Losing Money to Be a Tycoon - Chapter 1126 - Animal Island VR's Mini Games
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Chapter 1126 - Animal Island VR's Mini Games

Chapter 1126: Animal Island VR’s Mini Games

Once they arrived at their destination, they could summon the skill wheel again to cancel the balance car and free up their hands to do other things.

That was because the trigger b.u.t.ton had to be used in the balance car state. Other activities, such as hunting, fis.h.i.+ng, and so on also had to be used in the trigger b.u.t.ton. Thus, they could not drive the balance car during these activities.

Players could choose which method to use based on their actual situation. If they were afraid of fainting and wanted to save time, they could teleport. If they liked to race in the wild, they could use a balance car. They could wander around their own house for a short distance and use a moving mode to walk.

As for the perspective, it was mainly done through the player’s positioning and right swing.

Normally, players just had to turn their heads if they wanted to look in another direction. However, the range was relatively limited. Therefore, when players pushed left, right, and back, they would turn around at ninety degrees left and right.

The right joystick would not change the vision smoothly because it would cause players to feel dizzy. It would only provide such a huge change of vision.

The operation mode was slightly different in the balanced car state. The right joystick would only allow the eyes to look in the corresponding direction, but once it was released, it would immediately return to the direction in which the balanced car was moving. This was consistent with the racing game.

In addition, considering that gamers who were afraid of fainting might accidentally touch the left joystick, the game settings also had a complete lock-on and prohibited the movement of the joystick.

This teleportation mode was very enjoyable to Meng Chang.

Among the three modes of movement, he loved balancing cars because they did not make him dizzy and gave him the pleasure of driving.

The speed of the balanced car was not fast. The maximum acceleration of the accelerator was only about 50km/h, and it could only be reached after a long period of acceleration.

This speed was incomparable to some flying transports in racing games that had 300km/h.

However, because it was in the VR environment, the overall immersion was not on the same level as the computer screen. What’s more, the island itself was not big. Thus, the speed was not considered slow. It was still quite exciting.

After that, he tried out the mini games.

These mini games did not have a specific entrance. They could use different tools through roulette.

For example, if they saw wild animals on the island, they could use the wheelbarrow to choose a bow or use a shotgun to kill the animals. Then, they could pick up the animal skin, beast meat, and other dropped items from the corpses.

There was no need to do the entire process of skinning like many realistic games as it was a casual game. That would be more troublesome and look too b.l.o.o.d.y after all.

After animals fell to the ground and died, they would smoke and turn into pieces of meat, hides, and other materials. Players could just pick them up.

The entire process required a controller, and the controller would provide very realistic feedback.

There was a huge difference between a hunting rifle and a bow.

The shotgun was to be shot with a right hand handle. There was an aim on the shotgun which required one to aim and pull the trigger.

When shooting, the controller would vibrate to simulate the recoil of the gun.

The gunshot would scare the small animals nearby and make them run farther. Thus, if they only wanted to hunt one prey, they could use a shotgun. If they wanted to fight a few more, they could only use bows and arrows.

On the other hand, the operation method of the bow and arrow was completely different from the hunting rifle. The left hand would be holding the bow after pulling out the bow and arrow. Players would have to raise the left hand to aim.

When the right hand reached to the right side of the head and pressed the trigger b.u.t.ton, the arrow would be pulled out of the quiver. When it was placed on the bowstring, the right hand’s handle would continue to tremble slightly, indicating that the arrow had been loaded. At this time, the right hand would clench and pull. The two handles would start to tremble. The greater the pull, the stronger the vibration.

The arrow would be shot once the right hand was released after aiming at the prey. At that moment, the left hand would also have the corresponding vibration to simulate the feeling of the bow being released.

Compared to the shotgun that could only be loaded with two bullets and had to be loaded manually after shooting, the bow and arrow could be fired continuously as long as one was proficient in it. The shooting speed would be faster if the left hand remained still and the right hand kept pulling the bowstring. However, whether the accuracy could be guaranteed depended on one’s operation.

The operation of fis.h.i.+ng was completely different. After choosing the fis.h.i.+ng rod, it would appear on the right hand side by default. There would also be a parabolic arc. After choosing the location, he would press the trigger b.u.t.ton and make a tossing motion. Then, he could start fis.h.i.+ng.

While fis.h.i.+ng, he would be able to control the direction of the fis.h.i.+ng rod with his right hand and keep the line with his left.

It was the same as fis.h.i.+ng in real life. The fish in the game could not be pulled up violently after taking the bait. Instead, they had to walk the fish through a certain method. That was because the larger the size of the fish, the greater the strength it had. Forcefully pulling the line would cause a disconnection or disconnection. They had to walk the fish until they were exhausted before pulling the line.

While walking the fish, the controller of the right hand would continue to vibrate. The vibration would depend on the strength of the fish’s struggle. At that moment, players had to control the direction of the fish by moving the controller.

Once he caught it, he could use the left controller to observe and keep the fish.

After fis.h.i.+ng, the size of the fish was clear at a glance. He could also hold it with his left hand and observe it repeatedly. He would be able to feel a sense of achievement.

The operations of mining, planting, and cutting trees were simpler. Choosing a shovel or an axe would be enough.

Mining, cutting trees would drop ores, wood, and other materials. He could pick them up and put them in his backpack to make props.

In the game, the props were made on a specific workbench. Players have nothing to do while working on the workbench. Instead, they had to cooperate with the workbench: use their hands to support the materials that had to be polished and a.s.semble the finished product.

For example, if players wanted to create an axe, they would have to choose a formula to make it. They would only be able to start making it once they had all the materials.

Once the game was started, players would press the trigger b.u.t.ton on the left side of the head with their left hand, and they would be able to complete the action of taking something from the backpack. At that moment, they would tacitly prioritize taking the first material used for the game: wood.

After taking the wood, the designated area on the workbench remained still. It was automatically clamped with iron tongs, and the workbench would extend an electric saw and polish the wood into the shape of an axe handle.

After polis.h.i.+ng, players would take out iron ingots and dissolve them into iron ore. The form of the steam technology work desk would quickly change into an anvil and a forging hammer, and the iron ingots would be beaten into the shape of axes.

Then, players would grab the axe and axe handle with both hands, and combine them together to complete the game.

The other props were similar. Every material would have a corresponding polis.h.i.+ng method on the work table. They would just have to polish each component and a.s.semble it.

Some special props, such as complicated firearms, could not be completed on the workbench. They had to be purchased in special shops.

The props on the work table were basically simple consumables such as axes, hoes, fis.h.i.+ng poles, and the like.

During the polis.h.i.+ng process, players would have to clamp the material with a pair of tongs. During the polis.h.i.+ng process, the controller would continuously emit vibration simulation.

Of course, these operations could be omitted as the plot progressed. The Fully-Automated Working Platform would be upgraded later on. They could directly throw materials in to produce props.

This approach was only to show players the advantage of VR games compared to ordinary games. Players would get sick of it after playing it for a few times and would not appear again.

In addition, there was a very interesting setting. You did not need to bend down to pick up the props. Instead, you could directly use the controller to aim at the corresponding props. The props would be highlighted after an aim. Then, you would press the three b.u.t.tons corresponding to the middle finger, ring finger, and pinky finger. Swinging your hand forward, the steam-powered glove on your hand would automatically fly out to grab the target object. Then, you would quickly retract the object through the glove’s steam steel cable and hold it in your hand.

This feeling was a little like the design of some hook heroes in MOBA games, allowing players to avoid the pain of bending down to pick up things. Of course, it would still require some practice to accurately grasp it.

In addition, there were three states for objects in the game: they could be grabbed at will, fixed in place, and could not be moved.

All the materials that fell to the ground could be grabbed at will. One hand could complete the operation.

However, if it was something specific, such as hanging paintings, furniture, etc., it would be in a “fixed” state. One hand would not be able to grab it. This was mainly to prevent players from accidentally touching it and causing “demolition”.

He would need two controllers if he wanted to take it down.

As for those immovable objects, they would not have a highlighting effect, and they would naturally not trigger the grab skill of the steam-powered gloves.

Players could use their left hand to pull out the list of props while placing the props. Then, they could use their right hand to grab a prop and take it out. They could throw it casually so that the system would automatically determine the most suitable position. They could also use the controller to determine the position they liked. Then, they could use their hands to hold it and slowly adjust it.

…

They might be very simple functions but Meng Chang had to get used to them for a long time.

At the moment, there were only some simple novice operations instructions. He had to rely on Lin Wan, Cai Jiadong, and the others’ explanations to play smoothly.

Once the game was released, it would definitely optimize the novice guidance and operations instructions.

However, even so, it should not be easy to get used to such a special operation mode quickly. Players would definitely have to explore and adapt for a period of time.

However, Meng Chang felt that this was not a big problem.

On one hand, it was because many operations were more in line with players’ intuition and were easy to figure out and remember. On the other hand, it was also because the game was interesting enough that players had the motivation to figure out these operations.

Meng Chang played to his heart’s content.

Perhaps it was because he did not need to be responsible for the publicity plan for the VR gla.s.ses that he could experience this game from the perspective of pure players. That was why he could obtain such pure joy.

At the same time, he was very happy.

Fortunately, there was no need to do the publicity plan for the VR gla.s.ses!

Otherwise, he would most likely get a basic salary no matter how he struggled. There was no possibility of survival.

However, he did not know if Boss Pei would be able to withstand such h.e.l.lish publicity.

Both of them took off their VR gla.s.ses.

Pei Qian looked at Meng Chang and happened to see his eyes filled with admiration and antic.i.p.ation. Obviously, he was very interested in the publicity plan that Boss Pei was going to make.

It was the look of someone who did not mind the funeral.

Meng Chang seemed to be saying: I did not know that it was such a happy thing to see others struggling on the path of inevitable failure?

Pei Qian was really speechless.

Sh*t, I regret it!

Why did he agree to Meng Chang choosing VR gla.s.ses as a publicity plan back then?

What should he do now!