Almighty Game Designer Chapter 521: Pangu system


Make a game that can fully demonstrate the superiority of the Pangu system?

Chen Mo thought for a while and said, "I have some ideas, but I still have to let me see to what extent this system can do it?"

Qiao Hua said: "Of course. Well, you can come to the tour committee tomorrow if you have time. I will ask the relevant technical staff to show you the specific usage of the Pangu system in the Magic World Editor. "

After hanging up the phone, Chen Mo began to think about what kind of game he wanted to make?

Obviously, the best way to show a new physics engine is to build a very unique game world and an innovative combat system.

Like many martial arts, some heroes have a high and deep internal force, but if there is no corresponding move to show, then this force will pretend to be unsuccessful.

You must have a strong internal force and a very good-looking move to attract the applause of the people who eat melons.

Obviously, both the Game Committee and Seventh Horizons urgently need a game to show the disruptive innovations that this new physics engine brings to the game industry.

Although the two researches are carried out almost simultaneously, whoever develops a better game first will have a better effect.

It’s no wonder the gaming committee takes this seriously.

Not only Chen Mo, but also some other s-level or a-level designers got the news.

Obviously, it is impossible for the gaming committee to place its hopes on Chen Mo alone in this matter. This matter can be regarded as a common task of all game designers in China.

As for the specific game, these designers are also having heated discussions.

"I think it should be an enhanced version of Earth ol. To show the advantages of this physics engine, it must be a world that is completely similar to the real world!"

"Think about it, if the physical rules in the game are exactly the same as in reality, how much impact will it give the player?"

"I don’t think it is. In reality, there are actually no gameplay elements that highlight the rules of physics. Think about it, walking, driving, fighting, these behaviors are actually nothing special. Even some traditional physics engines can be reproduced very well. Perfect."

"The ones that really need to show advanced physics engines are some very unreasonable games, such as flying over the walls and cold weapon combat. These action games are the easiest to show physics engines."

"I actually think that there are other ways to show the physics engine. For example, building airplanes, building rockets, etc. Think about it, if we make a rocket building game, and ultimately the rocket follows the physics in the game The rule successfully broke through the atmosphere and sent the carrier satellite into orbit around the earth. Doesn’t that mean that this physics engine is very powerful?"

"No, no, no, I think whether the physics engine is really awesome depends on the sense of blow. For example, in a traditional shooting game, the character will only shiver violently and then spray blood when shot, but in the real world When the character is shot, it may cause all the arms to break. Even if you wear a body armor, the whole person may be pushed out by the bullet in an instant. This is where the physics engine is truly reflected?"

"Upstairs, if you do what you do, can the game committee review it for you? You make a gunfight game, and then shoot someone’s arm away. This picture is probably too **** Right?"

"This is a small problem. After all, this game has political tasks. In order to reflect the physics engine, I believe the gaming committee will be more relaxed in reviewing."

"Haha, pattern!"

Different designers have different opinions on what kind of game can better show the power of the Pangu system.

But since we want to show the power of the physical rules, we must work **** the sense of shock.

In the context of high technology, for example, in the case of gun battles, because the whole scene is too tragic, it is difficult for players to realize the role of the physics engine.

Chen Mo's idea is that only in cold weapon combat can the physics engine be best used.

In the original combat system, limited by the physics engine, the attacker and the victim were actually performing repeated calculations of attack and blood loss.

The attacker slashed the enemy and caused ten points of damage. On the surface, the attacker slashed the enemy with a knife and spurted blood, but no matter where he slashed, he would get ten damage.

Of course, this has also been improved in some later games. The attacker cuts in different positions and triggers different effects. For example, in many games, slashing on a shield will hardly cause damage to the enemy, while attacking the enemy from behind will cause additional damage.

In some shooting games, there are different formulas for calculating damage to the head, neck, body, hands and legs.

Now, with the development of artificial intelligence technology and the advancement of physics engines, this combat system can also be advanced again.

Of course, technology alone is not enough.

To build a very complete combat system, a lot of other settings are needed.

Chen Mo already has a good idea about this, but whether it can be realized or not depends on the actual effect of the Pangu system.

The next day, Chen Mo came to the tour committee.

Of course, the actual Pangu system research and development department is not here, but the Pangu system can be accessed through the Internet in the gaming committee.

Qiao Hua introduced: "It's still a test version, and there are still some flaws. It should be completed in a while. But some of the more defying features are already available, you can experience it first." /

On an ultra-high configuration computer, Chen Mo can connect to the Pangu system, and then run the Magic World Editor on the computer.

It is equivalent to adding a brand new interface to the fantasy editor. In this interface, the physical rules of the entire game can be created through the Pangu system.

Includes the gravity of the entire world, the power of the character, the weight and density of various materials, and special physical rules, etc.

The previous points can be regarded as some basic rules. Once determined, the world will operate according to these physical rules.

In addition, there are some special rules. These rules are above all physical rules. If you want to make a richer game content, you must build many different special rules.

Obviously ~IndoMTL.com~ the more such special rules, the richer the game content.

For example, the designer writes a rule: If the player attacks the soles of any human-shaped creature's feet, he can fly ten meters high.

Then in the game, when the player attacks the soles of any human-shaped creature's feet, the human-shaped creature will fly ten meters high, and is no longer restricted by those basic physical rules.

Of course, in reality, there is definitely no brain-dead designer who would make such a design. This is just an example to illustrate that under this physics engine, as long as the designer has enough patience, he can create a sufficiently unique and rich game world.

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