Almighty Game Designer

Chapter 231: The basic rules of the world

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All game design principles are limited by the platform.

Like racing games on PC, they often provide two perspectives, one is the perspective inside the car, and the other is the perspective from the roof.

Because the field of view displayed by the first-person perspective of the PC is generally between 75 degrees and 90 degrees, while the field of view of the human eye is 124 degrees.

In other words, limited by the display angle of the PC monitor, it is impossible to fully simulate the human eye field of view in the game, unless two more monitors are added on the left and right sides of the main monitor.

Most players will not specially equip two monitors 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 angle of view, because the roof angle of view raises the camera lens, so the player's field of view becomes wider, and it will be more comfortable to drive.

(The perspective of eating chicken is the same.)

This "dual perspective" design is a compromise made due to the limited expressiveness of the PC platform.

Similarly, although the vr games in this world have completely surpassed the pc platform in terms of overall expressiveness, they also have certain defects, 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, to make the pc end first, and then transplant it to the vr platform after modifying certain rules.

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. Capital investment is also in this link.

The second step is to convert the input/output mode of pc to 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, the designer adopts his own "jumping" consciousness and connects it with the "jumping" action of the 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 methods, the screen will be converted into a 124-degree 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 to make it more in line with the operating habits of VR players and reduce their discomfort.

After roughly determining some key points of changing vr, Chen Mo began to write the basic rule 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 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 transformed 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 determined 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 the "Minecraft" in the previous life. There are dozens of kinds of stones, soil, water, magma, sand, gravel, gold mines, ores, coal, stones, wood, leaves, diamonds, ice cubes, etc. Material.

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

Other materials, such as wooden sticks, planks, leather, crop seeds, mining tools such as shovels and pickaxes, transportation tools such as rails, mine carts, boats, swords, hats, armored combat supplies, and so on. There will be more of these, there will probably be hundreds of them, and they can be gradually enriched.

As for the generation rules of the entire world.

Although Chen Mo hadn't read the design documents of "Minecraft", he could roughly deduce it.

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

Generate plain islands - generate alpine forests - generate swamps, tropical rainforests, coniferous forests, jungles, mesas, etc. - generate jungle edges, higher mountains, etc. - generate tropical plateaus, desert hills, etc. - generate grasslands - add coasts - fine-tune -Join the river.

The second step is to generate a density map, limit 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 desert is sand and stones. These materials are covered on the surface of the terrain and bedrock is generated at the same time.

The fourth step is to generate special terrain. Such as caves, canyons, mines, villages, temples, underwater monuments, etc.

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

The fifth step is to generate lighting.

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

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, which mainly determine the types of minerals generated according to the height of the terrain, such as soil, gravel, coal mines, iron mines, gold mines, redstone mines, diamond mines, etc.

The ninth step is to generate the ground decoration. Including sand, clay, and gravel by the water, trees, mushrooms, flowers, etc. on the ground.

The tenth step is to generate creatures, such as cattle, sheep, pigs and chickens.

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

In this way, the whole world is formed, and the villain controlled by the player 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 entirely possible to integrate all these actions, expand the character's actions to more than a dozen, and enrich the expressiveness of the characters. (Of course, it also needs to cooperate with the update of the screen material.)

More than a dozen actions are not too many compared to some large-scale rpgs on the vr platform. Players will basically not feel overtired because of this. On the premise of ensuring the player's game time, the actions and actions in the game are enriched as much as possible. play.

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

For example, in the original work, special items such as doors and sticks can be produced by placing wooden boards on the workbench according to certain rules. Chen Mo considers fully expanding this kind of crafting rules, so that players can craft more things, and at the same time provide more clear and rich charts of crafting rules.