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In the actual gameplay, there are two things that players need to pay attention to during construction.
One is heat pipe planning.
Heat tower + heat energy + heat pipe
This is the core gameplay of "The Wandering Earth: Home".
The heat tower is the heat tower in the center of the map that players place. It generates heat energy, and players need to use heat pipes to radiate the heat energy outwards.
This system is somewhat similar to the canals in Julius Caesar, but the heat pipe system in the game is more like a city planning system.
The construction of heat pipes requires the use of a special metal.
The production volume of this metal is not low.
Some will be given initially.
However, players cannot lay out heat pipes indefinitely.
Of course, it's a game by Spark.
These restrictions are within a reasonable range and are a way to guide players in planning heat pipe layout. In addition, heat pipes have a setting that the heating efficiency at the end decreases as the distance increases.
In other words, when players are laying heat pipes, if they run them in a straight line, they may find that the heat pipes can no longer generate heat when they are halfway through.
Naturally, there was no way to develop the surrounding land.
Therefore, players also need to build heating towers to relay the signal. This system is actually quite complex and was discussed internally during its design.
Do you want to join the game?
The final conclusion is that, for building games, the complexity of certain systems is not a negative factor, but a positive one.
As a city in a snowy and icy world.
The Wandering Earth doesn't have road congestion or traffic management issues.
At most, it's just planning logistics and transportation, and industrial buildings.
Without other systems to fill this gap, there's very little to do once players have filled their buildings.
"The design of the heat pipes in the entire city is very eye-catching. It is not just a game system, but is closely related to the art and game design."
"Watch me demonstrate."
As he spoke, Adachi Masashige pointed out an interface from the "heat tower" in the center of the city.
He was planning to designate a residential area for the city.
After selecting it, a blueprint will quickly appear on the screen. Click to confirm.
The workers carrying the hand warmers began to walk toward the blueprint.
"Did you see the design of this NPC? Their clothing is very distinctive. It's not entirely refugee style. Some people are wearing modern down jackets, while others are wearing several layers of clothing."
"Furthermore, the lantern they're holding is also very interesting; it's an ancient thing appearing in a science fiction game, and throughout the game."
"Carrying a lantern is a prerequisite for people to move around in this icy world."
"Pouring some of the liquid into the heat pipe can make the lantern emit warmth. In the movie The Wandering Earth, this is just a line in the background."
At this point, Masanari Adachi even switched to the game and showed a movie poster, confirming that there were indeed related Easter eggs in the movie.
In the trailer, Liu Qi finds a lantern but complains that it has no wick.
In fact, this lamp is the heat lamp in the game.
"Look at the details, everyone. After the heat pipes are laid, there's an animation of snow slowly melting..."
"And if you look closely at the design of this heat pipe, doesn't it utilize a style we talked about last week?"
"Yes, that's right, it adopts a certain steampunk style."
Masashige Adachi demonstrated while talking to himself.
Chapter 183 The Devil Is in the Details
As an important part of the game system, heat pipes are displayed in the game in two ways: one is laid next to the road, and the other is laid separately.
Regardless of the type, heat pipes are an integral part of the art.
In the game, the heat pipes that flow generate extremely high temperatures to drive the surrounding environment, so warning lights emitting an orange glow are placed on the pipes.
It is this brilliance that gives the city a variety of artistic styles.
"Oh, and the best part is that this game can switch to a personal perspective. I'll show you how it works."
A simulation game needs to switch the perspective to a personal viewpoint, which is the character's perspective in an RPG-like game.
It is not difficult to achieve technically; for example, the manor lord, which was rumored to have been created by a single person in later generations, could also be achieved.
However, very few simulations have previously incorporated first-person perspective into games.
There are many reasons.
On the one hand, it's because ordinary city-building games are large in scale and don't pay enough attention to details. A top-down perspective doesn't matter, but switching to a first-person perspective makes it easy to expose mistakes.
Secondly, from a personal perspective, it looks cool, but it doesn't actually help with gameplay at all.
There is really no need to increase production capacity for this.
However, in The Wandering Earth, because the cities are not large in scale and the Starfire Engine itself supports a personal perspective, it is not a difficult thing to make this system.
In addition to city building, another core gameplay element of The Wandering Earth is related to the storyline.
Therefore, Spark used a switching mechanism here.
Players can switch to the governor and wander around their own city.
This system itself is within the development team and is merely a function to implement the gameplay.
But almost everyone who has played this game
They would all shout "Holy crap!" when the system guided them to switch to their personal perspective.
Especially for veteran players of simulation management games.
Many simulation game developers, from a utilitarian perspective, feel that the personal perspective is useless.
However, for players, one of the biggest pleasures of simulation games is the sense of accomplishment, and strolling through the city you have built is obviously the biggest extension of this pleasure.
At this point, the inadequacy of the scale of urban construction in The Wandering Earth became an advantage.
Because of its small scale, it can refine the details.
For example, the movement of people, the details of buildings, etc., are all presented from a personal perspective. Although the graphics cannot compare with those of real RPG games, they still look quite impressive.
Passing NPCs might even come up and say hello.
After Adachi Masashige completes the perspective switch.
The place we are in right now is the administrative building in the game.
You can see that NPCs will enter the building from time to time, and before entering the building, they will place the lanterns they are carrying on a long row of buildings outside the building.
“We’ve always said that details are the devil in art. You need to have details, and you also need to control details. This is a perfect illustration of that.”
"In this game, lanterns are an essential item for people to travel with, so you can feel that the game's artists must have taken the storage of lanterns into account when designing the original buildings."
"For example, the lanterns in the administrative building are stored in a relatively orderly manner, while the lanterns in the buildings in the mining area may be more messy, and in some urban outskirts, they may even be damaged."
"These details don't actually enhance the gameplay at all."
"But it will greatly enhance the game's immersion and realism."
"Now, let's follow the main quest and see what the outside world is like."
Before entering the classroom, Masanari Adachi had been playing by himself for a long time.
Including the mining, urban construction, and preliminary planning shown at the Cologne exhibition, Anda has completed the Chengdu phase.
By this time, the city had already reached a certain size, and it was also quite obvious that Adachi Masashige had a knack for urban planning.
The entire city was planned and kept very clean.
All the main storyline objectives were achieved in one go.
Now, Masashi Adachi has unlocked the vehicle and diplomacy systems.
Return to the main interface.
Select a vehicle and open the map.
Just like the demo we played at Gamescom, players can control vehicles to explore on a large map.
However, unlike the one at the Cologne show, the handling of the vehicle has been greatly improved.
This change in feel is mainly due to a domestic company that uses the Spark Engine to develop driving games.
During their research and development phase, Spark's engineers made some adjustments to the driving feel and the underlying vehicle physics logic of the engine.
These technologies have naturally spread to many other scenarios, such as vehicle driving in The Wandering Earth.
"This vehicle is the same model as the transport vehicle in the movie; we can see that its level of accuracy is very high. Here, we can also elaborate on the design in 'The Wandering Earth'..."
to be frank.
Lu Yi and his classmates, sitting in the audience, found the experience of the teacher explaining the game while playing it quite novel.
On the one hand, even if they didn't do it themselves.
However, they also became curious about how the game was played.
Visually speaking, The Wandering Earth is completely different from most simulation games of the same genre.
Secondly, the things that Masashige Adachi just demonstrated looked really fun.
The planning of heat pipes, the triggered plot, and the exploration in the wild.
This class was, in Lu Yi's opinion, the fastest class ever.
Even after class.
He was still immersed in the world of the game.
With its massive engine and gripping storyline, even setting aside the building gameplay, the world itself is incredibly engaging.
After class.
The discussion was not over.
"I wasn't planning on buying this game at first, but after watching the teacher's demonstration, I think I can play it too."
"Yes, yes, the system doesn't seem complicated."
"I heard that if you buy the game, you'll get a discount when you watch a movie?"
Lu Yi also joined his classmates' discussion.
However, when it came to deciding whether or not to buy it, Lu Yi sighed with regret.
"I guess I'll only be able to watch the live stream online. My thin and light laptop can't handle this game."
Normally, Lu Yi has a pretty good impression of his laptop.
It is both lightweight and agile.
But now, he feels a little regretful.
Such a computer can be used for daily tasks without any problems, and even run drawing software.
But running a game at that level is definitely impossible.
Moreover, this game is currently only available on PC and consoles.
The mobile version is estimated to be a long time away.
Just as he was thinking about this, a girl appeared in front of Lu Yi.
"Yuri Orion? Is something the matter?"
Lu Yi recognized the girl in front of him; she was a classmate, and they often chatted and occasionally discussed drawing techniques together.
She's quite cute and loves anime and games.
Or rather, most of the girls who chose this course are somewhat homebodies.
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