"Environmental interaction mechanism?"
The graduates here were a little surprised. They thought Chen Mo would ask a big question, at least about a certain game type, but in the end they just asked everyone to design a small system.
Strictly speaking, this "environmental interaction mechanism" is only an important part of the combat system, or if it is separated from the combat system, it can also be regarded as an important part of the game mechanism. It’s a lot, and it’s not difficult if it’s just a design. It’s no problem to make a first draft in three hours.
But everyone also knows that this topic looks very simple, but as Chen Mo said, it is very difficult to do it well.
This is a very vague topic. From the simplest example of "terrain killing", to more complex weather systems, or the structure of the entire combat environment, they all belong to the category of "environmental interaction mechanism".
Moreover, the "environment" is independently created by the designer, and various rich elements can be added. The more complex the environment, the richer the environment interaction mechanism will be.
Therefore, this is a topic with no upper limit. As long as the brain is big enough, this system can be made infinitely large.
But it doesn’t work if it’s too big. It is also necessary to comprehensively consider the input and output of the entire “environmental interaction mechanism”, the cost-effectiveness of production, the degree of fit with the gameplay itself, and so on. It is very likely that there are 100 brain holes when conceiving, but in the end, limited by the game itself, only 5 can be really used.
Everyone started racking their brains to start thinking.
…
Coming out of the meeting room, Qian Kun was waiting at the door.
"I think the reaction of these graduates is relatively calm." Qian Kun said.
Chen Mo smiled: "Yes, after all, they are good seedlings carefully selected from all over the country. Is it okay to be stumped by such a simple question?"
Qian Kun was dumbfounded: "Is this a simple question? Isn't this the 'chemical engine' you just designed for our new project, the store manager? Give these fresh graduates the most advanced and first-class system design in the world. I really didn’t see how easy it was to come up with a question.”
Chen Mo said: "It's not like asking them to make the entire 'chemical engine', as long as they make a similar one."
Qian Kun complained: "It is very difficult to meet your 'almost' standard as a store manager!"
…
Regarding the topic of the new project, Chen Mo has not disclosed it to others.
However, two weeks ago, Chen Mo had already arranged a special task: to develop a "chemical engine".
Everyone was stunned when they first heard this word, what the hell? I've heard of physical engines, what the hell is a chemical engine
The meaning of the physics engine is to give real physical properties to the objects in the game, such as gravity, hardness, sharpness, etc. When rotating and colliding, the physics engine can use the physical properties of these objects to calculate the generated Effect.
In other words, the physics engine is equivalent to recreating a Newton, constructing a complete set of physical rules in the virtual world.
So, what is a "chemical engine"
Chen Mo smiled and explained: "A chemical engine is a physical engine that can produce chemical reactions. This is just a metaphor, and it is equivalent to a higher-level form of expression of a physical engine."
…
The so-called "chemical engine" means that in the game environment, there are not only physical collisions, frictions, and strikes between objects, but also chemical reactions.
To give a simple example: Grass can be burned, hot air rises to generate airflow after burning, and the surrounding combustibles will be ignited. If it is fruit or meat, it will be roasted, and then it will become charred or even completely burned...
In the real world, these are all chemical reactions, and they are all things that people take for granted.
But there are no realistic chemical rules in the game, so in order to present this effect in the game, a brand new design is required, which is the "chemical engine".
The chemical engine is actually equivalent to a very complicated set of rules. Through these rules, a highly realistic chemical system is constructed in the game. In this way, by endowing objects with different chemical properties, such as flammable and conductive, and then Once put into this chemical engine, they will change with the environment.
It sounds simple, but in fact, there are too many contents contained in the design.
According to Chen Mo's design, the entire chemical engine includes a large number of complex systems, and includes all aspects of the rules of the entire world.
"Climbing system", "cooking system", "combat system", "stealth system", "equipment system", "fire system", "freezing system", "lightning system", "wind system", "weather system", "temperature system", "bomb system" Time-stop system", "Magnetic system", "Ice cube system"...
Each system has a corresponding set of rules.
For example, the climbing system allows players to climb any wall, but is limited by physical strength. When the player has no physical strength, he can find a place to stay on the mountain to recover his physical strength. The climbing system will be related to the weather system. In rainy days, the walls will become slippery, and players will slip when climbing, seriously affecting the efficiency of climbing.
Another example is the lightning system. There are many elements of thunder and lightning attributes, such as lightning, electric power organs in the ruins, etc. And metal is conductive, so when the player runs on the road with a metal weapon in a thunderstorm, he will be struck by lightning. Or when you need to connect the power line to open the mechanism in the ruins, you can use your own metal weapon to connect a wire instead of searching for metal objects in the ruins.
Another example is the temperature system. In different regions and different weather conditions, the ambient temperature will be different. Players have a certain tolerance temperature, exceeding this temperature is overheating, lower than this temperature is freezing, both will cause continuous blood loss. Players can resist the cold in many ways, such as lighting a fire, holding a torch, wearing winter clothes, and so on.
Also, these systems interact chemically with each other, which is the most complicated part.
That is to say, in this chemical engine, every behavior of the players may produce a series of chain reactions. If the players can predict the result of this chain reaction, then they can artificially create "Butterfly effect", gently flapping its wings in a certain corner will bring disaster to the group of monsters next to it.
As the research and development progress of the entire "chemical engine" continues to advance, everyone is becoming more and more amazed at the subtlety of this system. These complex systems are not forcibly kneaded together, but together form a unified whole, which affects the whole body.
Many people are very curious, such a powerful system, this new "chemical engine", what kind of game is going to be made