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.

Moreover, according to the needs of the game, it can be added continuously.

other materials, such as wooden sticks, boards, leather, crop seeds, shovel, iron pick, mining tools, rails, tramways, boats, and other means of transport, sword, hat, armor fighting supplies, and so on. There will be more of these. There will be hundreds of them, and they can be gradually enriched.

As for the generative rules of the whole world.

Although Chen Mo has not read the design documents of my world, it can be roughly inferred.

The first step is to generate the basic world and transform the basic terrain.

Generate plain Island - generate Alpine Forest - generate swamp, tropical rainforest, coniferous forest, jungle, Pingdingshan, etc. - generate jungle edge, higher mountain, etc. - generate tropical plateau, desert hill, etc. - generate Grassland - add coast - micro adjustment - add river.

The second step is to generate density map, limit the height of the whole terrain, and according to the density map, fill the blocks of the whole map with stones, water and air.

The third step is to improve the terrain. For example, plain is grass block and stone, desert is sand and stone. These materials are covered on the terrain surface and bedrock is generated at the same time.

The fourth step is to generate special terrain. Such as caves, canyons, mines, villages, shrines, underwater remains and so on.

These special terrains, such as villages, desert temples, etc., are the complete units spliced by the designer in advance. In chenmo's plan, more special terrain can be added artificially to enrich the automatically generated world.

The fifth step is to generate light.

The sixth step is to add creatures and special units (furnaces, boxes, etc. with special logic blocks).The seventh step is to generate pool, magma pool and underground elements. The probability of generating magma pool is far lower than that of generating pool.

The eighth step is to generate minerals, which are mainly determined by the terrain height, such as soil, gravel, coal mine, iron ore, gold mine, red ore, diamond mine, etc.

The ninth step is to generate ground embellishment. Including sand, clay, gravel, trees, mushrooms, flowers and so on.

The tenth step is to generate creatures, such as cattle, sheep, pigs and chickens.

Of course, this rule is speculated by Chen Mo himself. It may be different from my world, but not much.

In this way, the whole world is formed. Put the player controlled villains in, and you can move freely in the whole world.

In the aspect of character's behavior, the actions in the original work include moving, jumping, attacking, digging, placing, etc. there are also some actions mod, adding special actions such as climbing, climbing, hanging, crawling, facial expression, etc.

For Chen Mo, we can integrate all these actions, expand the character's actions to more than ten, and enrich the role's expressiveness. (of course, it is also necessary to update the screen material.)

A dozen actions, compared with some large RPGs of VR platform, are not too many. Players will not feel excessive fatigue basically. On the premise of ensuring the game duration, the actions and playing methods in the game are enriched as much as possible.

In addition, in terms of the production logic of the whole world, Chen Mo considers further expansion and improvement while inheriting the advantages of previous works.

For example, in the original work, the wooden board can be put into the workbench with certain rules, and special items such as going out, wooden sticks can be produced. Chen Mo considers to expand the production rules in an all-round way, so that players can make more things, and provide more clear and rich production rules chart.