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【游戏研究】游戏巴洛克计划(暂)的期望与构想

Prj Garoque

游戏巴洛克计划(暂)

核心期望:

        1.构造用于评估某类游戏乃至全体游戏的理论分析模型。

        2.该模型可以给予玩家某个游戏的通俗易懂的游戏特征。

        3.该模型可以被开发者在开发设计阶段用于协助对数据以及系统的调整。

        4*.该模型可以根据指定的模型生成一些局部最优解作为样例。

引入:

        人类文明很早就出现了音乐和绘画两种艺术。最初,人们都只能依赖于直觉或者感性认识进行欣赏与创作。而音乐在近代渐渐发展出一套相对来说十分完善的理论体系也就是乐理,给了无论是欣赏者还是创作者极大的帮助。而绘画相对音乐来说缺少相对来说可以提取出来的抽象概念或者模型,至今没有像乐理那样完善的体系。

        虽然游戏本身出现得也很早,但电子游戏才刚刚诞生几十年,与游戏相关的理论研究才刚刚起步。就我所知道的,现在的指导游戏设计的书籍或者大部分开发者的开发流程都停留在感性认知阶段。游戏本身具有很强的规律性,那么,能否摆脱感性认知,设计一套理论或者模型去量化地评估游戏呢?

核心期望解释:

        1.这个理论或者模型应该是良好定义的,甚至于是可以大量由计算机完成计算操作的。自然根本中的根本就是概率分析。然而概率计算好做,但是该如何让计算机这个概率呢?计算出的哪些数值是对后续分析有指导意义的?这就是我们要研究的部分。

        2.3.这个理论或者模型理想情况下应该输出一系列向量,这些向量应该各自代表了游戏的某种特征,甚至正交。比如“节奏(快慢)”,“局面复杂性”,“成就感”。这些特征应该对玩家和开发者都有相当的指导意义。对于开发者,通过这个模型可以知道某个改动能给游戏带来哪些方面的变化;对于玩家,通过这个模型可以快速了解这个游戏的一些特色与设计理念。

        4*.除了提供特征值,模型还可以根据指定的期望(比如给每个特征一个权值)生成一套或者多套局部最优解,作为设计的范例给开发者提供指导。

作为展示概念的例子:

        以三消游戏(Bejeweled-like)游戏为例,设游戏中场景的长和宽各为x和y,然后宝石种类数量为z,我们可以计算如下(仅举两例)一些值关于x、y、z的函数:

                f=平均情况下每个稳定局面有多少“可交换以消除”的宝石对数(该值可以用来初步决定xyz值的设定是否合理)

                g=平均情况下每个稳定局面中每交换消除一次的后一个局面相对于之前一个局面的“可交换消除”的宝石对数之比(若该值小于1,则可认为在玩家纯随机操作的情况下游戏局面将收敛,而大于1时将发散)

        得到一系列类似的值后,我们可以进一步计算得到一些上文提到的游戏特征值。f较小,g略微小于1的三消游戏将会显得有“挑战性”,f较大,g比1小许多的情况下则更具有“复杂性”(说白了就是方块太多看着眼睛累)。然而上面说的这两条仍然是我从感性认知出发去决定新的函数(比如挑战性c(f, g))的计算方式,理想情况下应该是一套相对固定的可以适用于许多游戏的方案。

        上述例子是一个最简单的模型,理论上可以设计出更复杂的模型进行分析,比如宝石种类的出现概率不同,然后消除低概率的宝石得分更高,通过得分相关的数值的计算得出有关“成就感”等的游戏特征。

这个计划是我在进行一些游戏的设计的时候想到的。因为大量感性的知识和经验性的结论让我有点不舒服。
这个计划也不是我自己挖了个坑然后自己填,而是向所有人提出这个问题,大家一起(或者各自)集思广益。
希望在有生之年能见到游戏巴洛克时代的到来。
请在这里写下评论,告诉我你的想法。

【音乐发布】New Journey

这是我第一次在这里发音乐。之前很长时间的练习作都只是发到SoundCloud而已并没有在这里说明,而这次确实是自信之作所以拿了出来。
这首预定是Prj Maronva的主题曲(至少也是标题曲),前半部分写出了风吹过草原的闲适,而后半段则表达了回忆了悲伤的过去之后重新开始旅程的决心。(其实都是大雾,写的时候并没有想这么多,但是后来的调整节奏型的时候确实这么感受到了。)

——Shara

SoundCloud New Journey

啊咧?Typecho不知道怎么加代码……只好直接放链接了…………インクディル、助けてよ QwQ

【游戏发布】Ancient Ranger with Ultimate Technology

Ludum Dare page
itch.io page

Unsigned int64 ago, people use stones to deal ranged attack.

But a good stone-thrower requires a lot of training, so they invented the slingshot to fire stones. This new technology helped the fight with other creatures greatly.

But one day, the earth is invaded by unknown creatures. All of your kind has mutated and you are the only one survived! And they along with a lot of zerglings and titans destroyed your homeland!

Now it's your time! Show me what you can do with this ultimate weapon as an ancient ranger!

TODO:

Add sound effect : Done

Remake textures : Done

Adjust damage and level to make it balanced :Done

Add BGM if possible and proper : Done

All Done ! Thanks to everyone who helped me in developing !

If there're bugs , please report, thanks.)

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Update Log 8/29/2016 4:07 GMT

I finally finished HP bar and SP bar. Now you can sprint by pressing left shift.

============

Update Log 8/29/2016 7:30 GMT

I wrote a simple battle BGM.

I've never written a BGM for battle. But it seems ok.

I made a lot of adjustment on weapons and monsters. Details are below.

============

Update Log 8/29/2016 9:17 GMT

I adjusted the drums in BGM and fixed the problem about the gap when looping

About page is added, and I also adjusted some UI.

Have fun~ :)

============

Update Log 8/29/2016 12:38 GMT

Fixed bug that victory comes too early

Decreased titan's hp. But it's still hard to be killed before others.

============

Controls:

WASD : Move

Left mouse button : Charge and fire

Right mouse button : Emit the Force (It requires cooling down after using it once, and you will hear notification sound effect when it's ready)

Left Shift : Sprint

Q : Switch weapon

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Instructions in battle

Stones are reliable for dealing a lot of DMG, but requires charging for a while. Besides, stones have strong knock-back on light enemies.

Arrows now have higher fire rate and DPM but lower DMG. You will have to choose proper weapon to deal with different situations.

There're three types of enemies.

Orcs are normal one. You will have to kill it by at least two stone shot or multiple arrows.

Zerglings now have higher speed and hp. You won't be able to kill it with only one arrow, but one half-charged stone is enough to take it down. Think carefully about weapons.

Titans now will not be useless! Approaching titans will slow down your speed and if you didn't managed to escape you will be surrounded by zerglings suddenly!

Good luck!

============

Some Questions:

Q: Why there is no dot in the center of screen to help aiming?

A: Because you are ancient ranger! Do you think you'are able to fire the stones precisely? No. Try to guess the trace of your weapons and make them of good use. Good luck!

Q: It's hard to aim and shoot when lots of enemies are moving towards you?

A: Yes. If there's an enemy blocking your slingshot, the dmg of your weapon will be really low. So keep distance from them. In fact, once you are surrounded while your Force isn't ready, you will die in seconds.

【游戏发布】Cubaze

itch.io Page
Github Page

An experimental game to test how people do in dealing with 3D maze with a narrowed 2D view.
And the conclusion so far is not as good as what I expected.
You can try it! :)

Use WASD to rotate your view and arrow keys to move.
Press right mouse button to get a free view of three layers at the same time according to your position. It provides limited help for building up 3D model in your brain. (This function is not provided in the original version)

Editor View

【游戏设计】创世法典——一个本可以成为神作的游戏

引言:
你曾经在哪个设计细节上进行过深入思考?有什么收获?
这个问题下我分享了一个我认为十分重要的思维方式,而回答这个问题也让我回想起了《创世法典》这部作品——让我意识到游戏表现的重心有多么重要的作品。
接下来我将介绍这个游戏中让人欣喜的一系列元素,然后分析它们是怎么被暴力地揉到了一起搞砸的。

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