Chapter 227 (1/2)

All game design criteria are limited by the platform.

Like the racing game on PC, it often provides two perspectives, one is the interior perspective and the other is the roof perspective.

Because PC's first person visual field is generally between 75 and 90 degrees, while human's visual field is 124 degrees.

In other words, due to the display angle of the PC monitor, the human visual field cannot be fully simulated in the game, unless there are two more screens on the left and right sides of the main display.

Most of the players will not be specially equipped with two display screens to play racing games, so the perspective in the car will be very narrow and limited.

At this time, there must be a roof angle of view. Because the roof angle of view pulls up the camera lens, the players' field of view becomes wider and more comfortable when driving.

(the same is true of chicken eating.)

This ”dual perspective” design is a compromise limited by the performance of PC platform.

In the same way, although the VR game in the world has surpassed the PC platform in terms of overall performance, it also has certain defects. The design rules of VR game are also limited by the technology of VR platform.

At present, the mainstream mode of VR game is the first person perspective game, and the production method is relatively mature, that is, first make a good PC, and then migrate to VR platform after some rules are modified.

The first step is to comprehensively improve the art level of the whole game, and meet the VR game standards in terms of mapping details and modeling. This is a comprehensive improvement in the quality of the game. Generally speaking, the amount of resources will skyrocket about 10 times, and the main investment is in this link.

The second step is to convert the input / output mode of PC into VR mode. This step is mainly implemented in the editor, through special instruments to take the consciousness wave, and establish a one-to-one connection with the operation in the game.

For example, designers adopt their own ”jumping” consciousness, which is connected with the ”jumping” action of the characters in the game. So players in the game, as long as they think about ”jumping”, the characters in the game will make this action.

In terms of output mode, the screen will be transformed into 124 degrees of human visual field, and other aspects such as smell, hearing, touch, etc. will also be transformed into the game cabin through specific rules.

The third step is to make some functional fine-tuning according to the characteristics of the game, so as to make it more consistent with the operation habits of VR players and reduce their discomfort.

……

After confirming some key points of VR reform, Chen Mo began to write the basic rules document of my world.

In the first stage, Chen Mo considers to make it on PC platform first, reproduce the classic play method of the game, and then transplant it to VR platform.

The first is the infrastructure of the world.

In Chen Mo's plan, ”my world” has three modes: single mode, online mode and network mode.

Among them, single mode and online mode can transform each other (like Diablo 3), and the whole map can be infinitely large and automatically generated and read by the system. (you need to limit the number of people entering.)

The map of the network mode can accommodate 10000 people to play at the same time. The whole world is tentatively 100000 square kilometers, roughly equivalent to a province in the real world.

In terms of basic materials, there are dozens of materials, such as stone, soil, water, magma, sand, gravel, gold, ore, coal, stone, wood, leaves, diamonds, ice, which are generally consistent with my world.