Chapter 230: Transplantation Complete
After the New Year, the various development tasks for *My World* continued to advance.
After completing the first phase, there was still a long way to go before reaching the final game product. Although *My World* could now be considered at the level of a POD game.
Furthermore, Chen Mo had also developed an additional "Sculpting Mode." These basic blocks could be broken down into 64 smaller cubes, allowing players to meticulously carve a specific block to make it more closely resemble a real object.
While generating the entire world, this "Sculpting Mode" would automatically apply to all basic blocks on the edges of the terrain, making the whole world appear smoother and more realistic.
Objects other than basic blocks, such as characters, animals, weapons, and so on, were all made in the style of Lego bricks, retaining the Q-version aesthetic while being crafted with greater detail.
Take the characters, for example. While maintaining the Q-version three-head-tall style, the head, arms, and legs were no longer blocky but rather smooth, rounded models, much like the Lego Disney series toys. This style fit well with the overall art style of the VR world while also improving model precision.
At the same time, to meet the needs of the online version, Chen Mo planned out multiple character models in advance.
The design of these models also referenced Lego minifigures, featuring various outfits such as suits, denim jackets, casual wear, and professional uniforms like firefighter, race car driver, and pirate costumes.
Moreover, different tops, pants, hats, and shoes could be freely matched and recolored, allowing players to make their own choices.
The development cost for these clothes was actually very low. After all, these were Q-version little figures; there was no need to make them as detailed as those in big-budget games, where even individual strands of hair are clearly distinguishable.
Chen Mo had even specially created an expression system, including basic expressions like smiling, sadness, and anger, which players could freely use in the game.
The second phase took a relatively long time, a full two months of busy work before it was finally completed.
By this point, this VR version could already be considered a qualified VR game.
The visuals still retained a pixel-art style, but no longer felt particularly rough or jarring.
Although the characters were Q-version, their movements were very rich. When jumping, walking, or being hit, the field of view would shift slightly with the body's vibrations, almost perfectly matching the perspective of the real world.
The various feedback during gameplay was also very comprehensive. Actions like walking, jumping, attacking, and placing blocks all came with corresponding haptic feedback, giving a very realistic feeling.
When mining with a pickaxe in the game, players could feel themselves holding the wooden handle of the pickaxe, and when the pickaxe struck the ore, they could feel the vibration transmitted to the center of their palm.
At this point, *My World* had been relatively perfectly transplanted from the PC platform to the VR platform. The next step was the most important one: the final innovation in gameplay and derivative play styles.
Genius remembers this site's address in one second: