Almighty Game Designer

Chapter 234: The transplant is complete

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Years later, the research and development work of "Minecraft" continued to advance.

After completing the first stage, it is still far from a real finished game. Although "Minecraft" as a PC game can achieve good results, Chen Mo's ambitions are obviously more than that. He hopes that this game can be released in the form of VR.

The next step is to port "My World" to the VR platform.

The second floor of the experience store.

Chen Mo took off the special consciousness collection helmet and moved his neck.

The consciousness collection has been completed. The consciousness collected this time includes moving, jumping, attacking, placing, using, manufacturing, etc. All possible operations in the game have collected the corresponding consciousness.

Afterwards, Chen Mo entered all this information into the fantasy world editor to establish a one-to-one correspondence between them and the inherent actions in the game.

A world rule switch is also in progress.

PC games must be made in full 3D to be converted into VR games. Generally speaking, the conversion process is relatively fast. Of course, if the game body is particularly large and the elements are particularly rich, the conversion process will also be multiplied.

Fortunately, the rules of "Minecraft" are relatively simple, and the amount of resources is not large, so the conversion is relatively fast.

Chen Mo installed the vr version of "Minecraft" into the game cabin and experienced it.

Soon, Chen Mo's consciousness entered the vr world.

The system generated a new map according to the relevant rules in "My World". At this moment, Chen Mo felt that he was already in the game world.

However, the current situation can only be described as "very bad".

First of all, the picture is extremely eye-catching.

In the vr mode, the player's field of vision is greatly expanded, and some rough materials cannot escape the player's eyes at all.

The jaggedness of the pixel-style squares is very obvious, which is very dramatic.

Looking down, he was an extremely ugly cube man, his two arms were like luncheon meat, and he didn't even have fingers.

Looking around, trees, rivers, mountains, animals... almost everything could not achieve the artistic effect Chen Mo wanted.

On the computer, this style of painting is tolerable, but in VR, because the field of view is enlarged, the defects of the details are also multiplied, and it immediately becomes another game.

The second is that the character operation is not smooth and the environmental feedback is seriously lacking.

In the VR world, players do not control characters through keyboards and mice, but through consciousness. Although Chen Mo had already collected all his movement awareness, he didn't realize that these were not enough until he got to the game.

Especially compared with relatively mature vr games like "Earth ol", it is far behind.

For example, when Chen Mo was moving, he felt as if he was riding a unicycle, and his vision didn't have any natural ups and downs, which was weird. There is no feeling that the feet are on the ground, as if they are floating in the air.

When holding props in the hand, there is no corresponding tactile feedback, and when performing operations such as jumping, digging, and placing, I don't feel that I have made these actions.

In short, the original vr version of "Minecraft" is similar to the experience of vr glasses in the previous life. Except for the change of field of view, other changes are minimal.

I feel that the current version is a bit insulting to my own vr game cabin.

These problems are entirely caused by Chen Mo's inexperience in making vr games for the first time. Fortunately, they are not unsolvable problems. As long as he is willing to spend some time and energy, they can be solved.

Enrich actions and add ups and downs of vision.

Improve various types of tactile feedback.

Enrich various sensory elements, such as smell, sound and so on. (Of course, these smells and sounds are relatively pleasant and pleasant types.)

At the same time, improve the art quality of the game in an all-round way.

Although "Minecraft" ported to the VR platform is still pixelated, Zhou Hanyu has made improvements in many aspects according to Chen Mo's request.

Basic blocks, such as soil, stone, glass, wood, leaves and other materials, have all been textured to enhance the texture and soften the sharp edges and corners.

After processing these elements, they have basically far exceeded the level of various screen mods in the previous life.

Moreover, Chen Mo also developed an additional "sculpting mode". These basic squares can be broken down into 64 small squares, and players can fine-tune a certain square to make it closer to the real object.

While generating the entire world, this "sculpting mode" will automatically act on the basic blocks at the edge of all terrains, making the entire world appear more rounded and realistic.

Objects other than the basic blocks, such as characters, animals, weapons, etc., are all made in the way of leggo blocks, which are more nuanced while retaining the style of the q version.

Taking the character as an example, although the style of the three-headed body of the Q version is maintained, the head, arms, and legs are no longer squares, but very rounded models, just like the Disney series toys of leggo blocks, and the whole vr world The art style is more suitable, and the accuracy of the model has been improved.

At the same time, in order to meet the needs of the online version, Chen Mo planned a variety of role models in advance.

The designs of these models also refer to the villains of leggo toys, with various clothing, such as suits, denim clothes, casual clothes, etc., as well as professional suits, such as firefighters, racers, pirates, etc.

Moreover, different tops, pants, hats, and shoes allow free matching and free color changing, and players can choose independently.

The development cost of these clothes is actually very low. After all, this is a q-version villain, so there is no need to make it so meticulous like those masterpieces, even the hair strands are clearly separated.

Chen Mo even specially made an expression system, including several basic expressions such as smile, sadness, and anger, which players can use freely in the game.

The second stage took a relatively long time, and it took more than two months to finally complete it.

This vr version is already considered a qualified vr game.

Although the picture still retains the pixel style, it doesn't make people feel particularly rough and abrupt.

Although the characters are in the Q version, they have a lot of movements. When jumping, walking, or being hit, the field of view will be slightly deflected with the vibration of the body, which is almost exactly the same as the perspective in the real world.

The various feedbacks during the game are also perfect. Actions such as walking, jumping, attacking, and placing will have corresponding tactile feedback, which feels very real to people.

When mining with a pickaxe in the game, the player can feel the wooden handle of the pickaxe in his hand, and when the pickaxe hits the ore, he can feel the vibration from the center of the palm.

So far, "Minecraft" has been perfectly ported from the PC platform to the VR platform, and the next most important step is the final gameplay innovation and derivative gameplay. For mobile phone users, please visit m.reading for a better reading experience.