Chapter 227 World Basic Rules
The design principles of all games are limited by the platform.
Like racing games on the PC, there are often two perspectives, one is the interior perspective and the other is the roof perspective.
Because the field of view displayed by the first-person perspective of the PC is generally between 75 degrees and 90 degrees, while the human eye field of view is 124 degrees.
That is to say, limited by the display angle of the PC monitor, it is impossible to completely simulate the human eye field of view in the game, unless two more monitors are added to the left and right sides of the main monitor.
Most players will not specially equip two display screens to play racing games, so the viewing angle inside the car will feel particularly narrow and the field of view is limited.
At this time, there must be a roof perspective, because the roof perspective raises the camera lens, so the player's field of view becomes wider, and it will be more comfortable to drive.
(The same is true from the perspective of eating chicken.)
This "dual viewing angle" design is a compromise limited by the expressiveness of the PC platform.
Similarly, although the VR games in this world have surpassed 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.
At present, the mainstream mode of VR games is the first-person perspective game, and the production method is relatively mature, that is, the PC side is first produced, and then modified by certain rules and then transplanted to the VR platform.
The first step is to comprehensively improve the art level of the entire game, and reach the standards of VR games in terms of texture details and modeling. This is a comprehensive improvement of game quality. Generally speaking, the amount of resources will skyrocket by about ten times. Capital investment is also in this link.
The second step is to convert the input/output mode of the PC to the VR form. This step is mainly implemented in the editor, taking consciousness waves through special instruments and establishing a one-to-one connection with in-game operations.
For example, designers take their own "jumping" awareness and connect them with the "jumping" actions of characters in the game. Then when the player is playing the game, as long as he thinks about "jumping", the characters in the game will make this action.
In terms of output mode, the picture will be converted into 124 degrees of the human eye field of view, and other aspects such as smell, hearing, touch, etc., will also be converted into the game cabin through specific rules.
The third step is to make some functional fine-tuning according to the characteristics of the game to make it more in line with the operating habits of VR players and reduce their discomfort. The spring of the official journey is full of gardens
...
After roughly determining some key points of changing 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 to reproduce the classic gameplay of the 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-player 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 network mode map 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", there are dozens of stone, soil, water, magma, sand, gravel, gold, ore, coal, stone, wood, leaves, diamonds, ice cubes, etc. Material.
Moreover, according to the needs of the game, it can also be added continuously.
Other materials, such as wooden sticks, wooden boards, leather, crop seeds, mining tools such as shovels and iron picks, rails, minecarts, boats, and other means of transportation, swords, hats, armor and other combat supplies, etc. These are more, there will probably be hundreds, and they can be gradually enriched.
As for the generation rules of the entire world.
Although Chen Mo has not read the design document of "Minecraft", he can roughly infer it.
The first step is to generate the base world and transform the base terrain.
Generating plain islands - Generating alpine forests - Generating swamps, tropical rain forests, coniferous forests, jungles, mesas, etc. - Generating jungle edges, higher mountains, etc. - Generating tropical plateaus, desert hills, etc. - Generating grasslands - Adding coasts - Fine adjustment - Join rivers.
The second step is to generate a density map, define the height of the entire terrain, and fill the blocks of the entire map with stones, water and air according to the density map.
The third step is to improve the terrain. For example, the plains are grass blocks and stones, and the deserts are sand and stones. These materials are covered on the terrain surface, and bedrock is generated at the same time. reborn killer
The fourth step is to generate special terrain. Such as caves, canyons, mines, villages, temples, underwater ruins, etc.
These special terrains, such as villages, desert temples, etc., are complete units spliced in advance 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 (forges, chests, and other blocks with special logic).
The seventh step is to generate water pools, magma pools and underground elements. The probability of generating magma pools is much lower than the probability of generating water pools.
The eighth step is to generate minerals, mainly according to the terrain height to determine the type of minerals generated, such as soil, gravel, coal, iron, gold, redstone, diamond and so on.
The ninth step is to generate ground embellishments. Including sand, clay, gravel near the water, trees, mushrooms, flowers and so on on the ground.
The tenth step is to generate creatures, such as cattle, sheep, pigs and chickens.
Of course, this rule was speculated by Chen Mo himself, and there may be some differences from "Minecraft" in the previous life, but it will not be too different.
In this way, the whole world of UU Reading www.uukanshu.com is formed. Put the villain controlled by the player into it, 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 completely possible to integrate all these actions, expand the character actions to more than a dozen, and make the character more expressive. (Of course, it also needs to match the update of the screen material.)
More than a dozen actions are not many compared to some large-scale RPGs on VR platforms. Players will basically not feel overly fatigued because of this. On the premise of ensuring the player's game time, the in-game actions and actions are enriched as much as possible. play.
In addition, regarding the production logic of the entire world, Chen Mo considered further expansion and improvement while inheriting the advantages of the previous work.
For example, in the original work, the wooden boards are placed on the workbench according to certain rules, and special items such as doors and sticks can be produced. Chen Mo considered to fully expand this production rule, so that players can produce more things, and at the same time provide a clearer and richer production rule chart.