Years later, the R & D work of my world continued to advance.

After the first phase, it is far from the real finished game. Although now "my world" as a PC game can also achieve good results, but Chen Mo's ambition is obviously more than that, he hopes that this game can appear in the form of VR.

The next step is to migrate my world to the VR platform.

……

The second floor of the experience store.

Chen Mo takes off his special consciousness collection helmet and moves his neck.

Consciousness collection has been completed. This collection includes movement, jumping, attack, placement, use, manufacturing and so on. All operations that can be done in the game have collected corresponding consciousness.

After that, Chen Mo input all these information into the fantasy editor, and let them establish a one-to-one correspondence with the inherent actions in the game.

The transformation of world rules is also in progress.

PC Games must be made in 3D to be converted into VR games. Generally speaking, the conversion process is relatively fast. Of course, if the game ontology is very large and the elements are very rich, the conversion process will be multiplied.

Fortunately, the rules of my world are relatively simple and the amount of resources is not large, so the transformation is relatively fast.

Chen Mo installed VR version of my world into the game cabin and experienced it.

Soon, Chen Mo's consciousness entered the VR world.

The system generates a new map according to the relevant rules in my world. At this time, Chen Mo feels that he is already in the game world.

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

First, the picture is extremely hot eyes.

In VR mode, players' vision has been greatly broadened, and some rough materials can't escape players' eyes at all.

The zigzags of the pixel wind cube are all very obvious, especially for the play.

Look down, I am a very ugly square man, two arms are like lunch meat, without fingers.

Look around, trees, rivers, mountains, animals Almost nothing can achieve the artistic effect that Chen Mo wants.

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

Secondly, the character operation is not smooth and the environmental feedback is seriously lacking.

In the VR world, players do not control characters through keyboard or mouse, but through consciousness. Although Chen Mo has collected all the action consciousness, he really found out in the game that these are not enough.

Especially compared with the relatively mature VR game "earth ol", it is far from good.

For example, when Chen Mo is moving, he feels like he is riding a unicycle. His vision doesn't fluctuate naturally. It's weird. My feet didn't feel on the ground either, as if they were floating in the air.

When holding the props, there is no corresponding tactile feedback. When jumping, digging, placing and other operations are carried out, there is no feeling that they have made these actions.

In a word, the initial VR version of my world is similar to the previous VR eyeglasses experience, with little change except for the change of vision.

I feel that this version is a little insulting to my VR game cabin.

These problems are caused by Chen Mo's inexperience in making VR games for the first time. Fortunately, they are not unsolvable problems. They can be solved as long as he is willing to spend some time and energy.

Enrich your movements and add visual ups and downs.

Perfect all kinds of tactile feedback.

Rich sensory elements, such as smell, sound, etc. (of course, these smells and sounds are all good smelling and pleasant types.)

At the same time, improve the art quality of the game in an all-round way.

Although "my world" transplanted to VR platform is still pixel style, Zhou Hanyu has made improvements in many aspects according to Chen Mo's requirements.

The basic blocks, such as soil, stone, glass, wood, leaves and other materials, have all been treated with texture to strengthen the texture and soften the abrupt edges and corners.

After processing these elements, they have basically exceeded the previous mod level of various pictures.

In addition, Chen Mo also developed an additional "carving mode". These basic blocks can be broken up into 64 small blocks. Players can carve a block to make it closer to the real object.

At the same time of generating the whole world, this "carving mode" will automatically act on the basic blocks of all terrain edges, making the whole world appear more round and real.

Objects other than the basic squares, such as figures, animals, weapons, etc., are all made in the way of Leggo building blocks, keeping the style of Q version and making it more detailed.

Take the character as an example. Although it maintains the Q version of the three head body style, the head, arms and legs are no longer squares, but very round models. Just like the Disney series toys of Leggo building blocks, they fit the art style of the whole VR world and improve the accuracy of the model.At the same time, in order to meet the needs of the network version, Chen Mo planned a variety of role models in advance.

The design of these models also refers to Leggo toy figurines, including a variety of clothing, such as suits, jeans, casual wear, etc., as well as professional suits, such as firefighters, racing drivers, pirate suits, etc.

Moreover, different tops, pants, hats and shoes are allowed to match freely and change color freely. Players can choose their own.

The development cost of these clothes is actually very low. After all, this is a Q version villain. He doesn't need to be as meticulous as those big works, and even his hair is clearly divided.

Even Chen Mo purposely made a set of expression system, including smile, sadness, anger and other basic expressions, which can be freely used by players 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 a qualified VR game.

Although the picture still retains the style of pixel wind, it will not make people feel particularly rough and abrupt.

Although the character is the Q version, it has rich movements. When jumping, walking and being hit, the vision will slightly deflect with the vibration of the body, which is almost the same as the perspective in the real world.

All kinds of feedback in the process of the game are also very perfect, such as walking, jumping, attacking, placing and other actions, there will be corresponding tactile feedback, giving people a very real feeling.

In the game, the player can feel the wooden handle of the pickaxe in his hand, and when the pickaxe hits the ore, he can feel the vibration from the center of his hand.

So far, "my world" has been transplanted from PC platform to VR platform perfectly. Next, there is the most important step, that is, the last play method innovation and derivative play method.