Chapter 227: The Basic Rules of the World (1st Update)

All games are designed based on platform.

Racing games like those on PC tend to offer two perspectives, one inside the car and one from the roof.

This is because the first-person view of the PC shows a field of view between 75 and 90 degrees, while the field of view of the human eye is 124 degrees.

In other words, due to the display angle of the PC monitor, it is impossible to fully simulate the human eye in the game, unless two more displays are added to the left and right sides of the main display.

Most gamers won't be able to play racing games with two more displays, so the view inside the car will feel very narrow and the field of view will be limited.

At this time, it is necessary to have a roof view, because the roof view raises the camera lens, so the player's field of view is wider, and it will be more comfortable to drive.

(The same is true for the perspective of eating chicken.) )

This "dual-view" design is a compromise made by the limited expressiveness of the PC platform.

Similarly, although the VR games in this world surpass the PC platform in terms of overall expression, 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 first-person view games, and the production method is relatively mature, that is, to make the PC side first, and then transplant it to the VR platform after certain rules modification.

The first step is to comprehensively improve the art level of the entire game, and meet the standards of VR games in terms of texture details and modeling, which is an overall improvement in the quality of the game.

The second step is to convert the input/output mode of the PC to the VR format. This step is mainly implemented in the editor, taking the awareness waves through special instruments and establishing a one-to-one connection with the in-game actions.

For example, the designer takes his own sense of "jumping" and connects it with the "jumping" movements of the characters in the game. Then when the player is playing the game, as long as he thinks about "jumping", the character in the game will make this action.

In terms of output mode, the picture will be transformed into a 124-degree field of view of the human eye, and other aspects such as smell, hearing, and touch will also be transformed into the game cabin through specific rules.

The third step is to make some functional fine-tuning according to the characteristics of the game, so that it is more in line with the operating habits of VR players and reduces their discomfort.

……

After roughly determining some key points for 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 first, reproducing the classic gameplay of this game, and then porting it to the VR platform.

The first is the world's infrastructure.

In Chen Mo's planning, "Minecraft" has three modes: single-player mode, online mode, and network mode.

Among them, the single-player mode and the online mode can be converted into each other (the same as Diablo 3), and the entire map can be infinitely large, automatically generated and read by the system. (There is a need to limit the number of people who can enter.) )

The map in network mode can accommodate 10,000 people to play at the same time, and the whole world is tentatively set to be 100,000 square kilometers in size, which is roughly equivalent to a province in the real world.

In terms of basic materials, it is roughly the same as Minecraft in the previous life, with dozens of materials such as stones, dirt, water, magma, sand, gravel, gold mines, ores, coal, stones, wood, leaves, diamonds, ice cubes, etc.

Moreover, according to the needs of the game, it can be added in the future.

Other materials, such as wooden sticks, planks, leather, crop seeds, shovels, pickaxes and other mining tools, rails, minecarts, boats, and other means of transportation, swords, hats, armor, combat supplies, etc. There are even more of them, probably in the hundreds, and they can be gradually enriched.

As for the generation rules of the whole world.

Although Chen Mo has not read the design documents of "Minecraft", he can roughly infer it.

The first step is to generate the base world and modify the base terrain.

Spawn Plains Islands - Spawn Alpine Forests - Spawn Swamps, Rainforests, Coniferous Forests, Jungles, Mesas etc. - Spawn Jungle Edges, Higher Mountains, etc. - Spawn Tropical Plateaus, Desert Hills, etc. - Spawn Grasslands - Add Coasts - Fine-tune - Add Rivers.

The second step is to generate a density map, which defines the height of the entire terrain and fills the entire map with blocks of stone, water, and air according to the density map.

The third step is to improve the terrain, such as grass blocks and stones for plains and sand and stones for deserts, and cover these materials on the surface of the terrain to generate bedrock.

The fourth step is to generate special terrain. Such as caves, canyons, mines, villages, shrines, underwater ruins, and more.

These special terrains, such as villages, desert temples, etc., are complete units that have been assembled in advance by the designer. In Chen Mo's plan, more special terrain can also be artificially added to make the entire auto-generated world richer.

The fifth step is to generate the lighting.

The sixth step is to add creatures and special units (furnaces, chests, etc. blocks with special logic).

The seventh step is to generate pools, lava pools, and underground elements, and the probability of generating lava pools is much lower than the probability of generating pools.

The eighth step is to generate minerals, which mainly determine the type of minerals generated according to the height of the terrain, such as dirt, gravel, coal, iron ore, gold ore, redstone ore, diamond ore, etc.

The ninth step is to generate ground embellishments. This includes sand, clay, and gravel at the water's edge, trees, mushrooms, flowers, and more on the ground.

The tenth step is to generate mobs, such as cows, sheep, pigs, chickens, etc.

Of course, this rule was speculated by Chen Mo himself, and there may be some differences from "Minecraft" in his previous life, but it will not be too different.

In this way, the whole world is formed, and if you put the villain controlled by the player in it, you can move freely around the whole world.

In terms of the behavior of the characters, the actions in the original work include moving, jumping, attacking, digging, placing, etc., and there are also some action mods that add special actions such as wall climbing, rock climbing, hanging, prostration, and facial expressions.

For Chen Mo, it is completely possible to integrate all these actions and expand the character actions to more than a dozen, so that the expressiveness of the characters is richer. (Of course, it also needs to be updated with the picture material.) )

More than a dozen actions, compared to some VR platform large-scale RPGs are not much, players basically do not feel overly tired because of this, on the premise of ensuring the player's game time, as much as possible to enrich the action and gameplay in the game.

In addition, regarding the production logic of the whole world, Chen Mo considered further expanding and improving while inheriting the advantages of the previous work.

For example, in the original work, by placing a wooden board on the workbench with certain rules, it is possible to produce special items such as doors and sticks. Chen Mo considered comprehensively expanding this kind of production rules, so that players can make more things, and at the same time provide a clearer and richer production rule chart.