Chen Mo drags two knights out of the material library and improves some basic settings, such as the strength, armor thickness and weight of each knight.

In terms of strength, different body parts such as the knight's hands and legs are endowed with different strength attributes, and the whole body armor is also designed to be different parts of thickness and defense.

And in Pangu system, there are some ready-made templates, including human templates.

As long as a knight is covered with a human template, he will have a set of default attributes, including bone strength, movement rules, after damage, etc.

It can be seen that this is the study of Pangu system which has been carried out since the beginning, and now it can be directly used.

Later, Chen Mo designed several basic actions, such as defense, attack, roll and so on.

These actions are relatively simple, and Chen Mo is now too lazy to design more, mainly to see if he can achieve some special hit and death actions under this physical rule.

Soon, the game content was designed. In the editor, two knights begin to fight in a clearing.

The knight with the sword attacked the knight with the shield, but cut it on the shield, and the sword bounced back involuntarily.

If it was in the previous physics engine, the action of "flick the knife" was set. As long as the swordsman was chopping on such extremely hard materials as big shield and wall, he would have flick the knife.

However, when cutting different shields, the action and range of the knife are the same.

However, under the physical rules controlled by Pangu system, the action of the "spring knife" is completely generated by itself. The specific action range of the spring knife, as well as whether there is any derivative influence, are calculated by Pangu system.

At the same time, the shield rider is not completely unaffected, and will also bear certain impact force according to the result calculated by the physical engine. If the sword rider's strength completely crushed the shield rider, the shield rider might even be knocked down directly by this blow.

After the death of one side, the knight's death action is automatically generated by Pangu system.

The knight with a sword cut into the gap of armor in the neck of the knight with a shield. The blood dyed the blade red instantly, while the shield rider lost his last life value and fell to the ground, and died after a cry.

The whole action is automatically generated by the system, and the degree of simulation is very high.

Chen Mo tries different settings again.

For example, let one of the Knights have a strong strength, or let one of the Knights have a heavy armor.

As the weight of the knight's armor increases, the knight's walking will become more and more slow, and even at the end of the day, he can only barely stand in place.

Chen Mo is very surprised that the effect of the Pangu system is more perfect than he expected. With this Pangu system, many complex designs that need to be made by designers before can be avoided.

"How is it?" asked Joshua

Some of Chen Mo reluctantly quit the fantasy editor: "very good."

I know it's very good. I'm asking you if there's anything about the new game

Chen Mo smiled and said, "don't worry, I'll think about it. Will Pangu's system be open to all designers? "

"Of course not," he said, shaking his head. At present, the authority of Pangu system is only open to a dozen designers, all of them are domestic S-level and well-known A-level designers. "

"It should not be popularized in the future, because Pangu system consumes too much resources in calculation, and it has some other things to do, which can not be used by everyone."

Chen Mo nodded, "I see."

Qiao Hua added: "in three days, Pangu will be fully open to you, and then you can log in to the fantasy editor on any high configuration computer. But I'd like to remind you that if the computer configuration is not high enough, it's better to replace it with a new one, or you may not be able to run the system. "

"Although Pangu system will not operate on your computer, it's just the amount of derivative operations and resources, and it's enough to make a lot of trouble for your computer."

Chen Mo smiled and said, "OK, I understand."

Back in the experience store, Chen Mo began to think about making new games.

For the game to be made, Chen Mo has actually decided.

VR version of soul of darkness.

Direct production of "soul of darkness 3", in addition to DLC content.

The reason why we should make this game is actually very simple, because the battle system and checkpoint design of soul of darkness has always been a benchmark in the industry.

One of the characteristics of the black soul combat system is that the accumulation of time and level can not help the game to pass the customs. On the contrary, if you want to pass the customs, you need to constantly improve your skills in the process of being abused.

In the game of soul of darkness, players must constantly learn some fighting skills, such as counter shield, breaking shield, fighting skills, rolling, playing hard straight, executing and so on.Moreover, these combat techniques are often derived from the cold weapon combat tactics in reality. Although some techniques seem to be relatively out of touch with reality, in general, its combat system should be the closest to reality.

The most powerful Knight will lose a lot of blood and be kicked to the ground after being stabbed on the back. The most powerful dragon will also be beaten (hard straight) for execution after being attacked on the head continuously.

In the face of enemies of different sizes, players must adopt different tactics. Unlike some games, no matter how big the enemy is, it is boring to cut and chop.

Of course, for Chen Mo, the previous "soul of darkness" is limited by the technical level and engine reasons, which can not be so real. But with the support of the new Pangu system, it is possible to create a new VR mode of the dark soul.

The combat system, which is already very perfect, will become more abundant with the blessing of this physical engine.

As for why we choose "soul of darkness 3" instead of "soul of darkness 1", it is mainly due to two considerations.

First, from the difficulty of the game and some specific design aspects, black soul 3 is more balanced and comprehensive. (it's easy and suitable to enter the pit.)

Many people start to enter the pit from black soul 3, because black soul 1 is so difficult.

The second is from the perspective of story. Black soul 1 tells the story of the beginning of spreading fire, while black soul 3 tells the story of the end of spreading fire. It can be said that black soul 3 can show the spiritual connotation of the whole dark soul series.

For Chen Mo, it's a little repetitive to move both black soul 1 and black soul 3 to VR platform. In fact, it's enough to have a series of soul games on VR platform.

As for soul of darkness 1, it can be used as a prequel to release to the switch platform.

Of course, there are other reasons for making the soul of darkness, such as input problem, resentment value problem and so on.

Compared with other series of works, the investment of heihun is smaller for the same 3A work. Because the map design of heihun is very delicate, it often plugs a lot of content into the same scene, and restricts the game rhythm through various elevators and one-way open doors. Although this is to save money, players like this kind of checkpoint design very much.

If you want to be a large open world like gta5 or the origin of Assassin's creed, even now, Chen Mo feels very hard to do it.

In addition, Chen Mo really lacks a game that can help him brush the value of resentment