“Most of the underwater vegetation and various collected objects, and even some creatures called original sea species, are all presented in relatively bright colors.”

“This kind of design does not mean that we sacrifice the quality of underwater design in exchange for the audience. On the contrary, it makes it easier for some fun and beautiful designs to be presented to everyone.”

“This also ultimately makes the overall quality of the underwater area higher.”

While the designer was narrating, the audience also got to appreciate the original appearance of the underwater world.

Seeing the scenery of the Fontaine underwater world, the barrage exploded.

“That’s right. Only when you don’t feel depressed can you continue to explore. The several underwater games I played before made me feel uncomfortable and nauseous while playing them. I was so exhausted that I couldn’t play anymore.”

“I love this clear underwater world so much!”

“So beautiful! So beautiful!”

“Those who fear the deep sea are grateful, we are indeed stress-free underwater like this.”

“Original sea players came uninvited!”

After explaining the design of the underwater scene, the designer talked about the second design of underwater exploration content.

“The land experience of “Genshin Impact” is locked to the pitch perspective. No matter how the players move, the perspective is always relatively stable, and the characters will not lean forward or backward.”

“But it’s different underwater. Compared with the design on land, we have liberated the design of the pitch angle as the rotation axis. Players may have to spend a lot of effort just to find the correct direction. There are some more common ones. The situation is the phenomenon of 3D dizziness.”

“In order to take care of these players, we have made many detailed adjustments, such as the camera’s viewing distance and wide-angle parameters, to increase the easing effect when the underwater perspective moves. At the same time, this will not affect the player’s ability to move underwater. The main purpose of the down-aiming effect is to keep the player’s field of vision as stable as possible and avoid dizziness.”

“At the same time, we have also set up some back-to-align buttons to remind players of the vertical angle through dynamic performances such as underwater bubbles…”

“In terms of level design, we also try to reduce the number of players interacting with multiple objects through ascending and descending at the same location.”

Players have given praise to these designs and optimizations.

“This pitch angle still feels a bit difficult to control. Previously, the angle of view was locked.”

“The mobile phone party said it is more difficult to operate.”

“As expected of Mi Huliu, he really put his heart into it. He even considered the possibility of 3D dizziness and made optimizations.”

“I have a question: when diving, does the heart of the sea go straight to the surface (doge)?”

Then, the designer talked about another design content about underwater.

“In terms of level content planning, even if the operational problems caused by the pitch angle are alleviated, we still face a greater challenge, which is that the content design in the water is much more complicated than on land.”

“Players won’t find it inconvenient to see large areas of blue sky and white clouds on land, but if there is a large area of ​​white space underwater, it can easily make people feel empty or fearful.”

“So in an area where you can theoretically float up and down at will, if there is no content design at a continuous depth of ten meters, players will definitely think that we are lazy.”

“All in all, maximizing the density of content underwater while also controlling the volume is really much harder than on land.”

The audience laughed when they heard this.

“Mondstadt is just too empty, but I like it very much hahaha~”

“So when hoeing the ground, you need to increase the exploration level every ten meters.”

“Subtext: The memory is much larger.”

“Mi Huliu: Keep rolling yourself, never stop.”

“This is good. In order to avoid the gaps in other parts of the deep sea, a small amount of exploration and decryption must be added, and the animals and plants of the ocean must be filled in.”

Afterwards, the designer talked about the final design for underwater exploration.

“Finally, there is actually another important issue, which is the issue of underwater combat. But if you put the conventional combat experience on land directly underwater, no matter what method you use, it will look worse.”

“Since underwater is a state of weak gravity and strong resistance, if you want to maintain the realism of the experience, all combat actions will become very cumbersome and slow.”

“And we have also added a lot of depth and pitch angle designs, so it will be very difficult to judge the distance and relative position to the enemy.”

“In addition, in a field where the water element is absolutely abundant, if you want to develop an elemental reaction strategy, you will only get a very unbalanced and uninteresting result.”

Regarding the designer’s statement, the audience also

more recognized.

And players are very curious about how Mi Huyou plans to design the underwater combat system.

“I’m curious how to use the fire element in water?”

“Thunder Element: You…good…”

“Tanemon takes off! Nuclear bomb blast team!”

At this time, the designer gave the answer.

“So compared to the traditional combat system, we designed a set of independent, simple but interactive underwater combat rules.”

“Players can obtain corresponding abilities from specific underwater alien creatures, which they can use to fight enemies and solve puzzles.”

“For example, there is a primitive sea species called the ‘Heavy Armored Crab’. Based on its ecological characteristics, we designed an ability similar to a shield. Players can activate the blocking effect by long pressing. In addition to obtaining a shield, It can also reflect enemy ballistic attacks.”

Obviously, the special design of the underwater part has been well received by the vast majority of players.

“Wow wow wow this is great!”

“Province Liu: The higher element wheel under water is equal to Bai Xue.”

“Underwater material: All living beings are equal! Kryptonians must also follow the rules and grind slowly!”

“This can avoid numerical inflation, and everyone can get a similar gaming experience, not to mention that Kryptonians can also exert their advantages underwater.”

After talking about the underwater exploration part, the designer also talked about some small detail changes and novel designs about Fontaine.

“The God’s Eyes of characters appearing in the Fontaine region have different designs from those in other regions.”

“This is due to a special nature of Fontaine’s native characters. We call it ‘original strength’, which is divided into two opposing characteristics: ‘wild nature’ and ‘mang nature’.”

“When the ‘original power’ of Huang Xing and Mang Xing meet, they will trigger annihilation to generate energy. The Fontaine people actually make use of this characteristic to power various equipment in the city.”

“The robots you see on the streets of Fontaine City also rely on them to operate.”

“Fontaine people with God’s Eyes will also trigger pursuit effects of corresponding nature during battles based on their own ‘original power’ characteristics.”


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