Almighty Game Designer

Chapter 521 Pangu System

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

Chen Mo thought about it for a while, and said, "I have some ideas, but let me see how much this system can do, right?"

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

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

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

Just like in many martial arts, some heroes have deep internal strength, but if there is no corresponding move to show, then this compulsion will not be able to pretend.

You must have deep internal strength, and the moves you throw out are very good-looking, in order to attract the applause of the melon-eating crowd, and they are not aware of it.

Obviously, both the Tourism Committee and Seventh Horizon urgently need a game to showcase the disruptive innovation that this new physics engine has brought to the game industry.

Although the research of the two is carried out almost at the same time, whoever develops a better game first will have a more head start.

It is no wonder that the Tourism Committee attaches so much importance to this.

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

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

These designers are also having heated discussions about what game to make.

"I think it should be an enhanced version of Earth OL. To reflect 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 and in reality are exactly the same, how much impact will it give players?"

"I don't think so. In reality, there are actually no gameplay elements that can highlight the physical rules. Think about it, walking, driving, fighting, these behaviors are actually nothing special. Even some traditional physics engines can be reproduced perfectly."

"Really need to show the advanced physics engine,

On the contrary, there are some very unreasonable games, such as flying over the wall and fighting with cold weapons. These action games are the easiest to display the physics engine. "

"I think there are other ways to show the physics engine. For example, building airplanes, building rockets, etc. Think about it, if we make a game that makes rockets, and the rockets finally follow the physics rules in the game and break through successfully. The atmosphere, sending the carrier satellite into orbit around the earth, doesn't that mean that this physics engine is very powerful?"

"No, no, I think whether the physics engine is really good or not depends on the sense of impact. For example, in a traditional shooting game, the character will just shiver violently and then spit blood, but in the real world, the character Being hit by a bullet may cause the entire arm 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 real physics engine is reflected, right?"

"Upstairs, if you do this, can the tourism committee pass the trial for you? You make a gunfight game, and then you shoot someone's arm off with one shot. This kind of picture is probably too bloody, right? "

"This is a small problem. After all, this game has a political mission. In order to reflect the physics engine, I believe the Tourism Committee will be more lenient in reviewing."

"Hehe, the pattern!"

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

However, since it is to show the power of physical rules, it is necessary to work hard on the sense of attack.

In a high-tech background, such as gun battles, because the entire scene is too tragic, players are not easily aware of the role of the physics engine.

Chen Mo's idea is that only in cold weapon battles can the role of the physics engine be brought into full play.

In the original combat system, limited by the physics engine, the attacker and the attacked party were just repeating the attack and damage.

The attacker slashed the enemy and dealt ten points of damage. On the surface, the attacker slashed at the enemy with a knife and spit blood, but no matter where it was chopped, it would deal ten points of damage.

Of course, this has also been improved in some later games. The position of the attacker's cut is different, and the trigger effect is also different. For example, in many games, hacking on the shield will hardly cause the enemy to take damage, and attacking the enemy from the back will cause additional damage.

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

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

Of course, technology alone is not enough.

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

In this regard, Chen Mo already has a relatively good idea, but whether it can be realized or not can only be decided after seeing the actual effect of the Pangu system.

The next day, Chen Mo came to the Tourism Committee.

Of course, the actual research and development department of Pangu system is not here, but the authority of Pangu system can be invoked through the network here in the Tourism Committee.

Qiao Hua introduced: "It's still a beta version, and there are still some flaws. It should be completely completed after a while. However, some of the more anti-sky functions are already available, you can experience it first."

On a computer with super high configuration, Chen Mo can connect to the Pangu system, and then run the fantasy editor on the computer.

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

Including the gravity of the whole world, the strength of the character, the weight and density of various materials, and special physical rules, etc.

The previous points can be seen 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 richer game content, you need to build many different special rules.

Obviously, the more such special rules, the richer the game content.

For example, the designer wrote a rule: If the player attacks the soles of any humanoid's feet, they can knock him up ten meters.

Then in the game, when the player attacks the sole of any humanoid creature, the humanoid creature will fly ten meters high, and is no longer restricted by those basic physical rules.

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

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