Chapter 521: Pangu System (1st Update)
Make a game that fully demonstrates the superiority of the Pangu system?
Chen Mo thought for a moment and said, "I have some ideas, but I still have to see how far this system can go, right?" ”
Qiao Hua said: "Of course. In this case, you can come to the tour committee tomorrow when you have time, and I will ask the relevant technical staff to show you the specific use of the Pangu system in the Phantom 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 showcase 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 a deep internal force, but if there is no corresponding move to show, then this force will be unfavorable.
It must have a high internal force, and the moves thrown out are very good-looking, so that the people who eat melons applaud one after another, and they don't know how to feel it.
Clearly, both the Game Council and Seventh Vision needed a game that would showcase the game-changing changes that this new physics engine would bring to the gaming industry.
Although the research on the two was carried out almost simultaneously, whoever develops a better game first will be able to take the lead in the first place.
It's no wonder that the Pleasures Committee takes this so seriously.
Not only Chen Mo, but also some other S-level or A-level designers got the news.
Obviously, it is impossible for the game committee to pin its hopes on Chen Mo alone, and this matter can be regarded as a common task of all game designers in China.
The designers are also having a heated discussion about what exactly to make a game.
"I think I should make an enhanced version of "Earth Online". To reflect the advantages of this physics engine, it must be best to make a world that is exactly like the real world! ”
"Think about it, if the physics rules in the game were exactly the same as in real life, how much impact would it have on the player?"
"I don't think so, in reality, there are actually no special gameplay elements that can highlight the physical rules, you think about it, walking, driving, fighting, these behaviors are actually nothing special, even some traditional physics engines can be perfectly reproduced."
"What really needs to show the advanced physics engine is some very unreasonable games, such as flying eaves and cold weapon battles, these action games are the easiest to show the physics engine."
"I think there are other ways to show off the physics engine. For example, building airplanes, rockets, and so on. Think about it, if we make a game of building a rocket, and in the end the rocket follows the physics rules of the game and successfully breaks through the atmosphere and puts the carrier satellite into orbit around the earth, doesn't that mean that the physics engine is very good? ”
"No, no, no, I think whether the physics engine is really awesome or not depends on the sense of impact. For example, in a traditional shooter, a character would just shiver violently and then spray blood, but in the real world, a shot can cause a character's entire arm to break. Even if you wear body armor, the whole person may be pushed out by the bullet in an instant, and this is where the physical engine is truly embodied, right? ”
"Upstairs, if you do this, can the game committee give you a trial? If you make a gun game and shoot someone's arm away, this kind of picture is probably too bloody, right? ”
"It's a small problem, after all, this game has a political mission on it. In order to reflect the physics engine, I believe that the game committee will be more lenient in terms of review. ”
"Hehe, pattern!"
……
Different designers have different opinions on what kind of game can better show the power of the Pangu system.
However, since it is to show the power of the rules of physics, it is definitely necessary to work on the sense of impact.
In the context of high technology, such as gun battles, the whole scene is so tragic that players are not easy to realize the role of the physics engine.
Chen Mo's idea was that only in cold weapon battles could the role of the physics engine be best played.
In the original combat system, limited by the physics engine, the attacker and the attacked team were really just repeating the attack and damage damage.
The attacker slashes the enemy and deals ten damage. On the surface, the attacker slashed at the enemy with a knife and spurted blood, but no matter where it slashed, it would be ten damage.
Of course, this has improved in later games, where the attacker has different effects depending on where they slash. For example, in many games, slashing at a shield will hardly cause damage to the enemy, while attacking an enemy from behind will deal extra damage.
There are also some shooting games where there are different damage formulas for shooting to the head and neck, torso, hands, and legs.
Now, with the development of artificial intelligence technology and the advancement of physics engines, this combat system can also be pushed forward again.
Of course, technology alone is not enough.
In order to build a very complete combat system, you need a lot of other settings.
In this regard, Chen Mo already has a good idea, but whether it can be realized can only be decided after seeing the actual effect of the Pangu system.
The next day, Chen Mo came to the game committee.
Of course, the actual Pangu R&D department is not here, but here in the game committee, the Pangu system can be invoked through the network.
Qiao Hua introduced: "It's still a beta version, and there are still some flaws. After a while, it should be completely done. However, some of the more anti-heaven functions can already be used, you can try it first. ”
On an ultra-high-configuration computer, Chen Mo can connect to the Pangu system, and then run the Phantom World Editor on the computer.
It is equivalent to adding a new interface to the Phantom Editor, in which the physics rules of the entire game can be created through the Pangu system.
This includes the gravity of the entire world, the power of the character, the weight and density of various materials, and special physics rules.
The first few points can be seen as some basic rules that, once established, will operate according to these physical rules.
In addition, there are some special rules that override all physical rules, and many different special rules need to be built to make the game richer.
Obviously, the more such special rules, the richer the game will be.
For example, the designers wrote a rule that if the player attacked the soles of any humanoid mob, they could send them flying ten meters high.
In the game, when the player attacks the soles of any humanoid creature's feet, the humanoid will fly up to ten meters high, no longer subject to those basic physics rules.
Of course, in reality, there is certainly no brain-dead designer who would make such a design. This is just an example of how with this physics engine, with enough patience, designers can create a game world that is unique and rich enough.