Chapter 424(1/2)
Chapter 424 422. Just get used to it
The scene was filled with audiences, and to be precise, they were all employees of Bomi Company.
Some are members of the "Assassin's Soul" studio, and most of them are colleagues from other departments of the company. However, everyone comes here to see what the legendary company's most [abuse of people] product sequel is like.
After seeing the big words "Assassin's Soul" appear on the big screen of the demonstration, everyone on the scene applauded.
It is mainly because the release of Assassin Soul Feng is so successful, and the plot is deeply rooted in people's hearts. It is also a star-level product within Bomi Company. Therefore, the appearance of the sequel is not only the focus of attention from the outside world, but also very famous within the company.
So there are a lot of people present today.
...
Compared with the first time Liang Muzhou's demonstration, his mentality was obviously much better. He didn't shake his fingers when he stood on the stage, and his forehead was no longer sweating. He seemed calm and composed.
Han Wei, the main planner of the mecha girl, sat in the first row and joked, "Old Liang, you are in good condition today. I see that your Parkinson's problem has been cured."
Everyone who heard it on the scene laughed.
The atmosphere inside the game company is still very active, especially for this kind of internal demonstration, everyone has a good relationship. It is common to joke before the demonstration officially starts and say some interesting jokes.
Liang Muzhou glared at him hatefully, "You are Parkinson."
When he first demonstrated "Assassin's Soul" at Bomi Company, he was not nervous because he had no confidence or was not doing the game well. It was mainly because "Assassin's Soul·Maple" was too difficult and he died in full view of everyone.
However, everyone knows what happened later. Basically, there are no immortal players who play Assassin's Soul, and it is normal to die hundreds of times.
So Lao Liang's demonstration was pretty good at that time.
...
In a pleasant atmosphere, Liang Muzhou coughed twice, saying that he was about to start and the scene immediately became quiet.
Everyone held their breath and focused their eyes firmly on the big screen.
When you open the game, it is still the familiar logo of Bomi Company.
Followed by [Government Style Studio Group].
The font burns, drifting away in the wind like ashes, fading from the screen.
After entering the main interface, Liang Muzhou clicked to start a new game.
Next, enter the opening CG animation.
The moment I saw the opening animation, everyone on the scene exploded.
“Wow.”
There was a roar in the Boxue Hall.
Liang Muzhou smiled and sweared on the stage, calming everyone down.
However, there were still some whispering discussions at the scene:
"I feel so good when I see King Qin again."
"Zhao Zheng is really the well-deserved male lead in Assassin's Soul·Feng. I still only like Zhao Zheng."
"Forget it, you are a beauty control, you said the same thing when you saw Jing Ke."
"This CG is so beautiful, right? It has a majestic feeling."
"Yes, the assassin's profession is simply alive."
Since the release of "The Wandering Earth", the word "Living" has become a meme, which is similar to "Sure" in meaning, but in addition to being amazing, there is also a meaning, which is equivalent to opening the door to a new world, or something is very spiritual, and is also described as "Living".
...
After the CG animation playback is over, we enter the teaching part of novices.
However, for the employees here, many of them are already old assassins, and the content of teaching for novices is nothing new.
As the second generation of Assassin's Soul, Assassin's Soul Moshu has basically not changed much in its operation mode, which is similar to the "Shan Hai Jing" series, because a series of works has too much changes, which will lead to the loss of old players and also lose the characteristics of the work itself.
For example, "Shan Hai Jing" is a hunting game. If you change the gameplay of tracking monsters' footprints, breath, tail cutting, and weakness attack, then the Shan Hai Jing is not the Shan Hai Jing. If old players don't buy it, new players may not be able to please them. It will not be worth the effort at that time, so it is better to dig deep into the characteristics of this series itself.
Assassin's Soul·Moshu is such a game. The operation mode follows the original iron-striking mode, and then improves the picture quality on this basis, adds some peripheral gameplay to make the game richer. The most important thing is that although Moshu's plot and Feng are in line with each other, it also has its own parts. The storyline and character Zhang Li are the core of this work that really attracts players.
Just like Square's final fantasy that he had been doing all his life, the whole game is almost the same, and the romance, Lucy and the worldview were also inherited. The subsequent sequels were all trying to make the plot and character well, which is why it has lasted forever.
After the teaching of novices, Liang Muzhou controlled Mo Shu and ran in the rain.
It was pouring rain.
In the dark night, with the slight bright starlight and the surrounding firelight, you can vaguely see the white rain lines appearing in the picture.
The sound of heavy rain filled the entire scene, making people feel immersive.
It was then that someone exclaimed:
"The effect of heavy rain is too great, right?"
Yes, in the game, you can not only see the heavy rain around you illuminated by the fire when it cuts through the sky, but also the rain hits the ground, splashing layers of water. At the same time, the rain hits the eaves and the physical parts above the ground, which will also produce the same water splash effect.
When the assassin Mo Tu stepped across the water surface that was poured by heavy rain, he could vaguely see the ripples that had been ripped after being subjected to the force, and even the splashes brought on her heels when she ran were clearly visible.
Anyone believes that this game is a movie.
"This effect is simply explosive. I don't understand how this is done now."
"Did this be used for physical calculations? It feels so amazing."
"Is it possible that all the rain water is particles? How many particles are there? Wouldn't it be stuck?"
"It cannot be a particle effect, but I don't know the specific principle. I can only say that the program of the "Assassin's Soul" project team is really awesome."
In fact, this section looks like the implementation effect of physical calculations, but in fact it is not the case. In the game, two very important techniques are used to express the interaction between rainwater and scenes, called early judgment and assumption demonstration.
The so-called early judgment means that before the rain itself produces an effect, the program will emit a ray from the endpoint to make advance predictions.
If this ray encounters an obstacle on the road and indicates impermeability, the splash effect will be played at a distance just a little before the intersection of the obstacle and the ray.
Water Splash is a good art special effect, but it is played randomly, so it looks particularly real.
This can save a lot of money.
The ray determination will not consume much in the program, and the ray will not be manifested.
The advantage of this approach is that it has smoother performance. If you do it in the past in Bomi Company's scene interaction and real physical effects, you must actually send a piece of rain falling from the air and hit the windowsill. Only then will you judge and show the broken effect based on the stress surface.
However, if you do this, it will consume a lot of performance, because you really sent a [Raindrop]. If the number is small, it would be fine, but if it rains heavily and the amount of rain is dense, the whole game will be stuck and you can't do anything except rain.
And players may not be able to see it.
There is another technology, which was actually newly proposed by the Ghost Blowing Light Project Team, but it was integrated into the X3 engine by Deng Peiqiang and has also been widely used in Assassin's Soul and Moshu. This technology is called LOD.
Loading in hierarchical terms, only loading the content part that players can see at the moment.
So in fact, it seems that the surroundings are densely packed with rain effects, but in fact many of them are fake. Only the range that players can see is actually loaded.
If Bomi doesn't say this internally, other companies may not be able to figure it out if they want to break the ground. Maybe it will not be until next year when X3 is open sourced, outside companies will suddenly realize it. Oh, it turns out that this thing is done.
There are many references to rays in the game, such as assassins climbing over windows, flying over eaves and walls, and monsters climbing back from cliffs. Many times, they are judged in advance by rays.
Take the action of slitting the window for example. Before slitting the window, the assassin will first shoot a ray behind the wall, and at the same time, a [invisible] player character capsule will be pre-generated and placed behind the window.
If there is enough space in this case, the character can smoothly make the window-turning action and flip in from outside.
Otherwise, if there are a bunch of boxes or stones behind the window that cannot accommodate the capsule at all, it will be forced to determine that you cannot enter. When pressing the space bar, you can only jump up in place instead of turning in through the window.
This is the role of ray prediction.
There are many PUBGs and mobile game Peace Elites in their previous lives, but if you don’t have actually done PUBG, you basically don’t know this technology.
Take Peace Elite's competitor [Wilderness Action] for example. The wall-blitting they have achieved is particularly stiff. They are made through trigger, that is, trigger principle. For example, if you walk to the window, there is actually a circular trigger detection under the player's feet. It will determine that you are approaching the window. At this time, when you press the start-up key, it will help you complete the remaining window-blitting action.
The difference is-
Using triggers and K-good actions to achieve them will look a bit stiff.
No matter what orientation and angle you use before turning the window, you will eventually be forced to pull into one orientation and angle, and then enter the other side of the window in this posture.
For ray prediction, it is processed according to your current angle and orientation. You jump from where you jump and which direction you face when jumping, and finally turn it in this direction, and there will be no particularly stiff correction behavior.
Therefore, in addition to the influence of the publicity channels of PUBG and Penguin, it is also very important that the Peace Elite's technology and details are indeed much beyond the Wild Action.
Thanks to Cao Yang's role as the Master Beauty of the Peace Elite in his previous life, he knew all about these things so that he could put forward these needs in advance, making the company's technical strength far ahead of the world.
Sometimes it is not too difficult to implement technically. Proposing requirements and design, as well as providing corresponding theoretical principles are the key to progress.
...
However, the demo effect in the game is really good.
This situation sounds particularly strange. It rained heavily throughout the city, but flames were burning in the distance.
The ground was pitch black, and countless ruins and burnt corpses could be seen.
Paired with exciting music, Assassin's Soul Moshu presents everyone with the feeling of a masterpiece that is coming to their faces.
"The picture of Assassin's Soul·Mo Shu is much better than the previous one, right? Look at this water splash, this interaction, and then look at the broken wood texture next to it and the burning section of the blue smoke. It's really amazing."
Hearing the low voices coming from behind, Cao Yang's mouth raised slightly, and a smug smile appeared.
To be continued...