Almighty Game Designer

Chapter 230: Transplantation completed (four more)

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

After completing the first phase, it is still far from the real finished game. Although I can now make a good result by throwing "My World" as a PC game, Chen Mo's ambition is obviously not limited to this. He hopes that the game will be available in the form of VR.

Next, I will port "My World" to the VR platform.

......

Experience the second floor of the store.

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

The collection of consciousness has been completed. The consciousness of this collection includes moving, jumping, attacking, placing, using, manufacturing, etc. All the operations that can be done in the game have collected the corresponding consciousness.

After that, Chen Mo put all of this information into the illusion editor, letting them establish a one-to-one correspondence with the actions inherent in the game.

The conversion of world rules is also in progress.

It must be a full 3D-made PC game to be converted into a VR game. In general, the conversion process is relatively fast. Of course, if the game body is extremely large and the elements are particularly rich, the conversion process will be multiplied.

Fortunately, the rules of "My World" are relatively simple, and the resources are not large, so the conversion is faster.

Chen Mo installed the VR version of "My World" 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 time, Chen Mo felt that he was already in the game world.

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

The first is the extremely spicy eyes of the picture.

In VR mode, the player's field of vision is greatly broadened, and some rough materials simply can't escape the player's eyes.

The sawtooth of the pixel wind square is all very obvious, especially for the play.

Looking down, I am an extremely ugly square man with two arms like luncheon meat, not even fingers.

Look around, trees, rivers, mountains, animals... almost everything can't reach the art effect that Chen Mo wants.

On the computer, this style of painting can be tolerated, but in VR, because the field of view is enlarged, the defects of the details are multiplied, and immediately become another game.

Secondly, the characters are not smooth and the environmental feedback is seriously lacking.

In the VR world, players do not control characters through the keyboard or mouse, but through consciousness. Although Chen Mo has collected all the movement consciousness, but it is really only found in the game, these are not enough.

Especially compared with the relatively mature VR game of "Earth OL", it is very far away.

For example, when Chen Mo is moving, he feels like he is riding a wheelbarrow. There is no natural ups and downs in the field of vision. It is very weird. There is no feeling of stepping on the ground with both feet, as if it is floating in the air.

When holding the props on the hand, there is no corresponding tactile feedback. When jumping, digging, placing, etc., I don’t feel that I have made these actions.

In short, the original VR version of "My World" is similar to the previous VR glasses experience, except for the change of vision, other changes are minimal.

I feel this version of the present, a little insulting my VR game compartment.

These problems are caused entirely by Chen Mo's lack of experience in making VR games for the first time. Fortunately, it is not a problem that cannot be solved. As long as he takes some time and energy, he can solve it.

Enrich your movements and add ups and downs.

Improve all types of tactile feedback.

Enrich various sensory elements such as smell, sound and more. (Of course, these smells and sounds are a good and nice type.)

At the same time, the overall quality of the game is improved.

Although "My World" ported to the VR platform is still a pixel wind, Zhou Hanyu has made improvements in many aspects according to Chen Mo's request.

Basic cubes, such as earth, stone, glass, wood, leaves, etc., all have textures, strengthen the texture, soften the more abrupt edges and corners.

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

Moreover, Chen Mo also developed an additional "engraving mode". These basic squares can be broken up into sixteen small squares, and the player can fine-tune a square to bring it closer to the real object.

While generating the whole world, this "engraving mode" will automatically act on the basic squares at the edge of all terrains, making the whole world more rounded and real.

Objects other than the basic squares, such as characters, animals, weapons, etc., all follow the LEGGO building blocks, while retaining the Q version of the style while doing more nuanced.

Take the character as an example. Although the style of the Q version of the three-headed body is maintained, the head, arms and legs are no longer squares, but a very round model, just like the Disney series toys of LEGGO blocks, and the entire VR world. The style of art is more fitting and improves the accuracy of the model.

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 design of these models also refers to the LEGGO toy villain, there are a variety of clothing, such as suits, jeans, casual wear, etc., as well as professional suits, such as firefighters, racers, pirate suits and so on.

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

The development cost of these clothes is actually very low. After all, this is a Q version of the villain. It doesn't have to be as nuanced as the masterpieces, and even the hair is clearly separated.

Even Chen Mo deliberately made a set of expression systems, with a few basic expressions such as smile, sadness, anger, etc., players can use freely in the game.

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

This VR version is already considered a qualified VR game.

Although the picture still retains the style of pixel style, it does not make people feel particularly rough and awkward.

Although the character is a Q version, the movement is very rich. When jumping, walking, and being hit, the visual field will be slightly deflected with the vibration of the body, which is almost identical to the perspective in the real world.

The various feedbacks during the game are also perfect. Walking, jumping, attacking, placing, etc. will have corresponding tactile feedback, giving people a very real feeling.

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

So far, "My World" has been perfectly ported from the PC platform to the VR platform, and then the most important step is the final gameplay innovation and derivative gameplay.

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