are added to the left and right sides of the main display.
Most players will not be equipped with two more screens to play racing games, so the viewing angle inside the car will feel very narrow and limited.
At this time, there must be a roof angle of view, because the roof angle of view increases the camera lens, which causes the player's field of view to become wider, making it more comfortable to drive.
(The perspective of eating chicken is the same.)
This "dual view" design is a compromise made by the expressive power of the PC platform.
Similarly, although VR games in this world surpass the PC platform in terms of overall expressiveness, they also have certain flaws, and the design rules of VR games are also limited by the technology of the VR platform.
Currently, the mainstream mode of VR games is first-person perspective games, and the production method is relatively mature, that is, first make the PC terminal, and then transplant it to the VR platform after certain rules are modified.
The first step is to comprehensively improve the art level of the entire game, reaching the standards of VR games in terms of texture details and modeling. This is an overall improvement in the quality of the game. Generally speaking, the amount of resources will skyrocket about ten times. And the main capital investment is also in this link.
The second step is to convert the PC's input/output mode to VR mode. This step is mainly implemented in the editor, using a special instrument to take the consciousness electric wave, and establish a one-to-one connection with the in-game operation.
For example, the designer adopts his own "jumping" consciousness to connect with the "jumping" actions of the characters in the game. Then when the player is playing the game, just think of "jumping", and the characters in the game will make this action.
In terms of output mode, the screen will be converted into 124 degrees of the human eye's visual field. Other aspects such as smell, hearing, touch, etc. will also be transformed into the game cabin through specific rules.
The third step is to make some functional fine-tuning according to the game characteristics to make it more in line with the operation habits of VR players and reduce their discomfort. Guantu's spring is full of gardens
……
After roughly determining some of the key points to change VR, Chen Mo began to write the basic rules document of "Minecraft".
In the first stage, Chen Mo considered making it on the PC platform first, recreating the classic gameplay of this game, and then porting it to the VR platform.
The first is the infrastructure of the world.
In Chen Mo's plan, "Minecraft" has three modes: single mode, online mode, and network mode.
Among them, single player mode and online mode can be converted into each other (same as Diablo 3), and the entire map can be infinitely large, which is automatically generated and read by the system. (Need to limit the number of people entering.)
The map in the network mode can accommodate 10,000 people playing games at the same time, and the entire world is 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 is roughly the same as the previous Minecraft, including stones, soil, water, magma, sand, gravel, gold, ore, coal, stones, wood, leaves, diamonds, ice, etc. Dozens of materials.
Moreover, according to the needs of the game, it can be added continuously.
Other materials, such as wooden sticks, planks, leather, crop seeds, shovels, pickaxes and other mining tools, railroad tracks, minecarts, boats, and other vehicles, swords, hats, and armor combat supplies, and many more. These are even more, probably hundreds of them, and they can be enriched gradually.
As for the generation rules of the entire world.
Although Chen Mo has not read the design documents of "Minecraft", it can be roughly deduced.
The first step is to generate a basic world and transform the basic terrain.
Generate plain islands-generate mountain forests-generate swamps, tropical rainforests, coniferous forests, jungles, flat top mountains, etc.-generate jungle edges, higher mountains, etc.-generate tropical plateaus, desert hills, etc.-generate grasslands-add coasts -Slight adjustment-Added rivers.
The second step is to generate a density map, limit the height of the entire terrain, and fill the entire map with stones, water and air based on the density map.
The third step is to perfect the terrain. For example, the plains are grass blocks and stones, and the deserts are sand and stones. Cover these materials on the terrain surface and generate bedrock at the same time. Rebirth Killer
The fourth step is to generate special terrain. Such as caves, canyons, mines, villages, temples, underwater ruins and so on.
These special terrains, such as villages, desert temples, etc., are all integrated units that are pre-assembled by the designer. In Chen Mo's plan, more special terrains can be added artificially to enrich the entire automatically generated world.
The fifth step is to generate lighting.
The sixth step is to add creatures and special units (forge, chests and other blocks with special logic).
The seventh step is to generate pools, magma pools and underground elements. The probability of generating magma pools is much lower than the probability of generating pools.
The eighth step is to generate minerals, which is mainly based on the terrain height to determine the types of minerals generated, such as soil, gravel, coal, iron ore, gold, redstone, diamond, etc.
The ninth step is to generate ground embellishments. Including sand, clay, gravel by the water, trees, mushrooms, flowers, etc. on the ground.
The tenth step is to generate creatures, such as cows, sheep, pigs, and chickens.
Of course, this rule was speculated by Chen Mo himself. There may be some differences from the previous "Minecraft", but it will not be much different.
In this way, ~IndoMTL.com~ the whole world is formed. Put the villain controlled by the player in, and you can move freely in the whole world.
In terms of character behavior, the actions in the original work include moving, jumping, attacking, digging, placing, etc. There are also some action mods that add special actions such as wall climbing, rock climbing, hanging, crawling, and facial expressions.
For Chen Mo, it is entirely possible to integrate all these actions and expand the character's actions to more than a dozen, making the character's expressive power richer. (Of course, it must also be updated with the screen material.)
A dozen actions are not too many compared to some large-scale RPGs on VR platforms. Players will basically not feel overly fatigued. On the premise of ensuring the player’s game time, the game is enriched as much as possible. Action and gameplay.
In addition, regarding the production logic of the entire world, Chen Mo considers further expansion and improvement while inheriting the advantages of the previous work.
For example, in the original work, you can produce special items such as doors, sticks, etc., by placing wooden boards on the workbench according to certain rules. Chen Mo considers expanding this production rule in an all-round way, so that players can produce more things, while providing a clearer and richer production rule chart.