Chapter 275(1/2)
273. Damn, Boss Cao will only give us difficult problems!
Considering the audience issues, Cao Yang convened several bigwigs from the development department of "Gun Girl" to have a meeting in the afternoon.
"Gun Girl" main planner Han Wei, Lai Yuling, the head of the entire King's Department, Huang Ziming, the main art program, Xu Xing, and Deng Peiqiang, the boss of the engine department, were called to the conference room 1101 on the 11th floor by Cao Yang.
Sitting in the conference room, looking at the scenery outside the window and feeling the spacious and bright environment, Cao Yang couldn't help but sigh-
The new building is really good.
The other requirements for Bomi New Building are not high, but the number, size and decoration requirements for conference rooms are still quite high.
For game companies, the conference room is the production lifeline.
Many things have to be discussed and handled by meetings and then quickly advance.
The game company is different from other industries, or Cao Yang's style is different from that of others. He encourages employees to communicate more. Therefore, in addition to a large conference room with a dozen people, the company has also built many small conference rooms with a capacity of less than 10 people, including about 10 square meters.
The purpose is to enable people who need communication to find places where they can negotiate and solve problems anytime, anywhere.
Moreover, the internal trend of Bomi Company is-
Everyone doesn’t have to engage in formalism, efficiency is preferred, so besides the content that is really discussed, there is no need to say anything about opening remarks and polite words. Just click on the topic and figure out the main content that needs to be discussed.
So in fact, many times, if you walk around within Bomi Company, you will find that there are basically people in the conference room every day, ranging from a dozen people to two or three people. The meeting may end in 5 minutes, or it may last for several hours. It mainly depends on the specific content.
Everyone entered the conference room and sat down. Deng Peiqiang and Xu Xing both had an ominous premonition in their hearts.
Because every time Boss Cao holds a meeting, as long as he calls the program, there is basically nothing good.
Deng Peiqiang is a little used to it now. Anyway, at worst it is just a little more demand, and there is another technical difficulty.
Sure enough, after all the participants arrived, Cao Yang said straight to the point:
"That's right. Although our game is a two-dimensional beauty girl-style game, the main type of game is still shooting games.
I'm thinking about one thing these two days, that is, should we allow more players to come in at the maximum range, that is, should we cater to the habits of more players?"
"Hmm?" Han Wei didn't understand very much.
What does it mean to cater to more players' habits?
However, everyone agrees with this view as Cao Yang said that to allow more players to come in within the maximum range.
"There are two types of shooting games on the market, one is FPS, that is, the first-person shooting perspective game, the other is TPS, and the third-person shooting perspective game." Cao Yang smiled and directly came up with his own plan, "We do two sets of operating modes, one is TPS and the other is FPS.
Then the player can choose which operating mode to use to play the game.”
FPS, a first-person shooter, represented by Half-Life and CS, you cannot see what you look like and how you act during the battle. You can only see your two arms and the weapons you are holding in your hands.
The biggest advantage of this perspective is that it can enhance the player's sense of substitution, which is equivalent to the first person [I] used when writing. The one with the strongest sense of substitution in the novel is the first person. Where is [I], what is [I] doing, and who is hitting [I]?
Give you an immersive feeling.
Another type is TPS, a third-person shooter. Its representative work is "Resident Evil 4", which was just released last year.
The Resident Evil series is known for its weird, mysterious horror atmosphere in the gaming industry, which puts players in a terrifying and creepy atmosphere.
However, before "Resident Evil 4" came out, Capcom's ace masterpiece "Resident Evil" series was always criticized by many players for its weird operations.
The launch of "Resident Evil 4" has completely changed this situation.
Compared with the previous complicated operations, Biochemical 4 adopts a very considerate TPS system, and players only need to make simple aims to shoot and kill zombies.
Supervising Shinji Mikami directly pulls the game footage behind the character.
In this way, players can know more clearly their current status and position, as well as how to avoid monsters and find suitable routes based on the size of the character.
Shinji Mikami can do the best of the Resident Evil series. The fourth generation is the beginning of the revision and has also been rated as the most classic and playable generation Resident Evil.
However, this is also the last Resident Evil movie that Shinji Mikami did, and after that, he withdrew due to conflicts.
So even though "Resident Evil" is a work by Shinji Mikami, the company gave the title of producer to Yuyuko Kobayashi, in fact, this work was also Mikami's efforts.
But so far, no game has taken into account both FPS and TPS modes.
Oh shit……
Deng Peiqiang said that Boss Cao always poses problems for the program.
"This is not easy, right?" Before Deng Peiqiang could speak, Xu Xing took the lead in saying, "If we do this, we have to develop a set of relevant models and procedures according to the two different models."
Although there is only one word difference, there is a huge difference in the actual implementation process.
"In fact, players do not need to see their bodies or know what they look like. In order to maintain a real first-person experience, the camera will be placed in the position of the human eye.
Then remove the whole head. At the same time, because the player cannot see his body from the first person perspective, so in order to save game performance and consumption, the first person only needs two arms to be enough, otherwise it will be easy to get rid of it."
This is also a common practice in FPS games.
Players all think that their bodies and heads are in there. In fact, from the third perspective, you only have two legs, two arms and a gun, and then put a camera on the head.
Although the damage determination of the shooting game is based on the game model, it is not the specific appearance and location of the game model.
Instead, it is determined by a transparent standard body. This transparent standard body overlaps with your human body, and the consumption is very small because there is no need to load the dough.
The one used for physical collision is to build a bounding box around the human body. Generally, the bounding box is an ellipse, or becomes a capsule body in the game major.
Because it looks similar to the medicine capsules we take.
During the game, the damage determination enclosure box and the capsule used for physical collision are actually invisible.
"With the TPS game, we have to load the entire player's model, and also turn up the camera position to keep it at an angle and distance from the player's head."
The classic TPS lens is actually a bit similar to a rear-end lens, probably around 17 degrees behind your head.
"Then we have to do a series of lens collision treatments." Xu Xing gritted his teeth, "This is a big project."
Originally, in FPS games, the camera was directly installed at the character model's head, so basically no need to perform collision processing on the camera.
Wherever your people go, the camera is wherever you go. Just make simple physical judgments of the role.
But TPS is different, because the camera is a distance from the human body. For example, if the player shrinks to the corner of the wall at this time, the camera will [sink] into the wall because of this distance between the human body.
Therefore, if TPS games are not accurate enough for collision detection, it is easy to cause misleading behavior.
In general, there are quite a lot of conditions and situations to consider when handling the camera well. For example, what to do when you shrink into a corner, and what to do if there is a tall monster behind it?
If it falls into the water, how to deal with the camera... these are actually quite troublesome.
Just taking out the camera operation rules alone can issue a system independently. College students in 2006 can also write a paper based on the camera operation rules.
"Well..." Cao Yang nodded, "Take out the camera rules separately, develop a system independently, and put it into the engine. This will facilitate other games to use."
Damn!
Deng Peiqiang's body was shocked.
Unexpectedly, the problem was thrown back to the engine department in the end.
But he really couldn't refute it.
If there are more similar shots to be processed in the future, many games may not be TPS games, but may be used in third-person perspective games. In fact, it is better to make generalized tools.
Put it in the game engine so that when other departments want to make similar games in the future, they don’t have to re-create the wheels.
The main beauty Huang Ziming also frowned. In this way, the workload of art has actually increased a lot.
Originally, the game only needed to be the first person, so many details of the player's body were not to be considered. Now the most exquisite and best-made game is the two arms that the protagonist dismantled out.
If you want to be a third person, then the character's action design and attack performance must be done.
Originally, the first person only needed to display a red sign on the interface, indicating that the player was catching blood. Now if he wanted to be a third person, the player would need feedback if he was hit by the other party.
However, these problems are not big, there are no technical difficulties, and the only problem is that they have increased a lot of workload.
...
Just when everyone is in deep thought, and they are making judgments based on their own profession and sorting out the problems-
The main planner Han Wei asked, "What should I do when I encounter a mirror and water? Especially when I look in the mirror, I should show me the 3D model that the character should have, rather than a camera without a head, right?"
Damn!!!
Deng Peiqiang felt a little helpless. You actually want a mirror?!
Under the high-tech worldview, it is actually a natural thing to have mirrors in the battle scenes.
However, for programs, these things are not easy to deal with.
Deng Peiqiang and Xu Xing felt like they were going crazy.
Han Wei, you, can you do it well? Can we discuss this issue in private? Do you have to raise it in front of the boss?!
"Well..." Cao Yang thought about it carefully, "This problem is quite important. Can you see if it can be solved?"
This actually involves a very terrible virtual problem. The previous way of dealing with mirrors in the game was -
Install a camera directly in the mirror, and then when you get closer, the content captured by the camera will be displayed.
This is actually very real, and players will not notice that the mirror is actually not much comparable to the mirror in the real world.
But because the camera in the mirror captured a similar scene, you will feel very real and will also sigh at the power of Bomi's engine.
But the problem now is-
To be continued...