Game real rules and uninteresting rules

zhaozj2021-02-16  113

A system design of a game, in addition to the characteristics of the existing game system (or novels, movies), mainly from the rules of the real world, temporarily called the reality rules. At the same time, in order to move the feature to be implemented in its own system, a series of non-real rules should be made to meet the needs of the system itself.

Among them, what should be derived from the rules of the real world, how to be moved into the game system, resulting in the production of the previous system rules, such as RPG fighting, instant system and turning system, showing that it seems to be more For real, but in fact, the reticle can be seen as slow-slowing instant system in the case of the reaction, then the half instant system is the reaction speed or the slow instant system, specific selection Why should we depend on the goal of the game design: emphasizing the hearty movement experience or allowing slow horses. The round of strategic games is also the same.

In addition to the goal of the real world characteristic movement, others have pushed the production of the latter rules, such as in the online game to avoid players to pretend those who have gone from others (or to avoid complex rules - The team and other many people play a strange case), put the items directly in the player's item column. These rules are non-realistic rules. Non-real rules have their own truth, but it is also the most controversial, most worthy of discussion and improvement.

Still in the case of the monster, in the case of reality, we imagine a look in your mind: two heroes rushing to a monster, struggling to slash, monster falling, fell out of the treasure, then:

1. Two heroes go to grab, a person is fast, get it, then (a.pk b. Another person sighs).

2. Two heroes have a weapon to relax, breathe, and a person walks forward to pick up the treasure.

3. Two heroes have a weapon to relax, breathe to be determined, a person silently walks forward to pick up the treasure, and jump out of a person to take a treasure to take the treasure.

4. Two heroes have a weapon to relax, breathe to be determined, a person silently goes forward to pick up the treasure, and jump out of a person to take a treasure, another person put it down.

5. Two heroes are going to relax, breathe, and a person is going to pick up the treasure silently, and then jump out of a person. It is going to take the treasure. The other person wants to put it down, miserable.

6 ...

Move this scene to the legend this type of game, in addition to the description such as "someone standing in treasure", almost equivalent. Because such games also have items to protect the protection time, then why do you want to stand up to grab it? It may be to emphasize the weak meat. If you do not design the protection time, a novice can also grab the old hands, and there is a reflection of the legendary and non-realistic rules, because if it is moved through the real rules, a weak person steals the treasure It is completely a class of errands in literary works! Then the legendary set of rules can be understood as: If there is this, it will allow you to grab, the consequences can be assured.); Of course, implementing such a system may be just a model system A design implementation.

Then, a system that contains only a real rule may be based on the following fuzzy to pick up the rules: anything that can be dropped, the person who picks up items may be seen, after it is, it may trigger PK.

The reason why it is a fuzzy rule is because it is still blurred:

1, anything that can be lost - the scope of the 捡 is not determined, how far from the item can be 捡, the middle is 1 person can 捡, 2 people, three people, have there be "picking time", If there is any possibility of taking time, if you have a competition, the third party can not participate in the competition ... It can be seen that we will fall into the choice of reality rules and non-real rules. 2. The person who picks up items may be seen - who will see, in what kind of light, the more people are more easily seen. These still involve the design of non-real rules, while using a possible reasonable probability calculation formula to generate random numbers.

3, after it is, it may trigger PK ", it is still very interesting. Now there is basically in the game in the game, in addition to spell upper body is a knife box, can you pull clothes, hold your hair, catch your arm? (My friend asked: Can you catch JJ .. cold? How far is it? Can you catch which part? In addition: naked can't catch clothes, the head can't catch your hair, and the chance of the one can not hold the arm! ! !

Conclusion: Even if the goal is to design a very close-to-reality system, an implementation of a real rule may depend on more detailed uninterect rules, under the limitations of computing conditions and software engineering, we must make some hits.

If you only see an existing system, you can't bring more excellent works. After calculating technology and software projects have achieved a bigger breakthrough, I hope to see a pursuit of realistic details in the future. Pursue

Cg

The animals are as detailed in the movie.

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