Make a game that can fully demonstrate the superiority of the Pangu system
Chen Mo thought for a while and said, "I do have some ideas, but let me see to what extent this system can do it first, shall we?"
Qiao Hua said: "Of course. How about this, you can come to the gaming committee tomorrow if you have time, and I will ask the relevant technical personnel 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 he wanted to make
Obviously, the best way to showcase a new physics engine is to build a very unique game world and an innovative combat system.
Just like in many martial arts novels, some heroes have high and deep internal strength, but if they don't have the corresponding moves to show, then this force will pretend to be unsuitable.
It must have profound internal strength, and the moves thrown out must be very good-looking, so that it will attract the applause of the melon-eating crowd, without knowing it.
Obviously, both the Game Committee and Seventh Horizon urgently need a game to show the disruptive innovations brought by this new physics engine to the game industry.
Although the research on the two was carried out almost at the same time, whoever develops a better game first will be able to make a head start.
It is no wonder that the Games 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 Game Committee to pin its hopes on Chen Mo alone. This matter can be regarded as a common task for all game designers in the country.
These designers are also having heated discussions about what kind of 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 the best to create a world that is completely similar to the real world!"
"Think about it, if the physical rules in the game are exactly the same as in reality, how much impact will it have on the player?"
"I don't think so. In reality, there are actually no gameplay elements that can highlight the rules of physics. If you think about it, walking, driving, and fighting, these behaviors are actually nothing special. Even some traditional physics engines can be perfectly reproduced."
"What really needs to show advanced physics engines are some very unreasonable games, such as flying over walls and fighting with cold weapons. These action games are the easiest to show physics engines."
"I actually think that there are other ways to demonstrate the physics engine. For example, building airplanes, building rockets, etc. Think about it, if we make a game of building rockets, and in the end the rocket successfully breaks through following the physical rules in the game. Atmosphere, sending the carrier satellite into orbit around the earth, doesn't that just mean that this physical 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 traditional shooting games, the character just trembles violently when shot, and then spurts blood, but in the real world, the character Being shot may cause the entire arm to break. Even if you wear a bulletproof vest, the whole person may be pushed out by the bullet in an instant. This is where the real physics engine is reflected?"
"Upstairs, if you do what you do, can the game committee pass the trial for you? You make a gunfight game, and then you shoot someone's arm off with a single shot. I'm afraid this kind of picture is too bloody, right? "
"This is a small problem. After all, this game has political missions. In order to reflect the physics engine, I believe that the gaming committee will be more relaxed in terms of review."
"Hehe, pattern!"
…
Different designers have different views on what kind of game can better demonstrate the power of the Pangu system.
But since it is to show the power of the physical rules, it must work hard on the sense of impact.
In the context of high technology, such as gun battles, because the whole scene is too tragic, it is not easy for players to realize the role of the physics engine.
Chen Mo's idea is that only in cold weapon battles can the physics engine play its role best.
In the original combat system, limited by the physics engine, the attacking party and the attacked party are actually just performing repeated calculations of attacking and blood damage.
The attacker slashes the enemy and does ten damage. On the surface, the attacker slashed at the enemy with a knife and spurted blood, but no matter where he slashed, it would cause ten points of damage.
Of course, this point has also been improved in some later games. The different positions of the attackers will trigger different effects. For example, in many games, hitting the shield will cause almost no damage to the enemy, while attacking the enemy from behind will cause additional damage.
There are also some shooting games that have different damage calculation formulas for head and neck, body, hands and legs.
Now, with the development of artificial intelligence technology and the progress of the physics engine, this combat system can also move forward again.
Of course, technology alone is not enough.
If you want to build a very complete combat system, you need a lot of other settings.
For this, Chen Mo already has a 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 gaming committee.
Of course, the actual Pangu system research and development department is not here, but the game committee can call the authority of the Pangu system through the network.
Qiao Hua introduced: "It is still a beta version, and there are still some defects. It should be completely completed after a while. However, some more unnatural functions are already available, you can experience it first."
On a super-configured computer, Chen Mo can connect to the Pangu system, and then run the fantasy world editor on the computer.
It is equivalent to adding a brand new interface to the fantasy 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 characters, the weight and density of various materials, and special physical rules, etc.
The previous points can be regarded as some basic rules. Once determined, the world will operate according to these physical rules.
In addition, there are some special rules, which 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 there are, the richer the game will be.
For example, the designer wrote a rule: If the player attacks the soles of any humanoid creature, he can be sent flying ten meters high.
Then in the game, when the player attacks the soles of any humanoid creature, the humanoid creature will fly ten meters high, without being restricted by those basic physical rules.
Of course, in reality, no brainless designer would make such a design. This is just an example to show that under this kind of physics engine, as long as the designer has enough patience, a sufficiently unique and rich game world can be created.