Capítulo 134

This month has passed quickly, and it's already past the Lunar New Year.

There are only 50 days left until the Lunar New Year when "Blue Star Apocalypse" is available for pre-order.

On this day, the closed beta test of the "Blue Star Apocalypse" BETA version gradually came to an end.

The testing team ultimately brought Mingyan both good news and bad news.

The good news is that the BETA version of the game received a high score of S for "Blue Star Apocalypse"!

They invited nearly one hundred players from various age groups, industries, and educational backgrounds.

And these players almost unanimously gave positive reviews.

What impressed them most about the game, besides the smooth and natural combat controls, was the incredibly realistic game scenes and character designs.

Therefore, after these players experienced the core storyline under the guidance of the staff, almost all of their feedback focused on the plot.

Some people even remained in tears after the experience ended, unable to shake off their emotions.

In order to obtain more objective data, the staff had to extend the testing process to give players time to calm down.

But most people still have a lot to say about the plot and a lot of emotions to express.

Fortunately, the testing experts were professional and were able to guide them through answering the questions they wanted to know.

For example: What do you think are the shortcomings and deficiencies of the current "Blue Star Apocalypse"?

This question has left many people deep in thought.

A more experienced player replied, "The game experience was too short; I was almost overwhelmed, experiencing new surprises every minute. As for flaws and shortcomings, I have absolutely no recollection of them... Sigh, to be honest, I absolutely love Blue Star Apocalypse now, and you guys are forcing me to nitpick, isn't that a bit cruel?"

"..."

Then, the staff quickly showed him several clips of him enjoying the sights on his own.

The player frowned and tried hard to recall, finally saying, "Honestly, whether it's the gameplay, the depth of the story, or the details like the voice acting, it's almost flawless. I can only pick a few meaningless flaws, like the fight scene on the train, where there seems to be a clipping issue in one place."

"Clipping" is a gaming term that refers to the phenomenon where models of items, characters, etc., overlap in a game, causing visual errors.

Regardless, the staff still carefully noted down the opinions of the beta testers.

And that player certainly had a good eye.

—Because that "train fight" scene was the bad news that had to be reported to Mingyan.

That scene depicts Russell and Louise traveling alone when they encounter a group of survivors being attacked by mutated zombies.

Russell lured away the mutated zombies, and then Louis started the train, and the three of them traveled away from the group of survivors together.

A fierce fight naturally broke out on the train, and Russell, of course, narrowly escaped with his victory.

The problem here is that Russell needs to fight in a vehicle and then switch scenes as the vehicle moves forward.

The issues of vehicles and scene switching are simply an age-old problem.

The world was already struggling to make PC games in the 21st century, and it's the same with VR games in the interstellar era.

With the current technology available on Earth, there's really no way to solve this.

It's important to know that the vehicles in the game aren't necessarily real vehicles; they're usually designed using clever tricks.

From the player's perspective, a train is approaching.

In reality, perhaps the production team was too lazy to implement train movement, so they made a train-shaped helmet, put it on a monster's head, and made the monster run along the tracks...

Well, it looks very realistic, and that's enough!

Players can't possibly crawl underground and find two monsters with short legs running frantically under the train, can they?

For vehicles involved in fight scenes, it's even more difficult.

Trying to move the character while also making the main character move along with it presents many technical challenges.

Clipping issues are just one of the problems; more serious issues include gravity anomalies, causing the protagonist to fly into outer space...

Or perhaps there are too many factors involved in calculating inertia, causing the protagonist's hair to remain floating in place while the rest of the character continues to move forward, resulting in the protagonist becoming a bald man standing there looking cool...

The most egregious bug is that, as Mingyan claims, the protagonist even kissed the BOSS, merging into one another.

Mingyan's solution to this problem is to make the scene dynamic.

—This is yet another classic visual deception technique.

The vehicle is fixed in place while the entire scene moves backward rapidly.

From the player's perspective, it's just like the scene being stationary while the vehicle is moving; it's indistinguishable.

This solution still has some bugs, but it's at least much better than the protagonist's head flying off.

Because the fight scene is of unknown duration—who knows how long it will take the player to finally defeat this boss.

Therefore, it's impossible to know how long this moving scene will fly, so it can only be made into a looping scene that can be used indefinitely.

If you zoom out, it looks like a donut that's constantly spinning.

So here's the problem.

What if this vehicle, which involves action scenes, requires a scene change?!

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