The virtual empire starts from the game
Chapter 113 Licking the Captain's Ass with Your Head Raised
Chapter 113 Licking the Captain's Ass with Your Head Raised
When Xu Meng invites people to dinner, it is always just a simple dinner invitation.
After dinner, I was sent back to the hotel and went home to sleep.
Apart from checking the phone before going to bed, his daily routine is pretty healthy.
So he got up early the next day, had breakfast and went straight to the Jinghu office building.
These simulators are not sent here just to play games. Even after they have been accepted, there are still many detailed things to do.
Because he arrived at the company early, he was able to see the working conditions of many employees.
Each and every one of them looked like they had just spent a day training their legs in the gym yesterday, and from their expressions to their postures, they all looked exhausted.
——After Xu Meng left the company yesterday, they did not end the game but continued playing until late at night.
Xu Meng was lying on her bed at home when she saw someone posting a battle report in the group, saying that someone had vomited from exhaustion.
He wanted to chase them back home quickly.
But then I thought about it, this kind of physical work is so strenuous that most of the sub-healthy people in the company would collapse to the ground due to exhaustion after running for a while.
In addition, the "Lord of War" Demo has not been carefully polished and optimized. Even though the motion sickness phenomenon common in VR games is greatly alleviated by the supporting algorithm of "War Simulator", once a bug or other unexpected situation occurs, it will still cause dizziness and nausea.
With these two factors combined, it won't be long before everyone naturally disperses.
——That’s what he thought.
So I just gave some remote guidance on how to lower the recoil level of the [Tank Simulator] when firing to reduce the noise impact, and turned off the external sound effects of the simulated firearms, and then I didn't care about it anymore.
At first, it was exactly as he thought.
Two hours after he left, the crowd had mostly dispersed.
But the remaining twenty or so people seemed to have taken root here. They were inexplicably addicted to the game and directly divided into four groups to take turns playing, resting, and playing again...
He didn't leave until Xu Meng fell asleep.
The enthusiasm was so great that even Xu Meng could hardly understand it.
Even these people are walking with weak legs now. The first thing they ask when they see Xu Meng is: "Boss, when can we test the development version of the demo?"
Xu Meng speechlessly sent him to work.
He himself tried the "infantry combat" which he had not had time to test yesterday after being defeated by a bug and 3D dizziness.
After that, I tried "driving a tank", "driving an infantry fighting vehicle" and "operating a tank machine gun" respectively.
He even asked his assistant Chen Mengling to come and try out the "virtual slave" - that is, the gaming experience of a loader.
This nickname was the unanimous evaluation of the employees who played the Loader yesterday.
Yesterday, Xu Meng thought it was too exaggerated, but now after experiencing it myself, I find that:
This statement is true.
The commander, gunner, and driver each control the machine gun, artillery, and "steering wheel" respectively. It is both playable and has external vision, making it quite fun to play.
Only the loader had to carry the shells in a small space where he could barely turn around and move one or two steps at most.
Not only is there no external vision, but the ground is also bumpy from time to time. The working environment is not good at all.
The only advantage is probably that there is no visual delay problem at all, and it is the least likely to cause dizziness among the four positions.
When you first start playing, you can have some fun with the novelty of the tank's internal environment and loading shells, but it will inevitably become boring after a while.
But the solution that Xu Meng came up with was not to replace the tank with an automatic loader and optimize the [Loader] position, but to:
“How can we add more work content to the loader to enrich the gaming experience?”
Internal repairs?
Emergency fire fighting?
Catching mice?
Tickle your teammates?
--etc!
If everyone wears a full set of somatosensory synchronization suits, wouldn't it be easy for physical contact to occur in the tank?
Especially the loader who has more freedom of movement.
By turning around, you can touch the gunner's chest and back, and by raising your head, you can lick the commander's butt.
Only the driver stayed in the driving position under the gun barrel, and there was an iron door blocking the way, so the loader could not harass him.
If there were a female player - assuming that there would be female players in a hardcore game like "Lord of War", there would probably be a lot of trouble.
If she is more shy, she might be harassed.
Or maybe she's wild and harasses her teammates crazily...
It's all trouble.
There are also sissies, bras, and a host of other non-binary and gender fluid people.
Of course, it’s not just a matter of “harassment”.
If everyone is wearing a somatosensory synchronization suit, then in the battle, if they get angry, they will use electric cannons on their teammates...
It also seems to easily cause conflict.
In traditional games, you can only hunt your mother in the chat channel.
But with the somatosensory synchronization server, players can really "punch you through the network cable"!
The small fighting room can even serve as a cage fight.
However, it is impossible to completely isolate players from each other.
Xu Meng couldn't accept it.
He would rather use more complicated and time-consuming rules to constrain players than completely cut off contact.
The interaction between players has always been something that Xu Meng attaches great importance to.
In order to save trouble, this revolutionary interaction was completely castrated, which went against his development philosophy.
"So... we have to develop several modes to simulate the social touch rules in real life." "Where can we touch, where can we not touch, and for introverted players, we have to choose to [refuse all touch]."
When Xu Meng thought about these things, he felt a headache.
For the moment, I was too lazy to continue thinking about the loader, and planned to leave it to the planning team to figure out a solution later.
If you really can't think of anything, then just be a slave.
When playing games, there is nothing you can do if you choose a position you are not interested in.
After a while, Zu Rongyao brought the [Neuromancer] technical team - currently only 6 people, to meet with Mr. Li and his technical team to gain an in-depth understanding of the hardware details of these simulators.
After all, it is our own product, and we cannot ask for external help when there are problems.
Xu Meng also listened for a while, focusing mainly on the cost and performance differences between the high-end and entry-level versions of these simulators. He then left after experiencing them himself.
After going upstairs, he called the leadership together for a meeting.
Before the simulator arrived and the development tools were still in the process of being debugged, Xu Meng did not force everyone on the development direction.
But now the simulator has arrived, and key developers have experienced its effects firsthand.
At this time, we can optimize the demo and naturally enter the normal development process.
In addition to the conventional optimization of feel, load, vibration and other details, Xu Meng also clearly put forward two details:
“[Vision] and [Interaction].”
“This is also the focus of our work for the next month and a half.”
“[Visually], whether it’s the scenes, characters, or props, they all have to be made in great detail.”
“Most of the free materials used now should be updated and upgraded as much as possible.”
“In VR, players are closer to the scenes and props and can see more details than in traditional games, which requires higher-quality scenes to ensure immersion.”
“It goes without saying that [interaction] is so important. If you want players to be immersed in the virtual world, then the interaction must be rich—and I mean: the richer the better.”
"—and it has to be intuitive."
“The existence of the war simulator can provide the most basic strong interactive experience, but more details need to be achieved through a large number of ordinary props in the scene.”
"For example, dusty glass can be cleaned by hand."
"The ornaments wrapped around the rearview mirror can be taken off by hand."
"The stones on the road can be kicked away."
"Cigarettes can be smoked, alcohol can be drunk, gasoline can be lit, and so on and so forth."
“But at the same time, we need to make an interactive distinction: light and small things can be picked up with one hand, heavier things need both hands, and heavier things cannot be lifted.”
“These details are taken for granted in reality. If they can be reproduced in the game, it can effectively enhance the sense of immersion.”
“If we want to show it in the game, it depends on everyone’s efforts.”
“There are too few interactive items in the current demo. We will try to enrich the interactive items as much as possible until the Cologne Expo.”
"Of course, you can't add it randomly. It has to fit the scene and not be abrupt."
……
Xu Meng gave examples while speaking to ensure that his ideas were conveyed accurately.
Time is limited, as the demo will be available for trial at the Cologne Game Show in a month. He must ensure that not only the simulator can give a surprise to players around the world, but the game itself must also be eye-catching enough.
——It only shows hardware advantages and can only score 8 points at most.
Only when the game itself is polished well enough can players feel the urge to "play".
Otherwise, most players will just think: "These are all kryptonian toys, what does it have to do with me?"
Therefore, we must not let our employees become complacent because of the powerful hardware and ignore the upgrades of the gameplay itself.
-
The meetings held by Xu Meng were as efficient as ever.
He talked about a lot of things, and others also talked about their optimization ideas after trying the simulator.
But even so, the meeting was over in forty minutes.
Afterwards, Xu Meng and Li Xingyun discussed in depth many technical details related to the game engine, ballistic performance and physical destruction.
These things are much more troublesome than meetings.
Li Xingyun is worthy of being a top programming talent and gave Xu Meng many surprises.
——So Xu Meng handed more tasks to him.
After finishing the talk with Li Xingyun, it was almost noon. Xu Mengben planned to call a few people to try running the [development version] Demo on the simulator before lunch.
But Lu Cong, the planner of "Frost and Snow Project", suddenly called and said that they had encountered a problem and needed Xu Meng to make a decision.
Xu Meng had no choice but to rush to the old office building and put on four pairs of VR glasses.
——“Project Frost and Snow” is still using VR glasses purchased on the market to assist in the development of VR scenes.
Just when the assistant parked the car in the parking lot of the old office building and Xu Meng hurriedly got out of the car holding the VR glasses, wanting to go back to the company quickly, she caught a glimpse of an unexpected person out of the corner of her eye——
The parking lot NPC, Zhang Yang, appeared before him again without any warning.
He leaned against the car door, seemingly in a trance.
There were two large boxes on the roof of the car at hand.
At the same time, the old policeman changed into casual clothes, took his old squad leader and a technical officer, and parked the car in the parking lot downstairs of the Zhumeng Jinghu office building.
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(End of this chapter)
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