Qian Kun suddenly realized: "That's it! If the performance of the entire vr game cabin is applied to a single level, it can indeed improve the current game screen to another level! The effect produced by doing this is likely to be greater than that of some European and American players. The factory works are much better!"
Chen Mo corrected: "Student, please pay attention to your wording. For us now, European and American manufacturers are no longer unattainable. It's okay for Leiting Huyu to be called a Chinese manufacturer."
Qian Kun: "Awesome."
Chen Mo continued: "So, "Uncharted" should give players a sense of immersion. All the UI in the game can be saved. I hope that every frame of the game can be taken as a screenshot. In addition, the entire Screen effects, including materials, light and shadow, water surface, and movements, must be at the peak level in the industry. By the way, actors who collect movements and expressions must also use the best."
"If the facial expression collection results are not satisfactory, then I will adjust it myself."
"In addition, in terms of the physics engine, the Pangu engine is indeed very powerful, even omnipotent, but our workload is still heavy. To make "Uncharted" a truly movie-level game, the most important thing is the details."
"Details are the most important elements to build a sense of reality. I hope everyone in the art team can remember the following details, and I want to see them all reproduced in the game."
"Light can pass through the pinnae of a character."
"When the protagonist takes the rope of the winch, it will automatically change hands according to the position of the rope."
"Getting on and off the car from any direction will have different actions."
"Rock climbing, diving, swimming, all movements must be professional enough. When holding your breath underwater, your mouth must be puffed out."
"When the characters are close to the wall, they will naturally touch the wall instead of hitting it straight."
"Transitional sentences are added to the dialogue of the characters, and after being interrupted, they will naturally pick up the previous topic."
"When climbing over a partner, there will be different actions and reactions."
"There's a ton of special events, like driving down a waterfall, with special character actions and dialogue."
"The character's mobile phone has a complete ui."
"When the windshield of the jeep is shattered by a bullet, the character will remove the windshield himself."
…
Chen Mo made various introductions, and the others were shocked.
These details... are too many, right
Of course, in terms of the power of the Pangu engine, these details can undoubtedly be made, but after all, it still needs to be done by manpower!
One detail is nothing, but when the entire game world is filled with all kinds of similar details, the level of realism of the game world will instantly rise several levels!
In addition, as mentioned before, there is no loading in the whole process and every level is devoted to the most extreme performance of the game cabin. It is conceivable how real this game will be when it is made!
Obviously, Chen Mo's "movie game" is not just talking, he has a very complete set of concepts and methods.
No matter how technology advances, game design is always limited by the performance of game consoles. For designers, how to better use limited functions to present more exciting effects is also an art worth studying. .
Even in the parallel world, in the era of VR games, it is impossible to create a boundless game world without limits.
What Chen Mo is going to do now for "Uncharted Sea" is to maximize the performance of the vr game cabin as much as possible.
For Chen Mo, this is an inevitable step, and it can be regarded as an attempt at a genre game.
After the design concept draft was finished, everyone felt a little excited.
"Awesome! It seems that according to the plan of the store manager, it seems that it is really possible to make a game that is as refined as a movie?"
"Complete real-time calculation, can each frame be directly taken as a screenshot?"
"By the way, where's the script, store manager?"
Chen Mo smiled: "Don't worry about the script, let's start making art resources first. I will write out the outline of the entire script process later, that's all, everyone go get busy."
…
For the "Uncharted" series, each one has its own uniqueness.
"Uncharted 1" is the pioneering work of the series, making the Uncharted series a series of excellent quality.
"Uncharted 2" has a leap in performance in all aspects, and has won 100 best game awards of the year, and is regarded by many players as the pinnacle of the "Uncharted" series.
"Uncharted 3" received a perfect score of 10 from ign.
As the final game of the series, "Uncharted 4" did not win the game of the year, but in terms of plot, it made a perfect ending for the entire Uncharted series.
Chen Mo still had the same production idea as before, first to make "Uncharted 4", and the plots of the first three parts were released in the form of dlc one after another, finally making the "Uncharted" series a big collection.
If it is only a vertical comparison of the series, "Uncharted 4" is undoubtedly the highest in terms of overall quality, but it is indeed not as remarkable as "Uncharted 2" in terms of gameplay innovation, so to some extent affect its rating.
What's more, Chen Mo can't count to 2, so it's absolutely impossible to make a sequel.
…
"Uncharted Sea" soon entered the intensive research and development stage, and as a vr game, it was also different from Chen Mo's console game in his previous life.
The main difference comes from the sense of substitution.
In Chen Mo's previous life, limited by the console platform, the game adopted a third-person follow-up perspective (over-the-shoulder perspective). Although the sense of immersion was already top-notch in games of the same period, there was still a big gap compared with VR games.
After porting to the VR platform, the perspective will change to a first-person perspective, and the player's sense of substitution will be stronger.
In addition, the force feedback system in the vr game cabin is far more complicated than that of the host.
When the player jumps high and grabs the edge of the wall, there will be a clear sense of shock from the hand; when the player is shot by a bullet or falls to the ground due to an explosion, the corresponding part will also have a slight pain effect; in addition, the vehicle vibrates and the explosives splash And so on, all the effects can be made more realistic.
When the player is playing the game, it is as if the soul has penetrated into the body of Nathan Drake, experiencing the thrill of rock climbing, drag racing, and gun battles.
Although the vr game technology in this world is still not up to the level of absolute simulation in many novels, it is foreseeable that the release of "Uncharted Sea" will bring the presentation of vr games in this world to a higher level !