Chen Mo randomly dragged out two knights from the material library, and improved some basic settings, such as each knight's strength, armor thickness, weight, and so on.
In terms of strength, different body parts such as the hands and legs of the knight are endowed with different strength attributes, and the armor of the whole body is also designed as parts with different thickness and defense.
And in the Pangu system, there are some ready-made templates, including human templates.
As long as the knight is given a human template, he will have a set of default attributes, including bone strength, movement rules, the impact of damage, and so on.
It can be seen that this is the research that the Pangu system has carried out from the beginning, and it can be used directly now.
Afterwards, Chen Mo designed several basic actions, such as defense, attack, rolling and so on.
These actions are relatively simple, and Chen Mo is too lazy to design more now, mainly to see if some special attacks and death actions can be realized under this kind of physical rules.
Soon, the game content was designed. In the editor, two knights start fighting in a clearing.
The sword-wielding knight attacked the shield-wielding knight, but he slashed on the shield, and the long sword bounced back involuntarily.
If it was in the previous physics engine, the action of "flicking the knife" was set. As long as the sword-wielding knight cuts on an extremely hard material such as a large shield or a wall, the action of "flicking the knife" will occur.
However, when it is cut on different shields, the movement and range of the knife are the same.
However, under the physical rules controlled by the Pangu system, the movement of the "flicking knife" is completely self-generated. The specific range of movement of the "flicking knife" and whether it has any derivative effects are all calculated by the Pangu system.
At the same time, the Shield Knight is not completely unaffected, and will also bear a certain amount of impact based on the results calculated by the physics engine. If the strength of the sword-wielding knight completely crushes the shield-wielding knight, the shield-wielding knight may even be directly knocked down by this blow.
After one party dies, the knight's death action is also automatically generated by the Pangu system.
The sword-wielding knight slashed at the gap in the armor of the shield-wielding knight's neck. The blood instantly stained the blade of the sword red, while the shield bearer lost his last life and fell to his knees on the ground, and died after wailing.
The whole movement is automatically generated by the system, and the degree of simulation is very high.
Chen Mo tried different settings again.
For example, let one of the knights be particularly strong, or make one of the knights have particularly heavy armor.
When the weight of the knight's armor continues to increase, the knight's walking will become slower and slower, and even in the end, he can barely stand still.
Chen Mo was very surprised, the effect of this Pangu system was more perfect than he expected. With this Pangu system, many complex designs that previously required designers to make can be avoided.
Qiao Hua asked, "How is it?"
Chen Mo reluctantly quit the fantasy world editor: "Very good."
Qiao Hua Yile: "I know it's very good. I'm asking if you have any plans for the new game?"
Chen Mo smiled: "Don't worry, let me think about it. Will the permissions of the Pangu system be open to all designers?"
Qiao Hua shook his head: "Of course not. At present, the authority of the Pangu system is only open to a dozen designers, all of whom are domestic S-level and well-known A-level designers."
"It should not be possible to popularize it in the future, because the Pangu system consumes too many resources during calculation, and it has some other things to do, so it is impossible for everyone to use it."
Chen Mo nodded: "I understand."
Qiao Hua added: "Three days later, the authority of Pangu will be fully open to you people. At that time, you should be able to use it by logging in to the Fantasy World Editor on a random high-end computer. But I want to remind you, If the computer configuration is not high enough, it is better to change to a new computer, otherwise the system may not be able to run."
"Although the Pangu system does not perform calculations on your computer, just some derived calculations and resources are enough to cause a lot of trouble for your computer."
Chen Mo smiled: "Okay, I understand."
Back in the experience store, Chen Mo began to think about making new games.
As for the game to be made, Chen Mo had already decided.
The vr version of Dark Souls.
Directly produce content other than dlc in "Dark Soul 3".
As for why this game was made, it is actually very simple, because the combat system and level design of "Dark Soul" has always been a benchmark in the industry.
A major feature of the Black Soul combat system is that the accumulation of time and levels does not help the game pass too much. On the contrary, in order to pass the level, players must constantly improve their skills while being abused.
In the game "Dark Soul", players must constantly learn some combat skills, such as shield counter, shield breaking, combat skills, rolling, hitting straight, execution and so on.
Moreover, these combat skills are often born out of the cold weapon fighting tactics in reality. Although some skills seem to be relatively out of touch with reality, in general, its combat system should be the closest to reality.
No matter how powerful a knight is backstabbed, he will lose a lot of blood and be kicked to the ground. No matter how powerful a dragon is attacked in the head, he will be beaten in a daze (hardened) for players to execute.
When facing enemies of different sizes, players must adopt different tactics. Unlike some games, no matter how big the enemy is, it is boring to hack and chop.
Of course, for Chen Mo, the "Dark Soul" in the previous life was limited by the technical level and engine, so it was impossible to make it so real. But with the support of the new Pangu system, it is possible to create a new VR mode Dark Soul.
With the support of this physics engine, the already well-established combat system will become even richer.
As for why "Dark Soul 3" was chosen instead of "Dark Soul 1", it is mainly due to two considerations.
The first is that in terms of game difficulty and some specific designs, Black Soul 3 is more balanced and comprehensive. (Plainly speaking, it is easy and suitable for entering the pit.)
Many people only started to enter the pit from Black Soul 3, because Black Soul 1 is really too difficult.
The second is to consider from the aspect of storytelling. Black Soul 1 tells the story of the beginning of the fire, while Black Soul 3 tells the story of the end of the fire. It can be said that Black Soul 3 can better express the spiritual connotation of the entire Dark Soul series.
For Chen Mo, moving both Black Soul 1 and Black Soul 3 to the vr platform is somewhat repetitive. In fact, as long as there is one soul series game on the vr platform, it is enough.
As for Dark Souls 1, it can be used as a prequel and released to the switch platform.
Of course, there are other reasons for making Dark Souls, such as investment issues, resentment issues, and so on.
As a 3a masterpiece, the investment of Black Soul is smaller than that of other series of works, because the map design of Black Soul is very delicate, often stuffing a lot of content in the same scene, and through various elevators and one-way open The door is a good way to limit the pace of the game. Although this is done to save money, players like this level design very much.
If you want to make a large open world like gta5 or "Assassin's Creed Origins", even now, Chen Mo feels very difficult to do it.
In addition, Chen Mo really lacks a game that can help him brush up his resentment points...