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Before leaving, Lin Li spent some time in the Spark Engine office in Suzhou and Hangzhou trying out the latest version of "Adventure World".
The upgrade of the Spark Engine is not just about improving Black Myth.
The development team of Adventure World also received a lot of help.
The project team behind "Adventure World" is the same team behind "Star River Paradise: Exploration," after a small demo was tested.
Hu Qing, the head of the studio, renamed the production team Spark Exploration Studio.
They successfully took over the project in the future, and the entire team relocated to Suzhou and Hangzhou.
no way.
Shanghai is too competitive; you can't even compete with your own competitors for staff.
Why not go to Suzhou and Hangzhou?
It's relatively easy to recruit people, and secondly, it allows for communication with projects like Black Myth and Naraka: Imperishable.
And it turns out.
Their move was actually quite correct; the "single-player" development atmosphere in Suzhou and Hangzhou is indeed stronger, especially when communicating with the Black Myth project team.
Every time Hu Qing went to chat and communicate with Feng Yi.
You can feel the clash of ideas brought about by completely different understandings of the game.
And these collisions.
This also affected Hu Qing to some extent.
of course.
Lin Li was unaware of these things. He came here simply because he happened to be in Suzhou and Hangzhou, and because the carnival was about to begin.
Let's take a look.
This is what he experienced.
It refers to the game's combat system.
The combat system of "Adventure World" is derived from Galaxy Paradise, but it is completely different from Galaxy Paradise.
This is mainly because the game Book of Adventure is a multiplayer game with more classes and more characters, requiring many choices to be made.
Moreover, after seeing the action design of Black Myth.
Looking at Xinghe Amusement Park again, Hu Qing thought, "Hmm, it's a bit so-so."
Of course, while Black Myth's moves are cool, they might not be suitable for use in Adventure World.
The boss battle system is something we could learn from.
However, players will have to design the characters they control themselves.
After all, Adventure World is a relatively traditional Western fantasy game, and there aren't many classes that use Korean characters.
Lin Li sat in the development room and entered the DEMO.
By the way.
This development room is a shared space for several game studios and the Starfire engine.
Its main function is to hold engine communication meetings.
Every now and then, or when necessary.
The people working on Spark Engine will proactively call over people from nearby studios, mainly to tell them what new upgrades Spark Engine has recently made and how they should use it.
And collect their feedback and needs after using it.
In Feng Yi's words.
"They've already fed him/her."
Although it's a bit exaggerated.
But for the game development companies surrounding the Spark Engine division, this is indeed the case.
Black Myth, Naraka: Bladepoint, Conqueror's Blade, and Adventure World are games whose themes do not conflict at all and do not have any direct competition.
The efficiency of communication between them is actually very high.
Especially newly established teams like Hu Qing's.
This "Adventure World" demo also benefited from the help of many other people.
enter the game.
The current "Adventure World" demo is basically identical to Galaxy Paradise, except for the characters and rendering. The demo also includes the weapons.
A "fire sword"
It's a weapon in the literal sense, a burning sword.
Since it's a demo, it hasn't been named yet.
This is also a characteristic of "The Book of Adventures"—the game features many special effects.
Thanks to the engine upgrade, the fire sword has a very good burning effect and feels great to wield.
The enemy in the battle was a giant tiger wielding a long sword.
Lin Li has a very strong impression of this tiger.
So he blurted it out.
"Tiger Vanguard? How come you brought over Black Myth's assets?"
Hu Qing touched his head.
He hadn't expected that Lin Li would recognize him at a glance.
"Well, our own BOSS design team is still working on optimizations, so we're using some of what they've already done to test our own combat system."
Chapter 263 New Developments in the Adventure World
Lin Li initially wanted to scold Hu Qing for his lazy behavior.
Because the BOSS is actually a very important part of the game.
Now, it's as if Hu Qing has created his own combat system.
However, the BOSS design was subpar, so a BOSS from another game was borrowed for the battle.
It's fortunate that it's all made with the Spark Engine.
That's why he was given this opportunity to slack off.
However, this demo is only for internal testing, so it's not bad.
Moreover, it would be a good thing to learn about game science's boss design.
Lin Li wasn't initially interested in this trial, but now that he's the vanguard in the fight against the tiger, he's become somewhat interested.
He walked forward, sword in hand.
After taking only a few steps, Lin Li looked at Tiger Vanguard and felt that something was off about him.
He even stretched.
"Why are you moving so strangely?"
At this moment, Hu Qing couldn't help but laugh as well.
"Their motion capture actors are still researching how to move this type of monster, so when they are idle, they are using cat motion capture, saying that the skeleton is similar, so it will be used for now."
Motion capture.
This is no longer a difficult task for the current Spark Engine.
However, for games like Black Myth, which feature many animal monsters, how to perform motion capture and how the motion capture actors should move are both complex and demanding tasks.
While they are all bosses, if you look closely, you'll find that most bosses in games are anthropomorphic.
For example, the bosses in the early stages of "Mingchao" are mostly in humanoid form.
why?
The reason is simply that there is no related industry in China. If you want to do motion capture of animal monsters, no one will do it.
To solve this problem.
Whether it's a past life or this timeline.
The team behind Black Myth: Wukong actually tried to collect motion systems from real animals.
However, as it turns out, this idea was completely unworkable.
Ultimately, it was through the exploration of animal capture actors that the project was successfully completed.
It completed a series of monster actions.
This is why later generations often say that Black Myth has driven the improvement of not just one game, but the entire Chinese industrial chain.
After all, it came after Black Myth.
If domestic manufacturers want to create a flexible humanoid tiger BOSS, motion capture actors will know exactly what to do, and there will also be a reference for those who want to create a dragon-shaped motion capture.
This is why dragon-form bosses were added to "Mingchao" after version 1.1.
Many people do not understand what industrial upgrading means.
This is actually industrial upgrading.
of course.
This matter is currently being spearheaded by Xinghuo.
Because of sufficient funding, these details can be handled more thoroughly.
Lin Li only sighed.
Fortunately.
In a real battle, compared to the somewhat childish "Tiger Vanguard,"
The motion capture system for the character controlled by Lin Li is still excellent.
Since Galaxy Park itself also uses a lot of motion capture of characters, this part is relatively easy to control.
Lin Li first went up and unleashed a series of combos.
This combo is incredibly smooth.
The feedback on the crackdown was also very effective.
The game also features a hair-ignition system, but the Tiger Vanguard's action of rolling around to extinguish the flames is a bit comical.
Subsequently.
Lin Li then tried out the bow and arrow.
Not bad.
Finally, he also noticed that after Tiger Vanguard's fur was set ablaze, he also set the nearby dry grass on fire as he rolled around.
"You did natural interaction?"
Natural interaction.
It is part of the realism of games.
For example, weather systems, and flame reaction systems.
There are games in the industry that do this very well, such as Ubisoft's Far Cry, which does a good job in this area. Unfortunately, Ubisoft did not integrate these systems.
Instead, they just used it and then threw it away.
In addition, Ubisoft's internal personnel management was chaotic, which actually resulted in a huge waste of applications.
So much so that Star Wars: Outlaws, released 24 years ago, is not even as good as Ubisoft's own games from ten years ago in terms of natural interaction.
Sparks fly in this area.
There is a dedicated department for engine asset management.
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