Almighty Video Game Designer
875 The catalyst for chemistry
"Environmental interaction mechanism?"
All of the graduates were surprised. They thought Chen Mo would ask a big question, at least about a certain type of game, but in the end, he only asked them to design a small system.
Strictly speaking, this "environmental interaction mechanism" was only an important part of the combat system, or if it was separated from the combat system, it was also an important part of the game's mechanism. It didn't take up much game content, and it wasn't difficult to design it. It would be no problem to come up with a first draft in three hours.
However, everyone knew that even though the questions looked simple, it would be extremely difficult to do well.
This was a very general topic. From the simplest example of "terrain kill" to the more complicated weather system or the entire structure of the combat environment, they all belonged to the category of "environmental interaction mechanism."
Moreover, the "environment" was something created by the designer, so they could add all kinds of rich elements. The more complex the environment, the richer the environmental interaction mechanism.
Therefore, this was a question with no upper limit. As long as one's brain was big enough, the system could do it infinitely.
However, he couldn't make it too big either. He had to consider the overall investment and output of the "environmental interaction mechanism," the cost-performance ratio of the production, and the compatibility with the game itself. It was very likely that there were 100 holes in his brain when he came up with the idea, but in the end, limited by the game itself, only five could be used.
Everyone began to rack their brains to come up with ideas.
……
When they came out of the meeting room, Qian Kun was waiting at the door.
"I see that these graduates 'reactions are rather calm." Qian Kun said.
"Yeah," Chen Mo laughed."After all, he's a talent carefully selected from all over the country. Can he be stumped by such a simple question?"
Qian Kun was speechless,'this question is simple? Isn't this the 'chemical catalyst' that you designed for our new project a while ago? Using the world's most advanced and first-class system design to set questions for these freshmen, I really can't see how easy it is. "
"It's not like they're going to make the entire chemical catalyst," Chen Zhao said."They just need to make a rough one."
"It's hard to reach your 'almost' standard, manager!"Qian Kun complained.
……
Chen Mo hadn't told anyone about the topic of the new project.
However, two weeks ago, Chen Mo had already assigned him a special mission: Research and development of "chemical catalyst."
Everyone was dumbfounded when they heard the word. What the hell? I've heard of physics, but what the hell is a chemistry?
The 'physical engine' meant to give real physical attributes to the objects in the game, such as gravity, hardness, sharpness, and so on. When they spun or collided, the 'physical engine' could calculate the effects by itself through the physical attributes of these objects.
In other words, the theory of physics was equivalent to creating another Newton. In the virtual world, a complete set of physical laws had been constructed.
So, what was the "chemical catalyst"?
Chen Zhao smiled and explained,"a chemical catalyst is a physical catalyst that can cause a chemical reaction. It's just a metaphor, it's equivalent to a higher form of physics. "
……
The so-called "chemical catalyst" meant that there were not only physical collisions, friction, and attacks between objects in the game environment, but also chemical reactions.
To give a simple example, grass can be burned. After burning, hot air will rise and produce air currents. The surrounding flammable objects will be ignited. If fruits and meat are roasted, they will be charred or even completely burned ...
In the real world, these were all chemical reactions, and they were all things that everyone was used to.
However, the game did not have the same chemical rules as the real world. Therefore, in order to produce such an effect in the game, a new design was needed. This was called "chemical catalyst."
A chemical catalyst was actually a set of very complicated rules. Through these rules, a highly realistic chemical system was constructed in the game. This way, by giving different chemical attributes to objects, such as flammable or conductive, they would change according to the environment after being put into the chemical catalyst.
It sounded simple, but in reality, the design involved too much content.
According to Chen Zhao's design, the entire chemical engine included a large number of complex systems that included all aspects of the world's rules.
Climbing system, cooking system, combat system, stealth system, equipment system, flame system, freezing system, lightning system, wind system, weather system, temperature system, bomb system, time stop system, magnetic system, ice system ...
Every system had its own set of rules.
For example, the climbing system allowed players to climb any wall, but it would be limited by physical strength. When the players ran out of stamina, they could find a foothold on the mountain to recover their stamina. The climbing system would be linked to the weather system. On rainy days, the walls would become wet and slippery, and players would slip when climbing, which would seriously affect the efficiency of climbing.
Another example was the lightning system. There were many elements of the lightning attribute, such as lightning and the electric mechanisms in the ruins. Metals were conductive, so when players ran on the road with metal weapons on a rainy day, they would be struck by lightning. Or when you need to connect the power route to open the mechanism in the ruins, you can connect your own metal weapon to a wire instead of searching for metal objects in the ruins.
Another example was the temperature system. Different regions and different weather conditions would result in different environmental temperatures. Players had a certain temperature tolerance. Above this temperature was overheating, below this temperature was freezing. Both would cause continuous damage to HP. Players could use many ways to resist the cold, such as lighting a fire, holding a torch, wearing winter clothes, and so on.
Furthermore, these systems would react with each other, which was the most complicated part.
In other words, in this set of chemical triggers, every action that the players did might cause a series of chain reactions. If the players could predict the results of this chain reaction, then they could artificially create a "butterfly effect." They could gently flap their wings in a corner and bring disaster to the monsters nearby.
As the research and development of the entire "chemical catalyst" continued to progress, everyone was more and more amazed by the exquisiteness of the system. These complex systems were not forcibly kneaded together, but formed a unified whole together. Pulling one hair would affect the whole body.
Many people were very curious about what kind of game such a powerful system would come up with with with this new "chemical catalyst".
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