"Environmental interaction mechanism?"

All the graduates here are a little surprised. They thought that Chen would ask a big question, at least about a certain type of game, but in the end, they just asked everyone to design a small system.

Strictly speaking, this "environment interaction mechanism" only belongs to an important part of the combat system, or if it is separated from the combat system, it is also an important part of the game mechanism. Only from the occupied game content, it is not too much, it is not difficult to simply design, and three hours to make a preliminary draft is no problem at all.

But we all know that this topic seems very simple, but as Chen Mo said, it's really difficult to do well.

This is a very empty topic, from the simplest example of "terrain killing", to more complex weather systems, or the architecture of the whole combat environment, all belong to the category of "environmental interaction mechanism".

Moreover, the "environment" is created by the designer independently, and various rich elements can be added. The more complex the environment is, the richer the environmental interaction mechanism is.

So, there is no upper limit. As long as the brain hole is big enough, the system can be infinitely large.

But it's too big. We need to consider the input and output of the whole "environmental interaction mechanism", the cost performance of the production, and the match with the game's playing method. It's possible that there are 100 brain holes in the process of conception, and finally limited by the game itself, only 5 can be used.

Everyone began to rack their brains for ideas.

……

From the meeting room, Qian Kun is waiting at the door.

"I think the response of these graduates is relatively calm." Said Qian Kun.

Chen Mo smiled and said, "yes, after all, it's a good seedling selected from all over the country. It's OK to be baffled by such a simple question?"

Qian Kun was dumb: "is this a simple question? Isn't this the "chemical engine" you just designed for our new project some time ago? With the most advanced and first-class system design in the world, I can't see how easy it is for these new students. "

Chen Mo said, "it's not for them to make the whole 'chemical engine', as long as they make it almost."

Qian Kun Tucao: "it's hard to make complaints about your" almost "standard.

……

Chen Mo has not disclosed the topic of the new project to others.

However, two weeks ago, Chen Mo had arranged a special task: to develop a "chemical engine".

When we first heard the word, we were all confused. What's the matter? I've heard about the physical engine. What the hell is the chemical engine?

The meaning of physical engine is to give real physical properties to the objects in the game, such as gravity, hardness, sharpness, etc. when they rotate or collide, the physical engine can use the physical properties of these objects to come from the effect of line operation.

That is to say, the physics engine recreates a Newton and constructs a complete set of physical rules in the virtual world.

So what is "chemical engine"?

Chen Mo smiled and explained: "chemical engine is the physical engine that can produce chemical reactions. It's just a metaphor. It's a higher-level representation of the physical engine. "

……

The so-called "chemical engine" means that in the game environment, there are not only physical collision, friction and strike relations between objects, but also chemical reactions.

Take a simple example: grass can burn. After burning, the hot air will rise to produce air flow, and the surrounding combustibles will be ignited. If it is fruit and meat, they will be roasted, and then they will be zoomed or even burned completely

In the real world, these are all chemical reactions, and they are all things that we are used to.

But there are no real chemical rules in the game, so, to show this effect in the game, we need a new design, which is "chemical engine".

Chemical engine is actually quite a set of very complex rules. Through these rules, a highly pseudo chemical system is constructed in the game. In this way, by giving objects different chemical properties, such as flammability and conductivity, and then putting them into the chemical engine, they will change with the environment.

It's easy to say, but in fact, there are too many contents in the design.

According to Chen Mo's design, the whole chemical engine includes a large number of complex systems, and covers 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", "air temperature system", "bomb system", "time stop system", "magnetic system", "ice system"

Each system has a set of corresponding rules.

For example, the climbing system allows players to climb any wall, but it will be limited by physical strength. When players have no physical strength, they can find a foothold to stay on the mountain to recover their physical strength. The climbing system will be related to the weather system. In rainy days, the wall will become wet and slippery. Players will slip when climbing, which seriously affects the efficiency of climbing.Another example is lightning system. There are many elements of lightning attribute, such as lightning, electric energy mechanism in the relics, etc. Metal is conductive, so when players run on the road with metal weapons in thunderstorm days, they will be struck by thunder. Or when you need to connect the power line to turn on the mechanism in the relics, you can use your own metal weapons to form a wire, rather than having to search for the metal objects in the relics.

Another example is the temperature system. The ambient temperature will be different in different regions and different weather conditions. Players have a certain tolerance temperature. If the temperature is higher than this, they will overheat. If the temperature is lower than this, they will be frozen. Both of them will cause continuous blood loss. Players can resist the cold in a variety of ways, such as the ignition pile, the torch, wear cold clothing and so on.

What's more, these systems will react with each other, which is the most complex part.

That is to say, in this set of chemical engine, every behavior that players make may produce a series of chain reactions. If players can predict the result of this chain reaction, then they can artificially create the "Butterfly Effect", and flapping their wings gently in a corner will bring disaster to the nearby monsters.

With the development progress of the whole "chemical engine", we are more and more amazed at the subtlety of this system. These complex systems are not forced to be kneaded together, but together constitute a unified whole, pulling one hair and moving the whole body.

Many people are very curious about what kind of game this powerful system, this new "chemical engine" is going to make?