Dream start
- Remember the birth of "Warring States"
First, origin
I don't have anything from a small time. Everything is only two or three days of heat, so the situation has continued until I have my own first computer. As everyone around me, madly like this video game, even when we are young, it is also a "spiritual opium" that is poisoned by the society, rather than pinning the ideal place. I first saw that the video game was not on the computer, but the first time I decided to put the future on the game, but because of the computer. I first felt that I had the possibility of completing a game, my dreamy world, this idea is like this, until today has not changed. I have learned a computer in college to make a day to make a game, I have been lost, I think of giving up, I know that even after I will still have a given thought. But I still decided to let it start, I tell myself this: at least I should let the dream begins, even if it will not continue, I just don't want to give yourself a chance to remember.
I seem to have seen this in that book, if a good idea is still exciting after you think about it, then you should go to implement it. The Warring States is such a creative that makes me excited, even if I think of it for 2 years, it even makes me more excited. I think it is the game I want.
Inspired is the same. Like most people, I like to play games, but not so in line, or there is nothing to play games, I can't quickly customs clearance, today, there is no way to make me look in the game. Different. But I stubbornly think that I don't have the level of playing games, but is not suitable for my game. I like the strategy, I like to sell my far-sightedness before people, but I can fight the strategy game but can. I am not a good idea, but I have never successfully practiced them in any game, and the conditions are not allowed. Game designers have never given gamers a sufficient free space (at least I think it is not enough), they always think about letting you go according to their ideas, and their game has a fixed code of conduct. I don't like this. If I like to be arranged by others, I have already played the role playing game (in fact, sometimes I still like being arranged, but it is definitely not in the strategic game), fortunately is fortunate I think there are many players around me and I have the same idea. When most of them met such a game, they chose to leave, and there is a small number of learning to move, I don't want to do it, I think there is no such game, let me do it.
But this is not enough to make me excited for so long, I have to find anything else, support me to do it. Reflecting the strategic thinking of full freedom, this is what do you want to achieve. But as many people holding opinions say, if you have already used a limited idea that you have prepared, there is no way to use it, do you need so many options? Indeed, I can't do it, at least I can't use the poor tactics that makes me feel less. But this is not to say that my brain has problems, can't experience well, combine existing content. I just ... sometimes just ... The mouse point is not enough, or it is not sensitive to the shortcut (at least in the current popular instant strategy game), is this my fault? I am just playing games, I don't want to make money on it. Is it necessary to decrease in the fun? If I want to express my own precise mouse positioning, I seem to be more to play CS. I think I am just lacking a reasonable way of communication, a method that can use it well without a long exercise. As a strategic game, more attention should not be a finger, but a mind, isn't it? Unfortunately, few people now notice. The guys who worshiped the microending in Warcraft like God, saying that I said: Hey, as a top master, but only if you have action, you have to have a good strategic thinking. But I don't want to be a world's top expert, isn't I still need to pay for a long time? I really don't understand what is the relationship between the two, why is a good operation becomes a must-have condition? Just because we haven't chosen, have you to do this? I think this is really stupid. I am not a master, just a lot of games, but sometimes it will work too much. (Have you seen "Kill Bill"?, You must understand why I say this) my solution is - turn. Yes, the answer is so simple. I don't want to use what is complicated to make your dizzy mechanism, sometimes the oldest is the best. Let us analyze why this ancient times will give people to meet our great ideals. First it is simple enough. I can even use some ways to make it simpler, such as formation, such as limitations, such as more free interface. It really has a lot of potential to excavate, if you have time to think about it. In short, I will try my best to make it simpler. He has no problem with the embodiment of strategic thinking. This potential does not need me to say more. In the past, those strategic game maps like God were known as God's masterpieces, must also let the old players remember, we should let today's little scorpions see it, isn't it? ? However, this mechanism is not a problem, sometimes it is very complicated, and sometimes its system is like an operating system. But I think this is not its fault, just that people have not learned how to use it. If it really has any problem, I think it is, it takes too long game time, which is not allowed now, especially when online games. I think I must find any way, let this homework get better.
I thought of solving the way, very magical, is it? We need to find problems, find problems, and then analyze the solutions, which is the most correct and efficient. Don't explain before analyzing, you will miss a lot of good things. It's like it is now, many people tell me that the round system is a way to have a lengthy process, which is not suitable for online play. Why will we take us so much? Because we must wait for others before every action, this is not a big problem when playing with the computer, but when the people are fighting with the human brain, especially when playing with a few people, it is big. Players must pay for a long time, no meaningful waiting. Now players can be an acute child, although some people have used E-mail in the Internet, but today, it is simply a heavens. If we have a way to make players not waiting? If we let them act at the same time, then settle the result? In this way, we can greatly reduce the wait time of players, especially those who are unbearable (waiting for other players). Now I have to be shout now, you are plagiarizing, this has been used for a long time. For this approach, some people used it a long time, they called "half-round system", I called it as "synchronous turn". I not only used someone to use it, I also know that most of the round games used in this mechanism have not been succeeded, but I think this is not a problem with this mechanism, but people who do games don't use it. Those failed games are often like this. They greatly simplify the wait time of the player, but they make the empty time make more operations to the players, rather than speeding the rhythm of the game. This is because before online games appear, dragging the game time is a very important job for designers. There is also the most important point, that is all these games that use this mechanism, no one is designed for the network. When they or in life, they can't join the online game at all; or just to catch up with the trend before the listing of a layer of online housings. Still, we must figure out what the mechanism we choose is for what, we are to make the game to communicate between people, not just between people and computers. So we have to speed up the process of games, so many players can feel the fun of mental competition. Many people say that this is not a round system, and your game has changed. I want to taste it, but it doesn't necessarily become bad. My understanding, the turn is a way to allocate the game to the players. As for how to allocate timephones, every time I give a series, or let's come together, and complete the completion of parallelism, this It is necessary to make things decisive according to the game environment. Since it comes to the time piece allocation, we must say a question: In order to realize the players synchronization, we allocate the time film grain size must not be too small, so we must have some subtle operation to the system automatically execute. This is unacceptable to other games, like CS, if you can't manage your own specific location (in fact, this is like this in early Doom), will you still feel that the game is fun? But I designed this game is to express people's thoughts, simplify operations, this feature is in the middle of me. There is also a means of controlling the complexity of the game, that is, the unit that needs to be controlled. This is what I have learned from World of Warcraft, so I think my game should be in the local small battle.
At the same time, the resources of this game (purchase point mating unit?) And strategic big direction issues don't have to be considered in the game (Of course I will give you a chance to show yourself, this is my online game). If you have enough games, you should already be in my "combination" description, guess the probably game style, that is, you should already imagine what this game looks like. But I believe that you must not imagine what it feels like this game is, because I haven't said J. I think I have to solve it below is the experience problem of this game. It is a very good vision target that can be fully free, but if it is used to generate real games, it is obviously not specific enough. So I start thinking about the following questions: What is a strategy? What is the thinking of strategic thinking? This may be a bit deep, but this thinking is inevitable. A strategic game is the most performance strategic thinking is the system of this game. A excellent system should be simple, so it is easy to master; flexible, so that you can provide enough free imagination; reasonable, so that players can pass Your own experience is reasonable for the game. The starting point of my thoughts is Go, this ancient, most can fully reflect the game of Chinese strategic thinking. I don't pass on Go, I am just a little, that is, in Go, there is no difference in except for the location. I think the ultimate strategy game should also be like this. So my answer is - the strategy is at a suitable time, allowing the right unit to appear in a suitable location. Warcraft's micro-operation is true? It's not a quick set of units to him, I believe that in my game, I want to do this, it will be much easier. I believe this is simple enough, I don't want to learn how to convert the state of the unit, how to control the unit to attack with different ways, is a pleasant thing. I also believe this is very free, in a big space, you just want to decide the location, but the location changes, consider the possibility of change between relative positions, almost endless. I also believe that in conjunction with some other mechanisms, I have a way to make it the most reasonable game ever, because now I don't have the game to add any forced constraints, I don't have any technical compromise for the implementation of the game, this is good .
Now let's review what I have said, of course, if you don't have enough time, or there is not enough interest, I think you just look at it is enough:
Objective: Reflecting a strategic thinking that is free, let everyone participate in!
Decision: Step 1: Round (Simplified Operation);
Step 2: Half-round system (realistic player exchange, shortening the process);
Realization Ways: in units of position as the core, unit characteristics and strategic timing as auxiliary, build games.
Second, the era background
Every game has a big background, surrounding this background. Since it is a background, you must have a unified style, otherwise it will give people a feeling. Although sometimes it is also a style, the pursuit of sudden feelings is also a kind of appeal, but it is very difficult to master. Some people think that a game's background is not very important, because there is no background that can be played. But the game is to rely on the inquiry to meet, and there is no uniform suitable background. It is difficult for players to integrate into the game. For the decision of the background, the first choice is to do is, true or illusion? It can be said that all game designers are actually the choice of these two extreme intermediate parts, complete true, our current technical strength can't be done, or more or less we must always have some compromise The complete illusory is more impossible, no matter how people 's ideas are from reality, complete aerial pavilions do not exist. Because of the unreal, the freedom of the game will be released, and the performance of the game is simply born. But I feel that it is true and more important to my game, I hope that players can rely on the experience of real-world, speculating things in the game, a real environment, no doubt is the best basis for inferior. Because I propose the focus of the game, that is, the location of the unit is in space, from some extent, only the ancient war, so I am inevitable, you must choose an ancient background. In order to realize the tactical thinking of ancient China, I chose the birth period of Chinese ancient tactical thoughts, the Warring States Period. That is an era of heroes and hundreds of people. For a background of a online game, it is really suitable. Why don't I use three countries? It seems that all the games describing the Chinese war have chosen three countries. It is because I chose a time with it ordered, and I want to be a online game, or the Warring States era is more in the three countries in the Warring States. The appetite of "Good Moist".
Sandfield autumn soldiers, ancient times to fight a few people. This kind of pride, I believe that it has been able to make players during the time. But I absolutely don't want to set the name of the country, what history is famous, I believe that even in the virtual world, the famous vane history is also the best magic weapon incentives. If a game can run enough long, I really hope that people will discuss this: 10 years ago, on this land, there have been a laxative war, one of which is known as a history. (Yesterday, I just watched Troy. For the sake of honor!) A activity running, if it is saved in detail, it will be an unatristent wealth. Take a look at today's NBA knows that the king is divided, how people are? Excited head. If we record a country's history, we seem to be classified as Sima Qian, which gives the player's life (I think those who have been bored, human life is because it will end) a note, how will it be? Excited things. In my game, history depends on players to create, record, and flow.
At the same time, I also thought of such a problem, how do I express our national broad land? You look at the foreigners' dragons and dungeons. They have to build a world, including his folk, property, geographical environment ... they even show a door in detail, one window. But the Chinese is not like this, swallowing thousands of miles, Chinese people advocate the momentum, not exquisite. I think this is a national cultural issue. Compared with China's Guangxi, foreigners' land is always small. Even in the fantasy literary works we can also see this: "Refers to the ring king" is known as a foreign epic masterpiece, the author's fantasy in the overhead world is not limited, but it describes how to describe it or not more than 10 people's story; compared to a "Three Kingdoms Romance" in China, the people of the people are over thousands, and the army of Cao Cao is 100,000. I want to be a Chinese, really born is more atmospheric, foreigners can't afford it. My dream is also the greatness. I hope that I can express all the famous ancient battlefields in China. I know that this is going to work, but only this can match the real world I imagined. Even if you can't express all, then how many can you always? Third, the game system
The game system is a heavy head, and the success or failure of a strategic game will look at this part. In front of me, I have already made some decisions related to the overall style of the game, now I need some specific techniques to express our goals.
As a strategic game that describes an ancient Chinese war, there are several questions that cannot be avoided: How do I express the formation? How to express the soldiers? How to express the role of the general? How to express military strategies? How to express terrain? If the freighter is morale? There is also a lot of many questions related to this, but these problems are the core. If you don't deal with these problems, you don't have a strategic game that expresss the Chinese war. If you deal with these few questions, people will still say that your game has problems. This is an unavoidable problem. Only if you have a wonderful solution to the above issues, we have our own space.
I is an old problem, and it is easy to clean. This problem is difficult because the formation of such a deep impression in the minds of all players, just as difficult as the works of Jin Yong. Let's take a look at how to deal with this problem? No more than these methods: there is no setting at all, so it is hidden; when doing a strengthening of the forces, foreigners can accept, how Chinese people feel awkward; do very detailed, so almost no one is willing to use; It is very gorgeous, but there is no substantial use, so there is almost no one wants to use. It can be said that there is no satisfactory answer to this problem now. Americans don't understand at all, small Japan only seems to have no connotation, and Chinese people have no chance to do, this is the current embarrassment. I think the essence of the formation is a reasonable relative position of the unit, so my game determines the performance of the game from the date of the target determination will be the core of my game. Around this core, I will find answers to other questions. We all want our own games can easily get started, and it is difficult to be deep. The pattern is a tool to carry me this goal, who will be, but not everyone can use, which is carried by the experience. And even if you learn other people's array, you can't learn something behind. How to allocate the force, their status is set why, especially if it will change in the next time, this should communicate well. I prepared to provide a good communication mechanism for the formation (file preservation, view, explanation), I have begun to fantasize the players when I communicate my own formation. And in order to simplify the game operation, better reflect the strategic ideology - guessing the enemy action, I will only allow players to use pre-set formation! Yes, you can only use this formation, back, attack, defense. That is, we need to know the overall form, so that you can choose a more effective formation, everyone forms their own style, and constantly makes it evolved. Another advantage of this is that we can complete our own ideas with very few operations. I hope that the player deepens the understanding of it in constant forced players. Of course, I will provide the opportunity to change the player. After all, it has no vitality, I expect to provide limited changes to each formation, the restrictions can change (the initial plan is 8, and the time is placed Shaped button, very fast), and the range of changes (different ranges of each unit), of course, this will consume the number of rounds in the game (synchronized). As for whether it can be replaced in a game (original formation, and its related changes) I am still thinking about it. If the player feels need, I think there is an increase, of course, this will cost more (let You can't make a choice) the number of games. I know that this change is not enough. First, the leader is not the two gangs, it is there, there is no way; if there is such a design, our players must do too little, they can almost start A game, then wait for the results. We need a quick and effective way to perform players' emergency thinking. However, this is related to the next question.
II another question is the general, now all the games have this setting, especially after World of Warcraft (they call the hero, I think it is the same). But I feel that the Chinese generals are different from others. Here, please allow me to divide the important people of the left and right battles into such two types, generals and military divisions. Sorry, I didn't put the Wu Yong's generals (as if Zhang Fei's class), first, I think Wu Yong can only be an aspect of the general, and I can't count as a type. Secondly, I think that in an ancient China's large war, the contribution to the Wu Yong in the killing of the enemy is very small, almost negligible. My game style is forward, this more idealized plot can only be more than a compassion (also regret!). Now we will refine these two "professions" in accordance with the idea of general and military divisions. I personally prefer that every player can only play a role in every moment, that is, there is no part-time job. There is a deep relationship with the idea of networkedness.
How can he do it? I think the general is the commander of the entire battle, or the implementation of the entire strategy. Therefore, the formation of the generals seems to be unsatisfactory, and the control should be implemented on the general. The general can change the state of the soldier (another way of dividing the formation), the stall, pursue, assault, concentrated shooting, etc., and the morale of the soldiers, of course, Wu Yong's military commander should have some special effects ( Single challenge? The chance is doubled?). I don't plan to let the generals have an upgraded system, and I don't want to set what the properties represented by the shaping number, but I am not saying that the general will not have the space. My reference is the human skill system in the Three Kingdoms Chuan (a forgotten excellent game). Every will have a lot of skills that can be chosen, but they can be used in a battle, but only have a pre-equipped skill before fighting, so old players only have more choices. But it doesn't necessarily have an advantage. How to determine the range? Remember the ability of the rapid response of the player before I said? I want to put them and II one, each can be quickly controlled - we can think that it is the freedom of this invariant will be given a herald (or the title, who knows, just a name ), A general (a player) can control the unlimited multi-havehing, there will be various capabilities, such as increasing unit attacks, increasing unit speed, increasing unit defense, increasing unit control range, changing unit status, Or (simultaneously) gives general skills. The ability of the heraldic arbitrary can be combined, of course, like a dark first-character tail system, maybe there is a golden grapper, who knows J. When everyone starts, there is only a few special abilities, which can only be used for the controlled heraldash, you need to constantly strengthen the existing heraldic arms, or forge new herald, this all follow you (of course added more The capacity cost is not fever), but in a battle, you can only use a limited heraldicist, but in order to face different enemies, it is normal. The heraldic forging relies on the performance of players in the battle (change experience value system), and the number of killing is certainly indispensable, maybe there is something such as the title, such as the number of raids, and the number of kills, with a weak win, Thousands of people, all the people, etc. Don't think that these things can be accumulated, they are consumables, your implementation of your strategy, even the movement of the variable array and the block of array, the balance consumption and accumulation can be awarded.
Military teacher? These people in our impressions do not seem to be satisfied in any way. I still have a headache for this issue very much. I think the most important characteristics of a military division is to use the form, enhance the ability of the self, or reduce the ability of the other party, and the use of the form of the military thinking is the essence of military thinking. The control form is not their head. If an excellent general is a master of controlling the battle, then a good military master is the master of the war. This is exactly two different qualities, one relying on their own prediction, a wit, a stable, a flexible. But I have always been hard to find a way to reflect military qualities, I think I want to go (maybe other people don't have any tricks) I think the card game is the best way to find this character, like the game of the game. Game (because I am a card game fan). With the card in your hand, express your own strain ability on the vast battlefield, because the card is random, the strategic is also very strong, I think it is more suitable for the character of the military. Fire attack, falling stone, trap, 阵, confusion, violent, day change, this is a powerful card, may have some strengthened auxiliary equipment, such as the gem card in the daemon, or the synthetic card in the game (Thousands of white dragons?). However, this is not enough, our military players will still be very bored, and there is no (my online game idea to play the generals in the generals), the military still has a heavy responsibility to investigate, the scout is his The direct part is under the department, and it is not afforded; of course, there is a bridge, repair defense, and the engineers only listen to him. I know that our great military division should not do these mixed, but this is an indispensable thing in the war, always have people. Moreover, the military and generals become indivisible, unless you want to play a blind war. Of course, the military card is also forged as above, starting with the random start group, the synthetic formula? Secret J. Of course, the Miller's many cards are still to consume the resources mentioned above. In this way, I explored another big feature of the game, collecting resources, collected on the collections, and collecting cards. The old mountain said: The three original fun of the game is: develop, collect, exchange. I seem to have, how do you mix these elements now?
III I started thinking from Go, so I feel that there should be no arms of the soldier when I started, and all units were the same unit, but later found that this is really difficult, I have little better way to reflect. The difference between units. So I later returned to the idea of the arms design. In the discussion of classmates, we have established the basic system of three major arms: infantry, cavalry, arches. I think the third is a very good number, there have been a paragraph in "Laozi" is probably this: the world is born, and it is born. There is a birth one, two, two, three, three generations. I think this is a wonderful, it is another expression of the opposition unity, and it highlights a little - because the two aspects of the contradiction are unbalanced, so the third choice between the two, and this The change in the third choice of degree has produced the world. In the game, the three-element basis is a very solid structure and is easy to balance.
Let us review our impression of these three major arms, develop this infrastructure on the basis of reaching consensus. Infantry, the core force of ancient tactics. Due to the single role of the bow and the cost of the cavalry, the infantry took the main task of attack and defense, and the unit of defending and defense, but at the same time, it means that there is no feature that exceeds others. Stability is the biggest feature of infantry, and the offensive end is expressed as a layered propulsion, and the defensive end is a stable array defense. Arck soldiers, the only ancient remote attack arms. Support for the longitudinal depth of war, the wide range of controls are unique to remote arms. There is a lot of impression that usual to us, the arms of the arms are not a strong attack power. It is a defensive means that the power of the bow soldiers is mainly reflected in the defensive end due to its fragile defense ability and the powerful mobile capabilities. The bow soldiers are basically just a problem and supplement, although the dexterous application can bring powerful attacks, but the fragile defensive will never be worried to put it into the front line. Cavalry, fast response force. The attack is strong, the defense is relatively weak, but the advantage of speed is great to make up for this shortcoming. If it is not considered, the output is the most powerful unit than the cavalry. The cavalry is an attacking tool, and the power of the attack is destroyed, the king of the offensive end. Speed gives the advantages of the unparalleled offensive defense, and uses the realm that can reach the ghosts. However, the cavalry is not weak, and the single point of attack makes it easy to fall into the surrogate. When moving is a hit form, the side wings are easily hit, relative to the high price of the cavalry, such a vulnerability is enough to use huge losses . These three are not simple balance, nor is it simple to mutually hire. The reasonable defense system should be used as the body by the bow soldiers and infantry. The cavalry will play the purpose of aggressive defense. Use the big mobile surface to contain a large region; a lot of combinations of strong attacks, the promotion of infantry, with the support of the bow The cavalry removes the nail, it is a common means. If you consider terrain factors, morale factors, the reasonable strategy of the general, increase the number of changes in the geometric grade.
The following should be modeled to the above concepts, try to express the above features through computer behavior. Due to the focus on a small range of battles, and use synchronous returns, the player transforms the state of the unit in the round, and the attack, the attack, the defense operation is done by the computer. So we first thought of the concept of attack range and defensive scope. The so-called an attack range is better, and it is that we will determine the attack. The defense scope may be more intuitive, maybe the call is a relatively adequate cut range (refer to the magic wizard 3, a difficult strategy game), that is, the scope of this round cannot be reached. In order to express more real, in order to better make the array type units, I set up the attack range to be superimposed (the superposition may be added, and there is a hierarchical resource), the unit can be superimposed (initial set The upper limit is 3). At the same time, if there are multiple units in a unit's attack range, attacks them to these units. Such units can be complementary, while relying on several units to achieve the purpose of weakness (attack concentration, damage dispersion). It is also very good to prevent pure people, because even if there is an advantageous population still needs reasonable combination. The attribute design of the arms is: number, unit blood volume (hidden), attack range, defense range (blocking range), unit attack power, mobile range, tiredness. The initial value of the number, the unit blood volume, attack power, the scope of the soldier, and if you expect a large number of units, the only way is superimposed. The number and unit attack power multiplied as the last attack power (I don't want to make it more complicated, but maybe more complex formulas better) rely on the above rules to allocate, after the tired correction, finally divided by unit blood volume The number of deaths in the last death. Tiredness and morale are two values used to record previous information for this battle, one for affecting the properties of a single unit, one for affecting the overall unit. The tiredness represents the degree of tiredness of each unit, the initial is 0, and the range is changed between -50 - 50, and the unit is restored according to the morale according to the morale, and this value is reduced according to this round. (Some military will Policies will consume or affect this value). Tiredness affects the attack power, while affecting the last actual harm value when the attack is attacked. The morale of morale represents the morale of the whole team will affect the recovery of tiredness, indirectly affect the attack power and the actual harm. The morale value is calculated when completed during each round attack phase, and the majority of the two sides will be a number of losses, and according to some local combat conditions (such as siege, hundred people, etc.), and the impact of military strategy (), It is a lot of judgments that many military strategies success. We have established this preliminary model, then you need to design specific values of different military units, which are to balance in the game, but we need to determine the big direction.
a The number of initial people: the largest bowling, the infantry, the least cavalry. Cavaliers are the least not discussed. However, the infantry and the bow soldiers are difficult to determine. The number of people who are in the bow is because the arrow soldiers are wide, but the defense is fragile. In order to manifest the attack power after the attack, the attack power is very fast, and the attack power of the bow is mainly reflected in the number, which is also consistent with the actual situation. After all, the ancient bow is lower.
B unit blood volume: bow soldiers are less than the infantry, cavalry is more than the infantry, essentially the bow: step: ride = 1: 2: 3. Attack power: the biggest cavalry, the infantry, the bower is the smallest. These three attributes have a strong correlation between the unit's attack and defense and adjustment. Attack range and defense scope and mobile scope can most reflect the characteristics of units. C Attack range: 1 Infine, including the plaque, a semi-circular face; 2 bow soldiers, not included, and ring shapes of the near cells; 3 cavalry, including its own cells and forward linear. It should be noted that the setting of its own cell attack. The bow soldiers don't have a near attack force, so the infantry and cavalry have, but the cavalry is twice as much as other. This is to handle multiple units to fall into the same unit. First, the damage calculation is performed. If the unit exceeds 3, then the number of bowers, infantry and cavalry is removed, and the unit is removed. The neighbor unit units exceeds three, and the steps are reopened after the next attack round. That is, it may be randomly moved in two cells in two cells, which is the mixed battlefield.
D defense range: 1 bow soldier, no defense; 2 infantry, this cell and two cells; 3 cavalry, only this cell. This setting determines how the player organizes its own defense system, the infantry is undoubtedly the best unit, the bow does not block the ability, and the cavalry has certain blocking capabilities.
e Mobile range: 1 arncing, round area, small area; 2 infantry, front semi-circular area, with the arms, 3 cavalry, front and rear sectors, big higher than the top. There is no directionality in the mobile range of the bow soldiers, but the distance is not long. The infantry is just like a bowling of the bow, just can only be forward. The cavalry moves quickly before and after, but because of its impact, it is difficult to turn a large angle, and the flanks are weak. This design is to match the direction system, further control the unit attack range. Although there is no directionality in the defense, there is no doubt that there is no punishment of the attack power. The direction is specified, the direction of the unit is determined by the direction of the movement, that is, the backward movement is the backward, and the unit will be turned once in this cell, and the direction of the player is determined by the player (four direction). Of course, Wu will give strategies and heralders will give special capabilities in this regard.
Of course, some heraldic sections can also change the unit's attack, defense, and mobile scope, which is the later content.
The impact of the IV terrain is very close, which will be the large stage of the unit. I don't want to make the terrain very complicated because a game's stage should change much, but it should not spend a lot of effort. The terrain is only an external factor affecting the unit, which is basically only used to control whether it can be reached. However, in order to reflect the undulation of the terrain, I still set the effect of high terrain, I will call the "style" of the terrain. The yin and yang (a very good name, making the foreigner's dazzling fan), the yang is high, yin is low (initial 5). The yang is in the unit attribute has a value, and the yin is impaired by the unit attribute. The defense of infantry is affecting the scope of movement of cavalry, affecting the range of attacks of the bow soldiers. The specific rules are still to be adjusted. I originally wanted to put the five-line phase of the system, and the forest corresponds to the wood, dry land, the plain corresponding to the soil, the rock, the wetland and the river corresponding to water. The fire corresponds to the unit attack, the potential of the earth, and the gold corresponds to the fatigue, the wood correspondence, the water is special attributes, only special units can arrive. At the same time, the five-line attributes can also match the card game of the military, and play the effect of the land. That is, according to the five-line attribute accumulation according to the cells in which the unit is located (increasing the retrogravation attribute, reducing the multi-phase properties), these five lines of properties will be the resources of the military group. But will this be too complicated? I have not finally decided. The basic gaming system has already set up a shelf, which is only adjusted, and the smaller funcy system is added. The heraldon is also a good idea. It is also a good idea. The fast-moving remote troops ride the soldiers, give up the offensive to guard against the heavy step, completely restrained the cavalry gunman, give up the defense of the knife ax, The side-wing attack power is strong in front of the drum, which is the change of the heraldic system. I believe you can also get a lot of good ideas and increase it.
Fourth, the extension of online games
Experienced players have seen a certain look, my game is designed for local area network games. This is indeed my original intention, but I still have a multi-player exchange environment. After another thinking, I think such a system can be applied to online games, but we need more means to let players linked.
First of all, I want to declare that my game is not a commonly used multiplayer online role play game, and its organizational form is relatively loose. If you want me to give you some prompts, I will tell you that it is very similar to the network part of World of Warcraft, but adds a layer of graphic housing, adding more communication mechanisms. First of all, my LAN Game Section has arranged many places of players interact, the military and general bindings form the simplest binary relationship between games. Resources, including the number of kills, titles, five-line attribute points, etc., and the polymerization of these elements, such as heraldic, card, gem, etc. can be exchanged, plus the formation of files can be saved and exchanged (perhaps) Extend the apprentice system), I believe that you can build a relatively stable and prosper logistics environment. In addition to the simple binary relationship, players' organizational form will appear in the concept of the Legion (only to the same operational map), a number of generals, more generals, how to combine can be casual. However, the general control range is limited to its own troops (or the generals can control part of the subordinates). The military divisions share all the control and resources of all the units throughout the map. Such a relationship at the time of the game is established.
But this relationship is obviously not macro, we need some static global relationships, allowing players to associate between different battles. The concept of the country is a very classic solution. I think I am here to learn the three kingdoms should not be a lack of creativity? Because they are doing great. Taking the city division, the city is a centrally collected resources and the center of the offensive and defense, and several urban aggregates will be used as a country (maybe I should provide democracy.
with
The choice of monarchy). Communication between the martial arts in the same country or different countries can also appear in the three-kingdom series. Direct, learn art, outdoor adventures are very good choices. By the way, I hope to put the control power of the game, let all the cities have developed their tasks, of course, I will provide a simple and powerful task editor. The city's resources I don't want to follow the three-kingdoms that has always been designed. I think the lightweight game such as me does not need this complicated resource system. I think the resource system can learn from the setting of civilization 3, I think it is enough, and simple. The civilized resource system is this: only two attributes, population and productivity for a city. Productivity is divided into scientific research and development, food production, commercial tax, and industrial manufacturing (the game is shielded in the game). The population is divided into four categories: scientists, farmers, businessmen, craftsmen. The development of the population is determined by the production of food production, and the distribution of food production is determined. The number of industrial manufacturing people in the city is changed by tax reform. The maximum value that the city can achieve is determined by the scientific level, and the distribution of scientists in the population determines the level of scientific achievement. In addition to these two resources, there are some sporadic resources that are spread on the map. They need cities to collect, and some can provide the productive forces mentioned above, and some are the conditions for certain special arms (the race is the condition of cavalry). Force is a special industrial product, and they also rely on taxation and managed by country. The peaceful period is not assigned to the military to give you the martial arts, and the martial arts is allocated to the military. That is to say, our players don't rely on the national war to come to the game. In more time, it is unrestricted game, relying on the discussion with others, but I believe that the national war is the result of the performance of themselves. when. The city owner is a very interesting career. If you apply a similar civilized city growth model and adjust, I believe that you don't need frequent, spend a lot of time to adjust your city, your more energy will be placed on how to expand If you like, you can get up on the front line. However, the real national war will be truly dead, although you are mostly captive, but you still have to die. Once you have to die, your character will really disappear from the game, you can make up for this loss by some of the work you have made before the death, such as keeping some family-passing arms, or cultivating children. Of course, people are always dead. If you are fortunate to live in the big size of Linlin, the big size of the forest (I ignored what method you used to achieve this), I still will let you die, old death. However, if you are honored to die, I believe that you have a cultivation you have to wait for yourself should be completely worth doing.
Of course, if the number of games increases, and there will be many other design details on the start of communication: how is it in the way? How does the resource allocated after the Legion fight? How to assign the resulting resource? This is the problem to be solved. Since netization is just a vision plan, I don't need to worry about these things now.
I think as a web game must have a highly flexible architecture, because this game requires a player's long-term online (because the charging method is like this, unless the charging mode changes, such as monthly rent), it is always designed. Have to add enough details in it. It is not very abrupt when these details are added, we must do this. I believe that some other interesting small systems can also be added, but all this is based on overall goals. Sometimes the design is like this, a good idea is harmful to your game.
Online games are the way out of domestic games, because only online games are now mature profit model. I love stand-alone games, but it is more clear that the network is a general trend. However, I don't think that online games have been constitutive. On the contrary, I think this is just beginning, stand-alone game is the foundation of online games, and there is a big treasure that can be excavated and utilized. But now the company's recruitment, I am really angry, what kind of candidate must play online games. Take the level of online games, people who want to cultivate a broad design idea is far less than enough. But the reality is the case, I am worried about what our players have been designed with such fast food, and they will not be interested in seeing the food. Now our players feel troubles with clicking on the mouse. They are essentially afraid of brains. If I am unfortunate, I think there is no market. V. Development Plan
Ignorant is fearless, I am just a big three students, I don't know how to do this project at all. So I decided to make this game out. However, of course, it is not very fast. Slowly, iterative development is a suitable choice for me. I can only design such a probably plan:
1 Complete version of a single-machine, hot-seat game. The main task is to build basic realistic and control systems, and the internal logic system of the game can temporarily. Doing so can express the basic element structure of the game, it can also be familiar with the purpose of related technologies and prototyping. At this stage, you can collect a certain creative content.
2 Complete the single stand-alone version of the game. I have a plan to complete a three-alone stand-alone game plot. At this time, the game is basically complete, but it is limited to stand-alone games. Some players can be performed in the future, as well as more extensive advice.
3 Complete the game's LAN version. On the basis of the last version, the network is completed, and this time the game is already a complete content, basically publicly released. Giving a summary.
4 If you can get relevant investment intent, or get enough enthusiasts, we will further complete the network version of the game. This will be our last goal.
Sixth, some technical problems
First, declare that my technology is not very good, principle understands, but also involves a lot of design patterns, programming can be written, but large projects have not seen it yet. Simply put it is a vegetarian. The technical problems I can foreseen are still very limited, and they can only stay here, as the reference:
1. Because it is a synchronous mechanism, there are many operations that require the computer to be automatically completed. In order to meet the rules, the judgment of many areas is designed. Because most of the game time is dealing with these regional decisions and operations on this, this algorithm is greatly affected by the operational efficiency of the game, requires good optimization, such as scoring, and partition domain determination.
2, the game's synchronization is very strong, and if the problem is not big in the LAN game, if you really want to extend to the internet network, it faces a strict corresponding time problem. This is a problem with pure technology, and the server, the user is designed to have a big relationship, I have no ability to solve it now.
3, the formation is the core of the game, around it has a series of issues. For example, how to record, how to control, this will affect the user's experience problem, and the interface design has strong correlation. How to meet the constraints and provide flexibility? This is also the scope of the range to consider. However, I think there is still a significance of a problem. Although the round game is called, it is a small range, so there is no way to find the design system. However, because the movement is a formation, the direction of the relevant unit, the algorithm has become an important issue.
Seven, conclusion