Chapter 308 Six-player online battle
Just as Nintendo and Sony were discussing how to face the sixteen home computers of Mars Entertainment at the end of the year and prepare for the rainy day, for Mars Entertainment, the most important thing this year is about to begin soon.
At the R&D center of "Thor Hammer", six developers including Jester and Carmack operate a flashing computer with fluorescent colors. The computer screen is the game screen, and the game is "Thor Hammer". It is now the end of October, and the development of the carnival in early November has basically reached an imminent point.
But this game has not been officially completed yet.
To be precise, the original version of the game booking, that is, the version without online battles, was completed in late last month, which made Jester overjoyed, because it means that there is more than a month to test and correct, and personnel can be drawn to improve the patches for online battles.
Because online battles are too important for this game, Jester is almost in the development center during this period, and the people who are developing online systems are like him, especially Carmack, who will take a short sleep in almost two or three days.
This kind of effort is very valuable. Carmack said before that the online system was not easy to develop, but Jester did not expect it to be so difficult to develop. In the first three or five days, the development team led by him and Carmack almost made no progress. Needless to say, it made some progress, and there was no specific idea to find.
However, such early efforts are not worthless. At least through countless common sense in the past few days, many of the previously conceived methods have been eliminated. Then, after a night of meditation, Carmack found a suitable algorithm that can smoothly load the game with online battles.
At first, two people were connected online, and then four people were connected. Because eight people were afraid that they would not be able to complete the online battle in a short time, it was changed to complete the online battle of six people as soon as possible.
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The two sides of the competition are still anti-terrorist troops and terrorists. On one side, three people control a terrorist. There are naturally rich weapon systems in the FPS game. Originally, Jester's idea was to refer to the half-life setting of the valve in later generations, based on realistic guns as the prototype, and then it can be purchased in a specific purchase area.
However, after Carmak's verification, the system has a great burden on computer functions. Between game smoothness and real guns, Jester still followed Carmak's advice and chose game smoothness as the first element, and the guns inside were reduced from dozens of them as expected to be more than a dozen. In order to reduce the pressure during graphics computing as much as possible, the appearance of these guns was also very rough.
However, the roughness is seen in the eyes of Jester. In the eyes of people of this era, this is already a second-generation picture.
Jester controls a member of the Counter-Terrorism Force, holding a gun that could be vaguely identified by the appearance of the American Ingram M10 submachine gun. He is quietly walking through a narrow aisle. In this "Hammer of Thor", you need to go to two specific purchase points on each map. These two purchase points can not only purchase guns and ammunition, but also purchase therapeutic supplies.
One purchase point is close to one party's birth point, while the other purchase point is close to the other party's birth point.
Moreover, this is available to both parties.
There are even purchases of their own unique items, such as at the purchase point of the Counter-Terrorism Force, you can purchase bulletproof vests. At the purchase point of the terrorists, you can purchase shock bombs.
The purchase requires purchasing points. The only way to obtain points is to kill the other party.
Jester thought about a lot of game modes, which is also one of the characteristics of the Thor arena he prepared. For example, Jester named the killing mode by whoever teams first destroys the other side, and another is the rescue mode with the condition of rescue hostages as the winner and loses. There is also a bomb disposal mode that installs bombs by terrorists at specific locations and then removes them from the anti-terrorist team.
There are only these three modes that are temporarily set. Of course, no matter which mode, in addition to the prescribed winning and losing gameplay, destroying the opponent is still the final means of winning.
Only many of the later FPS games have come up with biochemical modes, zombie modes, end of the world modes, etc., Jester did not say anything. First, the conditions are immature, and even if he wants to do it now, it is impossible for him to do it. Such a model has high requirements for the NPC AI in it, and high requirements for AI requires a very high engine monster Ai. The engine monster Ai is one of the algorithms. The algorithms in this Unreal I are not so mature yet. Second, it also requires hardware functions to be responsible. The current hardware functions cannot support complex monster Ai.
This time, the six members of the development team tested the only map of Thor arena, which is also the only mode completed at present, that is, the killing mode, with the only victory criterion on which side of the two sides will destroy the other side first.
Since the map cannot produce movement on the z-axis, all combat scenes are on the ground. In order to reduce the calculation pressure of CPU when simulating 3D scenes, the jumps that were originally planned to be designed were also deleted.
On such a map that is similar to a maze separated by various walls, Jester controls the characters and finds that he can't jump as he can before, and feels very uncomfortable when he feels.
Just as the character controlled by Jester was about to approach the exit of this narrow aisle, Jester suddenly heard a clearer and clearer footsteps from his headphones. He immediately realized that someone was approaching him, but before he could turn around and look behind him, he suddenly saw the screen in front of him turn white.
Apparently, someone threw a shock bomb at him.
The so-called shock bomb is the flash bomb that appeared in the FPS games that Jester played before. The reason why the shock bomb was made into a completely white screen after the explosion was just to simulate the effects of shock bombs. It is impossible for current technology to create the shock bomb effects after later cod4.
Jester, who has countless FPS game combat experience, immediately realized that something was wrong. Someone must be ambushing him. However, after a moment of surprise, he calmed down and immediately made the most correct choice he thought.
Because there was no jump key, he pressed the left and right buttons to prevent his figure from being on the same straight line. He did not retreat but advanced, because before he was bombed with a shock bomb, he was already close to the exit of the aisle. In this case, he must not stay in this narrow aisle and wait for death.
The effect of the shock-detonation bomb disappeared quickly. When Carmack deals with the special effects of the shock-detonation bomb, it used an inverse asymptotic effect. That is to say, the screen will be completely white at the beginning, but after all white, the completely white screen will reply to its original appearance in an asymptotic way.
When the character controlled by Jester rushed to the exit of the corridor, a series of gunfire appeared from behind him.
When Jester could see the screen clearly, the blood volume of the character he controlled had dropped to 70%, which was still the case when he was wearing a bulletproof vest.
Using the aisle as a cover, Jester immediately started to counterattack. He controlled the characters, exposed his head from time to time, then quickly shot a few three-point shots, and then quickly retracted them and continued to hide behind the wall.
However, it is obvious that the terrorist who used the shock bomb torch just now is obviously very familiar with this game. He didn't notice that after being knocked out forty percent of his health by Jester's two consecutive triple-point shots, he also changed his strategy.
He controlled the character, took out a cylindrical object with a red shell again, and threw it at the wall where Jester was.
In "The Hammer of Thor", the cylindrical object with a red shell is not a shock bomb, but a real grenade.
Jester didn't check for a moment. When he saw the grenade thrown by the opponent, it was too late. The grenade exploded violently, and the character he controlled was blown up to the sky, and his health was instantly cleared - of course, this was a competition mode with the winning and losing condition of destroying the opponent. Of course, it was impossible to end with Jester's death alone.
However, with Jester's first death in battle, their anti-terrorism forces will definitely fall into a disadvantage.
Therefore, a team member who had been saying that he didn't want to complain to Jester's side immediately started to complain to Jester. Through the past few months of intimate cooperation, they all knew that Jester was approachable, so complaining to each other would not only not make Jester angry, but would instead make the relationship between the two parties further.
"Ha ha!"
When Jester was killed, Carmack smiled proudly. Then Jester pressed the operation room on the keyboard and called out a statistics menu. Sure enough, he just said Carmack, and Jester just smiled and didn't care much.
Then he looked like this observation mode after his death. Because there was no way to perform 3D simulation of real-time tracking, in the observation mode, he only used the method of observing using maps. Dead players can observe the other party's position through the map, prompt and command the ones.
Jester was also looking at the red dots that were not flashing on the map, representing terrorists, while prompting his teammates from time to time.
Chapter completed!