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Chapter 380 377. This is to kill the programmer!(2/3)

Talented employees may be able to be the main beauty, art director, and untalented employees can also become independent art veterans.

This is the training mechanism of Bomi Company.

...

Shortly after the completion of other new projects, "Ghost Blows Out the Light" was also completed.

After the initial demands of several new projects were completed, only the Ghost Blows Out the Light was filled with gloomy faces.

Although "Minecraft" seems a bit troublesome, fortunately, it uses pixel style for production, and uses the method of building blocks, which greatly reduces the pressure on the program and art.

Otherwise, if you make a game style with high picture quality, irregular, polygonal, and multi-faceted numbers, the program and art will be crazy.

Finally, I discussed the requirements and found that it was not difficult. Moreover, this project is not so much a game as a program development platform. For programmers, many of these things are already done, and there are not many new contents that need to be added.

"Plant vs. Zombies", "QQ Elimination", and "QQ Farm" are all pediatric things. You can even plan to do everything through the editor provided by the program. Art only needs to cooperate to provide corresponding art resources.

The difficulty of art design of these casual games is simply pediatrics compared to the previous "Gun Girl" and "Mythy·Wukong".

The only difficulty lies in "Ghost Blows Out the Light".

This is not good to be a masterpiece, not to mention that it is the demand put forward by Boss Cao himself.

“Uh…this…”

When he heard the latest "Ghost Blows Out the Light" project, Deng Peiqiang's head was getting big.

And his hairline is getting higher and higher now, and he is almost catching up with Liu Guangran.

Boss, you said you would make a slightly more popular game before

For suspense and horror games like Ghost Blows Out the Light, there are more people who like to play them to get ghosts.

After a group of people discussed for a while, everyone thought the project was really questionable, so everyone found Boss Cao to have a meeting together.

...

"This game is too difficult to develop." Liu Pei, the art artist of the newly established "Ghost Blows Out the Light" team, said, "I just stayed up late to watch Ghost Blows Out the Light yesterday. I feel that this game must be very willing to challenge and like to do this topic.

The only problem is that the relevant game content is too difficult to make."

Liu Pei is a young and beautiful girl, about the same age as Cao Yang. She is wearing a pair of gold-rimmed glasses, a tall man of 175, and has beautiful legs that are white and long.

Ordinary men dare not stand with her at all.

Liu Pei was selected to come to the project "Ghost Blows Out the Light" mainly because this girl is different from other arts. She is simply a strange flower among girls.

Others are afraid of these ghosts and ancient tombs... Liu Pei is really obsessed with these things.

Especially for ancient artifacts and murals, Liu Pei couldn't put it down. She also collected many pictures of Dunhuang murals in her computer, which she took out from time to time for reference.

The scroll painting in the opening chapter of "God of War·Wukong" is written by Liu Pei.

In Ma Hao's words, Liu Pei is really a genius, and his artistic abilities and creativity are nothing to say. If it weren't for sometimes a bit nervous, he would be a very good girl.

So when she saw the boss sending out a request to convene personnel to do "Ghost Blows Out the Light", Liu Pei submitted an application to Ma Hao without saying a word. Of course, because her business ability is relatively strong and has a high degree of compatibility, she was naturally selected to become the main beauty of "Ghost Blows Out the Light".

But the more she studied it, the more she felt that the game was difficult to do.

"Does we have to make the entire underground palace?" Liu Pei said, "I read the first volume of "Ghost Blows Out the Light" until the end of the Demon Nest of the Sand Sea.

We are equivalent to creating half of Kunlun Mountain, a frozen scene, a crack in the ground, and a nine-layer demon tower.

Then there is the Heifengkou Yerengou, the secret base of the Kwantung Army...

Then there is the Jingjue Ancient City in the desert.

The span of the landform is very large, from the Great Snow Mountains to the Great Xing'an Mountains, and then to the Great Desert, there are great differences in the topography and landforms.

The previous parts can be achieved through transitions.

But in the end, this Jingjue Ancient City was built through the ground to the ground, with several layers of space in total, so it was not that easy to make it."

"Well, right." Yan Zhixin from the engine department said, "There are many technical difficulties involved this time.

It is very stressful to load such a large scenario.

Especially when you want to stand on the top of the tower of Jingjue Ancient City and look at the entire city, the number of faces is really great, and it is difficult for ordinary people to withstand it."

Underground palace, ancient tomb?

This... is going to force the programmer to death!

...

"You haven't mentioned the most critical point yet," said Deng Peiqiang next to him. "The interaction of big scenes here, such as snow-capped mountains and ground collapse, appears very frequently, especially in the end, Jingjue Ancient City, which is to destroy the entire big scene.

Only part of the destruction process is implemented by CG, and many of them need to be turned into real-time animations in the scene and controlled by the program.

For example, the section where they left Jingjue Ancient City and climbed up from the ground in the end was very difficult."

It's difficult... It was basically fake before. Many major scene changes in "God of War·Wukong" were realized through animation. I haven't seen any game like "Ghost Blows Out the Light" that requires so much interaction with the scene, and many of them are big scenes, which can directly change the entire scene beyond recognition.

...

"Well..." Cao Yang thought for a while, probably understood their demands.

Isn’t it normal to create new games and develop new features?

"You can refer to how Tomb Raider did it." Cao Yang said, "My suggestion is to disassemble all the scenes in the game, and the collapsed parts need to be done separately to make trigger animations.

For example, if I jumped here because the ground couldn't bear my weight, then let the corresponding model collapse, cancel the corresponding collision box, and then add new obstacles.

As for consumption issues…”

Cao Yang thought about it carefully, "My suggestion is to use LOD technology to do it."

LOD technology (Level Of Detail) refers to a technology that uses several models of different complexity to represent the same object.

This technology mainly calls models of different complexity based on the change in viewpoint distance from the object position, that is, low-complexity models are called when far away, and high-complexity models are called when close.

LOD technology mainly realizes different complexity models displaying different viewpoint distances by setting the Switch In Switch Out value of the model.

Using this technology can not only enhance the fidelity of the scene, but also reduce the number of polygons drawn by the scene, which not only improves visibility but also saves system resources.

Speak human words-

The real visual effect of the simulation of humans-

For example, there is a building opposite. When you are far away, you can't see the details of the building clearly. What kind of patterns, what material is on it, how many people are there, and the images of people in the building are very vague.

Then at this time, you can use a model with relatively fewer faces to represent it.

When you get close to it, the details will be displayed. Then when you get close to a certain distance, the relevant model will be replaced with the one with more details and more faces.

The advantage of doing this is that—

For example, what Yan Zhixin said before, when standing at a high place overlooking Jingjue Ancient City, you don’t have to load so many facet models, which greatly reduces game overhead.

Then when the player gets closer, the corresponding model details will be displayed.

Cao Yang explained and everyone understood.

"Well, this technology seems to be feasible." Deng Peiqiang said.

LOD was born very early, but it was widely used in games relatively late.

It will probably be after 2010, because of the limited performance on mobile phones, many game manufacturers have to try to compress game overhead and increase game performance to a relatively high level. LOD has become a hot commodity in the gaming industry.

Later, the most typical one was used among the peace elite.

The house you see 400 meters away is actually a very simple model, and it will only become richer when it is close. This is a typical LOD technology.

"Then, in order to further save money," Cao Yang said, "you will do the component step loading mode, which only loads the things within the player's field of vision and models within a certain range of their own.

When the other players pass by, they destroy these corresponding models, thereby saving money.”

This is a very typical game that deceives players' vision—

We only load what you see, and in the part you can't see, there is nothing.

In this way, performance overhead will be greatly reduced.

That's what GTA5 does.

"As for scene design," Cao Yang thought, "There is no need to create a complete large scene. It is better to split it out and connect it through CG transitions at that time."

For example, in the Jingjue Ancient City, from the ground to the ground, this process can be made into an animation instead of a real scene operation.

After the animation is played, the player can reach the ground.

The content of this layer can be decoupled from the scenes on the previous layer, so that the game will not be stuck or something because of loading two large scenes at the same time.

"Of course, if you have the confidence to make it one and do it well, I think it's good."

This will be more realistic, and the player's experience will definitely explode.

...

"There are also related policy issues." said the main planner Cheng Xinghua, "Will we do tomb robbery games violate relevant policies, because the country has strict requirements on this aspect.

It would be bad if it was misleading some teenagers.”

"What we do is an adventure game, mainly telling stories through adventure, and at the same time show the ancient Chinese artifacts and culture, customs and customs, terrain and landforms... In the end, you can just take anything away." Cao Yang said, "and you can also tell the harm caused by tomb robbers through this game.
To be continued...
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