Almighty Video Game Designer
522 The Pangu system
A game that fully demonstrated the superiority of the Pangu system?
"I do have some ideas," Chen Mo said after some thought."But let me see how far the system can go first."
"Of course," Qiao Hua replied. How about this, come to the game Committee tomorrow when you have time, and I'll get the technical staff to show you how to use the Pangu system in the illusion game engine. "
After hanging up, Chen Mo started to think about what kind of game he should make.
Obviously, the best way to demonstrate a completely new physics engine was to create a very unique game world and an innovative combat system.
Just like in many wuxia novels, some heroes had a great deal of internal strength, but without the corresponding moves to show off, they couldn't act well.
One had to have profound internal energy and the moves were very beautiful to attract the applause of the audience.
It was obvious that both the game Committee and the seventh vision desperately needed a game to showcase the revolutionary results brought about by physics to the game industry.
Although the research on both sides was carried out at almost the same time, whoever developed a better game first would have a better lead.
It was no wonder the game Committee placed so much importance on this.
It wasn't just Chen Mo, there were also a few other S-grade or A-grade video game designers who got the news.
Obviously, the game Committee couldn't just place their hopes on Chen Mo alone, it was a joint mission for all the video game designers in the country.
The video game designers were also having a heated discussion about what game to make.
"I think we should make an enhanced version of earth OL. In order to show the advantage of physics, it's best to create a world that is completely similar to the real world!"
"Think about it, if the laws of physics in the game and in reality are exactly the same, how big of an impact would it have on the players?"
"I don't think so. In reality, there's nothing special about the rules of physics. Think about it, walking, driving, and fighting are nothing special. Even some traditional rules of physics can be replicated perfectly."
"What really needs to be shown is some very unreasonable games, such as leaping on roofs and vaulting over walls, and cold weapon combat. These action-type games are the easiest to show the high level of physics."
"I think there are other ways to show off physics. For example, building airplanes, rockets, and so on. Think about it, if we make a game that makes rockets, and the rocket follows the rules of physics in the game and successfully breaks through the atmosphere, sending the carrier satellite into Earth's orbit, doesn't that mean that the physical engine is very powerful?"
"No, no, no. I think whether physics is really awesome or not still depends on the feeling of impact. For example, in a traditional shooting game, the character would only tremble violently and spray blood after being shot. However, in the real world, the character's entire arm might break if it was shot. Even if you wear a bulletproof vest, you might be pushed out by the bullet. Isn't this the real power of physics?"
"Upstairs, if you do this, will the game Committee let you pass the trial? You made a shooting game and then shot someone's arm off. Isn't this scene too gory?"
"That's a small problem. After all, this game has a political mission. In order to use physics, I believe the game Committee will be more lenient in their review. "
"Hehe, drawing!"
……
Different designers had different opinions on what kind of game could better showcase the power of the Pangu system.
However, since he wanted to demonstrate the power of the laws of physics, he had to put more effort into the sense of impact.
When it came to technology, such as a gun battle, the players would not be able to realize the use of physical engines because the whole scene was too intense.
Chen Zhao's idea was that only in a cold weapon battle could the physical engine be used to its best effect.
In the original combat system, due to the limitation of physical control, the attacker and the target were just repeating the attack and HP loss.
The attacker slashed the enemy once and caused 10 points of damage. On the surface, it looked like the attacker would be spitting blood when he slashed the enemy, but no matter where he slashed, he would still deal 10 points of damage.
Of course, this was also improved in later games. The different positions of the attacker's attack would trigger different effects. For example, in many games, slashing at the shield would hardly cause any damage to the enemy, but attacking the enemy from the back would cause additional damage.
There were also some shooting games where shooting at the head, body, hands, and legs would have different damage calculations.
Now, with the development of artificial intelligence technology and the advancement of physical engines, this combat system could be further advanced.
Of course, it was not enough to rely on skills alone.
In order to build a perfect combat system, a lot of other settings were needed.
Chen Mo already had a good idea, but whether or not it could be realized could only be decided after seeing the actual effects of the Pangu system.
The next day, Chen Mo went to the game Committee.
Of course, the actual Pangu System R & D department was not here, but the game Committee could access the Pangu system through the internet.
"It's still a beta version,"Qiao Hua explained," and there are still some flaws. He should be able to complete it after some time. However, some of the more heaven-defying functions are already available. You can try them out first. "
Chen Mo could connect to the Pangu system on a high-end computer and run the illusion editor on it.
It was equivalent to adding a brand new interface to the illusion game engine. Through this interface, the Pangu system could create the physical rules of the entire game.
This included the gravity of the entire world, the power of a character, the weight and density of various materials, as well as the special laws of physics.
The first few points could be regarded as some basic rules. Once determined, the world would operate according to these physical rules.
In addition, there were some special rules that were above all physical rules. If one wanted to make the game more rich, they would have to construct many different special rules.
Obviously, the more special rules there were, the more content the game would have.
For example, the designer could write a rule: If a player attacked the bottom of any humanoid creature's feet, they could send it flying ten meters high.
In the game, when players attacked the soles of any humanoid creature's feet, the humanoid creature would fly ten meters high and would no longer be restricted by the basic physical rules.
Of course, no brainless designer would come up with such a design in reality. This was just an example. It showed that with physics as the driving force, as long as the designer had enough patience, they could create a unique and rich game world.
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