HomeThe Richest Poor GuyChapter 1130: Mini-Games in "Animal Island VR"

Chapter 1130: Mini-Games in “Animal Island VR”

After reaching your destination, summoning the skill wheel again would cancel the balance car state, freeing your hands for other activities.

This was because the balance car state required using the trigger buttons, and other activities such as hunting and fishing also needed these buttons, so you couldn’t ride the balance car while doing these activities.

Players could choose their preferred movement method based on their own situation—teleporting if they were prone to motion sickness or wanted convenience, using the balance car for speeding through the wilderness, or using the movement mode for short-distance wandering and walking around their house.

As for the view angle, it was mainly controlled through the player’s head movements and the right joystick.

Normally, players only needed to turn their head to look in another direction, but the range was somewhat limited. So when players pushed the right joystick left, right, or backward, they would instantly turn 90 degrees left, right, or completely around, respectively.

The right joystick wouldn’t smoothly change the field of view, as this would cause dizziness in players. It would only provide these large-angle view changes.

In the balance car state, the operation mode was slightly different. Pushing the right joystick would only make your view look in the corresponding direction, but once released, it would immediately return to the direction the balance car was moving. This was consistent with racing games.

Additionally, considering that players who feared motion sickness might accidentally touch the left joystick, there was also a function in the game settings to completely lock and disable joystick movement.

Just this movement mode alone had Meng Chang playing with endless enjoyment.

Among the three movement methods, he liked the balance car the most because it didn’t make him dizzy and gave him the pleasure of driving.

The balance car wasn’t very fast—even with the pedal to the metal, it could only reach a maximum speed of about 50 km/h, and that was only after a long period of acceleration.

This speed couldn’t be compared to the 300 km/h land flying machines in some racing games.

But because it was in a VR environment, the overall immersion was on a completely different level from a computer screen, and since the island itself wasn’t very large, this speed was already quite fast and felt sensationally thrilling.

Next came experiencing the various mini-games.

These mini-games didn’t have specific entry points; different tools could be selected through the wheel.

For example, if you saw a wild animal on the island, you could select a bow or hunting rifle from the wheel to kill the animal, and then collect drops like hides and meat from the carcass.

Since it was a casual game, there was no need to fully implement the skinning process like many realistic games did. After all, that would be quite troublesome and appear excessively bloody.

After an animal fell dead, a puff of smoke would rise directly, then transform into a pile of meat chunks, animal hides, and other materials that players could simply pick up.

The entire process required controller operation, and the controllers provided very realistic feedback effects.

Although both hunting rifles and bows could be used for hunting, they were very different.

The hunting rifle was fired using the right-hand controller. It had sights, requiring you to aim using the sights, and pulling the trigger would fire.

When firing, the controller would have a noticeable vibration to simulate the recoil of the gun.

The gunshot would frighten nearby small animals, causing them to run farther away. So if you only wanted to hunt one prey, you could use the hunting rifle, but if you wanted to hunt several, you’d have to use the bow.

The bow’s operation was completely different from the hunting rifle. After selecting the bow, the left hand would be in a default state of holding the bow body, and the player needed to raise the left controller to aim.

When the right controller was brought to the right side of the head and the trigger button was held down, an arrow would be drawn from the quiver. When the arrow was nocked on the bowstring, the right controller would continuously vibrate slightly, indicating that the arrow was ready. At this point, gripping the right hand tightly and pulling back would cause both controllers to start vibrating, with stronger vibrations the further they were pulled.

After aiming at the prey and releasing the right hand, the arrow would be fired, and the left controller would also have a corresponding vibration to simulate the feeling of releasing the bow.

Compared to the hunting rifle that could only load two bullets and required manual reloading after shooting, the bow could be fired continuously once you were proficient. By keeping the left hand still and repeatedly nocking and drawing the bow with the right hand, the firing rate would be faster, but whether accuracy could be maintained depended on your own skill.

Fishing operations were completely different. After selecting the fishing rod, it would appear in your right hand by default, and a trajectory arc for casting would appear. After selecting a location and pressing the trigger button while making a casting motion, you could start fishing.

During fishing, the right hand controlled the direction of the fishing rod, and the left hand reeled in the line.

Just like real fishing, you couldn’t just yank on the line when a fish was hooked in the game; you had to use certain methods to play the fish. Because the larger the fish, the stronger it was, forcefully reeling in would cause the line to break or the fish to unhook. You had to play the fish until it was exhausted before reeling it in.

During this process, the right controller would continuously vibrate, with the amplitude depending on the fish’s struggle. At this time, the player needed to control the fish’s direction by moving the controller’s pointing direction.

After reeling in a fish, you could use the left controller to examine and store it.

After catching a fish, its size was immediately apparent, and you could repeatedly examine it with your left hand, providing a great sense of achievement.

Mining, planting trees, and chopping wood operations were simpler—you just needed to select a shovel or axe and make the corresponding motions.

Mining and chopping wood would drop materials like ore and timber, which could be picked up and placed in your backpack for crafting items.

Crafting items in the game was done at specific workbenches. During crafting, players weren’t idle but needed to cooperate with the workbench: holding the materials to be processed with their hands and assembling the finished products.

For example, if a player wanted to craft an axe, they would select the crafting recipe and ensure all materials were ready before starting.

After starting, the player would press and hold the trigger button with their left hand at the left side of their head to complete the action of taking items from the backpack. At this time, it would default to prioritizing the first material needed for crafting, which was timber.

After getting the timber, placing it in the designated area on the workbench and keeping it still, it would be automatically clamped by iron tongs, and the workbench would extend an electric saw to shape the timber into an axe handle.

After the shaping was complete, the player would take out iron ingots melted from iron ore. The steam-tech workbench would rapidly change form, transforming into an anvil and forge hammer to hammer the iron ingots into the shape of an axe head.

Afterward, the player would grab the axe head and handle with each hand respectively and combine them to complete the crafting.

Other items were similar—each material had a corresponding processing method on the workbench. After processing all the components, they just needed to be assembled.

Some special items, like complex firearms, couldn’t be completed on the workbench and had to be purchased from specialized shops.

Items crafted on the workbench were basically simple consumable tools, such as axes, hoes, fishing rods, and the like.

During the processing, players needed to clamp the material with iron tongs, and during machine processing, the controller would continuously transmit vibration effects to simulate the sensation.

Of course, these operations could be skipped as the plot progressed. Later on, there would be an upgrade to a fully automatic workbench where you could simply throw in materials to produce items.

This approach was only meant to showcase the advantages of VR games compared to conventional games, offering a fresh experience. After experiencing it a few times, players would tire of it, and it could be phased out.

Additionally, there was a very interesting feature: when picking up items, you didn’t need to bend down. Instead, you could directly aim the controller at the corresponding item, wait for it to highlight (indicating it was targeted), then press the three buttons corresponding to the middle, ring, and little fingers. With a forward flick of the hand, the steam-powered glove you were wearing would automatically fly out to grab the target object and quickly retrieve it through the glove’s steam steel cable, bringing the object to your hand.

This feeling was somewhat like the design of hook champions in MOBA games, saving players from the trouble of bending down to pick things up. Of course, how accurately you could grab items still required some practice.

Furthermore, objects in the game had three states: freely grabbable, fixed, and immovable.

All materials dropped on the ground were freely grabbable and could be operated with just one hand.

But for specific things, like paintings hanging on your house wall or furniture, they were in a “fixed” state and couldn’t be grabbed with one hand. This was mainly to prevent players from accidentally “dismantling” their homes.

If you wanted to take them down, you needed to grab with both controllers together.

As for those immovable objects, they wouldn’t show a highlight effect at all, so naturally, they wouldn’t trigger the grabbing skill of the steam-powered glove.

When placing items, players could use the left controller to bring up the item list, then grab an item with the right hand. They could either toss it casually, letting the system automatically determine the most suitable position, or use the controller’s trajectory line to determine their preferred position, and then grab it with both hands to make fine adjustments.

Although these were all very simple functions, Meng Chang spent a long time experiencing them.

Currently, there were only some simple beginner guides and operation instructions, and it was only with the explanations from Lin Wan, Cai Jiangdong, and others that he could play smoothly.

After the game’s release, the beginner guides and operation instructions would definitely undergo further optimization.

But even so, it probably wouldn’t be easy to quickly master this special operation mode; players would definitely need to explore and adapt for some time.

But Meng Chang felt that this wasn’t a major problem at all.

On one hand, many operations were quite intuitive for players, making them easy 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 was thoroughly enjoying himself.

Perhaps because he no longer needed to be responsible for the VR headset’s promotional plan, he could experience the game purely from a player’s perspective, allowing him to gain such pure enjoyment.

At the same time, he was extremely grateful.

Thankfully, he didn’t need to create a promotional plan for this VR headset!

Otherwise, no matter how he struggled, he would most likely end up with only the base salary, with absolutely no chance of survival.

He just wondered whether Mr. Pei could handle such a hell-level difficulty of reverse promotion.

The two of them removed their VR headsets one after another.

Pei Qian looked at Meng Chang and caught the reverence and anticipation in his eyes, clearly very interested in the promotional plan Mr. Pei was about to create.

It was the kind of look that relished in anticipating a spectacular funeral.

Meng Chang seemed to be saying: So watching someone struggle on a path of inevitable failure is such a happy thing?

Pei Qian was speechless.

Damn, he regretted it!

Why had he agreed to let Meng Chang choose the VR headset for the promotional plan?

What could he do now!

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