Qing Shan Qu Zui
Chapter 1127 The Mini-Games of "Animal Island VR" (Bonus Chapter 2/2 for Qing Lei Yuan)
This was because the hoverboard mode used the trigger button, and other activities such as hunting and fishing also used the trigger button, so these activities couldn't be performed while on the hoverboard.
Players could choose their preferred mode of transportation based on their actual situation. Those prone to motion sickness or looking for convenience could use teleportation, those who enjoyed speeding through the wilderness could use the hoverboard, and those who just wanted a short stroll around their house could use the walking mode.
As for the perspective, it was mainly controlled by the player's head movements and the right joystick.
Normally, players could simply turn their heads to look in a different direction, but the range was limited. So, when players pushed the right joystick left, right, or back, they would instantly turn 90 degrees to the left or right, or turn around completely.
The right joystick wouldn't smoothly change the field of view, as this could cause dizziness. It only provided these large, sudden changes in perspective.
In hoverboard mode, the controls were slightly different. Pushing the right joystick would only make the view look in the corresponding direction, but once released, it would immediately return to the direction the hoverboard was moving. This was similar to racing games.
In addition, considering that players prone to motion sickness might accidentally touch the left joystick, the game settings also included a function to completely lock and disable joystick movement.
Meng Chang found himself completely engrossed just by this movement mode alone.
Of the three modes of transportation, he liked the hoverboard the most, because it didn't cause dizziness and gave him a sense of driving pleasure.
The hoverboard wasn't particularly fast. Accelerating from zero to top speed was only about 50 km/h, and even then, it took a long time to reach that speed.
This speed was incomparable to the land-based aircraft in some racing games, which could easily reach 300 km/h.
However, because it was a VR environment, the overall sense of immersion was on a completely different level from a computer screen, and the island itself wasn't that big, so this speed was already quite fast and felt quite exciting.
Next, he experienced some of the mini-games in the game.
These mini-games didn't have specific entrances; players could select different tools through the wheel.
For example, if you saw wild animals on the island, you could use the wheel to select a bow and arrow or a hunting rifle to kill the animals, then pick up the animal skin, meat, and other drops from the corpses.
Because it was a casual game, it didn't need to simulate the entire skinning process like many realistic games. After all, that would be troublesome and look too bloody.
After the animal fell to the ground and died, a puff of smoke would rise directly, and it would turn into a pile of meat, animal skins, and other materials on the ground. Players could just pick them up.
The entire process required hand controller operation, and the hand controllers provided very realistic feedback effects.
Hunting rifles and bows and arrows could both be used for hunting, but they were very different.
The hunting rifle was fired with the right-hand controller. The hunting rifle had a sight, and you needed to aim carefully at the sight and pull the trigger to fire.
When firing, the hand controller would have a noticeable vibration, simulating the recoil of the gun.
The sound of the gun would scare away nearby animals, making them run farther. So, if you only wanted to hit one target, you could use the hunting rifle, but if you wanted to hit multiple targets, you could only use a bow and arrow.
The operation of the bow and arrow was completely different from that of the hunting rifle. After summoning the bow and arrow, the left hand would default to holding the bow, and the player needed to raise the left hand controller to aim.
When the right-hand controller reached the right side of the head, pressing the trigger button would draw an arrow from the quiver, and the right-hand controller would vibrate slightly, indicating that the arrow was nocked. At this time, the right hand would grip and pull back, and both hand controllers would begin to vibrate. The greater the pull, the stronger the vibration.
After aiming at the prey, releasing the right hand would fire the arrow. At this time, the left-hand controller would also vibrate to simulate the feeling of the bow and arrow being released.
Compared to the hunting rifle, which could only load two bullets and had to be manually reloaded after each shot, the bow and arrow could be fired in quick succession if you were skilled enough. The left hand remained stationary, and the right hand constantly nocked arrows and drew the bow, resulting in a faster rate of fire, but whether you could guarantee accuracy depended on your operation.
Fishing was a completely different operation. After selecting the fishing rod, it would appear in your right hand by default, and a casting arc would appear. After selecting a spot and pressing the trigger button while making a casting motion, you could start fishing.
During the fishing process, the right hand controlled the direction of the fishing rod, and the left hand reeled in the line.
Like real fishing, you couldn't pull hard when a fish was hooked in the game. Instead, you had to play the fish in a certain way. Because the larger the fish, the greater the strength, forcibly reeling in the line would cause it to break or the fish to come unhooked. You had to tire the fish out before you could reel it in.
During the playing of the fish, the right-hand controller would vibrate continuously, and the intensity of the vibration depended on the fish's struggles. At this time, the player had to control the direction of the fish by moving the hand controller's direction.
After reeling it in, you could use the left-hand controller to hold the fish, observe it, and then store it.
After reeling it in, the size of the fish was immediately clear, and you could hold it in your left hand and observe it repeatedly, which was very fulfilling.
Mining, planting trees, and chopping trees were simpler; you could select a shovel or axe and make the corresponding action.
Mining and chopping trees would yield materials such as ore and wood, which you could pick up and put in your backpack to use for crafting items.
Crafting items in the game was done at a specific workbench. During the workbench's operation, the player wasn't idle, but needed to cooperate with the workbench: using their hands to hold the material being polished and assembling the finished product.
For example, if a player wanted to craft an axe, they would select a crafting recipe and ensure that they had all the necessary materials before starting.
After starting crafting, the player would move their left hand to the left side of their head and press the trigger button to perform the action of taking something out of their backpack. At this time, the first material for crafting, which was wood, would be taken out first by default.
After taking out the wood and placing it in the designated area on the workbench, it would automatically be clamped in place with iron tongs, and the workbench would extend an electric saw to grind the wood into the shape of an axe handle.
After the grinding was completed, the player would then take out an iron ingot dissolved from iron ore, and the form of the steampunk workbench would quickly change, becoming an anvil and a forging hammer to hammer the iron ingot into the shape of an axe head.
Then, the player would grab the axe head and axe handle with both hands and combine them together, which would count as the completion of the crafting.
Other items were similar. Each material had a corresponding grinding method on the workbench, and after grinding each part, you just needed to assemble them.
Some special items, such as complex firearms, couldn't be crafted on the workbench and had to be purchased from specialized stores.
The items crafted on the workbench were basically some simple consumable items, such as axes, hoes, and fishing rods.
During the grinding process, the player needed to clamp the material with iron tongs, and during the machine grinding, the hand controller would continuously transmit a vibration effect to simulate the sensation.
Of course, these operations could be omitted as the story progressed. Later, you could upgrade to a fully automatic workbench, where you could directly throw in the materials and it would produce the items.
This approach was just to show players the advantages of VR games compared to conventional games, to try something new. After players got tired of it after a few tries, it could disappear.
In addition, there was a very interesting setting: when picking up items, you didn't need to bend over to pick them up. Instead, you could directly aim the hand controller at the corresponding item, and after the item was highlighted, indicating that you were aiming correctly, you could press the three buttons corresponding to the middle finger, ring finger, and little finger, and flick your hand forward. The steampunk gauntlet on your hand would automatically fly out, grab the target object, and quickly retract it with the gauntlet's steam cable, bringing the object into your hand.
This feeling was somewhat like the design of some hook heroes in MOBA games, allowing players to avoid the pain of bending over to pick up things. Of course, whether you could grab accurately still required some practice.
In addition, objects in the game had three states: freely grab-able, fixed, and unmovable.
All materials that fell on the ground could be grabbed freely and could be done with one hand.
However, some specific things, such as paintings hanging on your own walls or furniture, were in a "fixed" state and couldn't be grabbed with one hand. This was mainly to prevent players from accidentally causing "demolition of their home."
If you wanted to take them down, you needed to grab them with both hand controllers.
As for those unmovable objects, they wouldn't show a highlighted effect at all, and naturally wouldn't trigger the steampunk gauntlet's grabbing skill.
When placing items, players could use the left-hand controller to bring up the item list, then grab an item with the right hand and take it out. You could throw it away, letting the system automatically determine the most suitable location, or you could use the hand controller's arc to determine your preferred location, and then use both hands to grab it and slowly fine-tune it.
…
Although these were all very simple features, Meng Chang experienced them for a long time.
Currently, there were only some simple newbie guides and operation instructions, and he had to rely on explanations from Lin Wan and Cai Jiadong to play smoothly.
After the game was released, they would definitely make some more optimizations to the newbie guide and operation instructions.
But even so, it shouldn't be easy to quickly get the hang of this special operation mode, and players would definitely have to explore and adapt for a while.
But Meng Chang felt that this wasn't a big problem at all.
On the one hand, many operations were quite intuitive and easy for players to figure out and remember. On the other hand, the game was interesting enough that players would be motivated to explore these operations.
Meng Chang had a lot of fun playing.
Perhaps it was because he didn't have to be responsible for the VR glasses' promotional plan, so he was able to experience the game from a purely player perspective, and that was why he was able to get such pure enjoyment.
At the same time, he was very grateful.
Fortunately, he didn't have to do the promotional plan for these VR glasses!
Otherwise, no matter how hard he struggled, he would most likely end up with a base salary, with absolutely no chance of survival.
He just wondered if President Pei could hold on in the face of such hellishly difficult reverse promotion?
The two of them took off their VR glasses one after the other.
Pei Qian looked at Meng Chang and happened to see his eyes full of admiration and anticipation, obviously very interested in the promotional plan that President Pei was about to do.
It was the kind of look that said, "A funeral is no fun unless it's a big one."
Meng Chang seemed to be saying, "So seeing others struggling on a path to certain failure is such a happy thing?"
Pei Qian was speechless.
Damn it, he regretted it!
Why did he agree to let Meng Chang choose the VR glasses for the promotional plan in the first place?
What was he going to do now!