Game development basis (9)
Section 1 3D game design 3D light projection game includes many technologies from high-episode graphics to fast animations. Although 3D scenes may vary widely in these different games, the basic techniques of playing games and design games are similar. The more apparent components in the scene include the generated wall, floor, ceiling, movable objects and stationary objects. Of course, these games have also take advantage of a large number of other technologies such as sound effects and music, 3D animations, stories, difficulty levels, secrets, and so on. 1. The principle of speed, strength, and simplicity is in the game process like Doom. The key factors seem to be simple: use a powerful ray light projection engine to provide excellent 3D graphics and an excellent but simple operating environment. Increase dynamic multi-player capabilities and difficulty design so that your game continues to advance. Of course, it is easy to do. Just like doom "looks" like design is simple and actually not. 2. The image force has appeared in a large amount of imitation products after DOOM. Although some games have their own characteristics, there seems to be no one to get Doom feelings. This is a good example, which proves that design and difficulty level editing is decisive in a game engine that accounts for the main position of graphics. It is said that ID despite the use of a lot of excellent editors and tools to design a lot of new DOOM difficulty levels, only a small amount of (possibly less than one percent) is put into actual game use. Of course, only importance to image quality in game development is still not enough, only to provide a high level of games to make the game constantly play your game. 3. Being in rays in rays is a technique that determines where an object should appear in the scene when the player moves. Its principle is that when people move in the scene, rays change their position and intersect different points in the scene. The intersection is the place where the walls and other objects are displayed. Typically, the rays are projected along an arc, so that the walls and objects of the forward and objects are also discovered. 4. Many game developers who are lost in the fascination of junior are considered to be 3D light projection games and maze games. Because such games often happen in an environment similar to the labyrinth. 3D games such as doom include building a maze and then puts a variety of different objects in the maze. The components of the maze in a 3D world are room, walls, floors, ceilings, etc. The room is separated by the wall in the labyrinth. The wall substantially static objects can only be placed on the boundary of the maze grid. 5. Most 3D games offer more difficulties, making the player for a few days or even a few weeks. Each game can be built in different maze. When a player successfully played a certain level in his own way, the game continued to go to a higher level, where players should accept new challenges. Multi-level is very important, it can make new sets and maze appear and make the game look very tired. In this regard, many 3D games are the same as 2D Arcade games. They let you search for enough items in the maze, reaching a certain score can enter the next level. You can design to allow players to use secrets, such as passing through a secret door to automatically enter the next level or get a hidden object to get special capabilities. If you really sound, you can also design a game that makes the player have to kill all monsters to enter the next level. The future of the future 3D light projection game will not only add multiplayer game function, but the faster 3D engine will also be developed. Ready, this kind of game is steamed up. The second feature game adventure game design includes the following concepts, these concepts are not the concept of a specific game itself, but the basic elements of such games. 1. Many games in the plot and engine are developed by the company's internal buildings and game creation systems. Use these game engines to handle a large number of images and other trivial work to make the game company really concentrate on the development of story plots and role characteristics. First, I will establish a core engine and determine the general content that you may need, including map, action, dialog interface, and more. Then, on this basis, write your own game.
But remember that the good game developed with the same engine must have a fresh and complex storyline, and there is enough feature to make it stand out from other games in the same series. This means that your engine should be able to adapt to the development of wide range of ideas and possibly upgrades. Simply he said, a system is required to support you to create a large number of storylines. With this weapon, the exploration game development will advance to the direction of success. 2. The key to the mature content karate game design is the content design. Most of playing these games are adults who have been well educated. They like well to understand complex storyline. Traditionally, most of the adventure games are like most of the other games, tend to avoid certain bad topics, but because playing games become more popular, it is more likely to create an adult expedition. Future Outlook You can say that adventure game is the closest interactive story. Therefore, the future form of this type of game is more interactive. Adventure games have no doubt will continue to become one of the main game types, and we will see more exciting development with excellent developers write more interesting ideas. The third occasion is fun in the music game design. It is a unique technology. When you develop this type of game, you must work hard to deal with many problems, including game type, age characteristics, gender features. Let's take a closer look at these problems. 1. Entertaining the music game classification and entertaining fun products have two categories: traditional and non-traditional. Let's take a look at how much education content is classified: These games are quite appropriate for children. A small child who has not died in the school can do these exercises as a game. 2) Educational and games each of the games have some games to mix educational content in the game. For example, in a game called "Where?", The game content is divided into two parts: education and game. In the education section, the player must collect enough clues to further explore the drops of murderers. . The game part shows its challenge: the player only has a limited time to search and find the clues of the next location. If the player wasts time in the wrong place, he can't complete the game. Provide geographic in the game, so I don't know how to learn something when players play games. 3) Content games These games are in the middle of training and adventure games, including three key components: exploration, adventure and collection. (Discuss these ingredients in detail later.) The content of education is still very clear but is already in the second place. Children (especially big children) look these exercises as games rather than training. 4) Discovery Games Now the hot problem of public education in the United States is to explore and solve the problem. This idea is after giving the children's structured exercises, they discover information on their own strength and ultimately get academic skills and knowledge. In my opinion, this is close to a computer and let them write a small article, but do not teach them how to typography. In such games, children use a mouse point in all hot zones, then wait for results. Whether it is playing an animation, reading a story, or starting a game, these are very suitable for preschool children. Non-traditional entertainers are those who are inherently educated because of their own inherent education, even if they are not specifically designed for educational purposes, they have educational effects. 2. Age considerations Probably in designing the most important factors in the music player products are to determine your age grouping. The children have changed too fast, so you must have a clear understanding of the age group you want to face. Note that the group is overlapping, and all children are not all the same level in the same group, and some children are suitable for certain games of adjacent age groups. Detailed age group discussion can refer to Chapter 1. 3. Licensing features use Disney roles (such as cheating bathaxy) games contain "registration license feature".
The publisher is an approximately ten percent of the total revenue for sale to ensure that the names of the characters in the game can be used. Conversely, developers must promise to adhere to their standards regarding content, appearance and role characteristics. In fact, most of the trademark holders require developers to trial of scripts, art handings, etc. Why do you want to use someone else's role to make the trademark holder make big money? Because the role of the registration license will give you a ready-made popularity. Any other place (TV, movie, t-shirt, etc.) is aware of the popularity to bring potential sales to your computer game. Your publishing chamber is pleased to find that this well-known game is very easy to retail. 4. Who bought a game? The kids' entertaining is a reason for the music play is a reason for buying a game (the child's parents) is not playing games. Therefore, you must perform game objects between two categories of customers. This is especially important for less than seven years old agents. In addition, you must also enter the teacher's mind. If your game is adopted by the school, although this will not make you money, the school's popularity and authority will affect the customer's purchase. Future Looking forward to the future of entertaining the game will further develop a fascinating learning experience and integrate the game and education. During the process of moving into this goal, more multimedia content, online ingredients and more refined game components will be added to the education software. The greatest development of entertaining in entertaining may be to combine all major software types into a complete learning environment. In the near future, students will discover a multimedia reference book for a discipline, or can communicate with other students on the Internet, which will help them understand what they have learned. The fifth battle game design problem fight game design consists of several concepts, such as: role creation, no reason, violence, etc. 1. The most moving role in the fighting game is to use real, convincing role features. For example, in the real person, the developer shows an incredible intelligence when creating each enemy with different physical strength, intelligence, and personality. Although the characteristic of the role in the game is masked by magnificent images and animations, as designers still have to carefully develop a good role. 2. A key design of the no reason to fight the game is "invincible technique", sometimes called "deadly techniques" or "final technique". Each role has special actions such as playing, kicking, falling, and jump, and they also have several special attack methods. For example, when the player quickly presses the jump, left shift and right shift, the role will jump to the air and then rotate to the opponent to the opponent, as long as the distance is far enough, each game has a lot. Such a button combination! Differential skills and play, kick, jumping, etc., the difference is that the fatal technique is not open. There is no in the game manual. The fatal skills will not be discovered easily, usually need to play several weeks or even a few months to find it. Deadly techniques are also a part of the game attractive. Remember these techniques when designing your own games. You want your player to be interested in your game and can attract them. If the player masters the special action and fatal techniques or secrets of the role, they will add addiction. However, if the game is too simple, the game will soon learn to use a deadly technique to win the victory, the game will lose attractive. 3. Violence is not used, the main components in the fighting game are violence. Is it necessary to violence? For many countries, this is a problem. However, if you don't care about the collection of your game as "less than", it is not terrible. 4. The survival of the continuous creative fighting game depends on the sustained creativity of developers. Most games rarely create their own creations in the development of stories, all of which are one-on-one fighting scene. Maybe you will create a better fighting game and enhance it to a new stage. I have said that I have said that I have said that sports capture and 3D technology will bring new vitality to fight games; true, now it is now. Future fighting games will develop in the following aspects: 1. The virtual fighting of the online opponent computer age has begun. Multi-person online game will be a new development of fighting games.
Online version gives the game old test opportunity. Fighting games will be the most popular in many online games. 2. One of the main trends in the immersive virtual reality fighting game is to tend to allow players to enter the magical virtual reality to simulate the world. Indeed, all games in the future will have their own new students in the virtual reality environment, and fighting games are especially exciting. 3. In the computer game developer meeting held in 1995, I participated in a symposium about RPG future. One issue of the meeting is to create an RPG game around the combat system in traditional fighting games. Although most RPG fans don't like action games, this concept indicates that fighting games will be integrated into complex clue stories and become a larger game for finding a component. Section 6 Supervisor Game Supervisory Game Design includes several concepts such as modeling and simulation. These concepts are not unique to a particular supervisor game, but the basic elements of such games. Supervisory games are the most basic form of the simulation game. "Simulation game?" You will ask "Is it similar to flight analog game?" Yes, but those game simulation is just military or non-military hardware devices, rather than the main game simulation of a human society or ant society Substrate system. The supervisor game is difficult to establish a model that is exactly the same as the reality. It is used to study the time and feelings of the past, for example, people enter or leave the city, and so on. These efforts have no whitepets, you get a fun and real game. But don't be sad for the designer, because in a supervisor game, the designer is the ultimate God! The future is very clear in the future. More complex artificial intelligence technology and modeling technology allows designers to create more intelligent systems, which will lead to more real games, no doubt, such games will also enter the network. The seventh section of the online game online game does not require artificial intelligence. This is right? wrong. In fact, artificial players in many multiplayers become more important. The reason is very simple, because your game has multiplayer game features, but does not mean that multiple players have always logged in to online. For example, in a multi-person racing game, if there is only one player to participate in the game, you need to control other racing to provide a real game environment. In addition, if a player exits, his racing can't disappear immediately. My conclusion is in a large-scale online game, you still need artificial roles to participate in the game in the world you created. Future expectations may be faster than the game is the online service device and Internet. Multi-person games are just just beginning. New creativity has emerged, but there are many new problems. If you want to develop such games, you have to have a risky preparation. Section 8 RFG Design Problems RPG design includes the following concepts: maintain continuous harmony, unique world and NPC. 1. Keeping continuous harmony RPG is a very worthwhile product because they can continue, and of course your first game should be successful! If you create a dynamic world with a good story, you can continue to update this world with new ideas, and players will like your game. Looking at the main RPG game will find that they are all settled. When you create your original game, consider the idea that can be extended in the new version of the future. For example, you can introduce a turtle color that appears as an opponent in a later game. You should also carefully consider the world you created. You have to let the players in this world and let them like everything happening here. The next theme is to design such a world. ·2. The unique world is more important because of computer adventure games that have become more complicated. Creating a world process designer pursuing a complete social society, including all roles and their "fate" determined by the plot. Basic thinking is to put the story in an environment, rather than letting the environment adapt to the story. In addition, the built-in world can produce small problems. Although the world is imaginary, it must be true.
The game student will evaluate your world like this: Is this hypothetical new world and interesting? Is the system in this world running very real? (For example, when I sell goods to a town, will the price of the goods will fall?) 3. The maximum problem with NPC interaction and communication design RPG is the interaction of NPC-Non-Player Character. Simply put, if the RPG role cannot generate a dynamic interaction, then the depth of the game will decrease. The solution is clear: adding flexibility in the internal simulation engine and joining artificial intelligence in the game. The purpose is to link NPC with the player through the actions in front of them, making the players into the virtual world through nature interaction. For the weather and weapons, developers should also consider it. Developers also strive to create better RPG dialogue, to make the role have memory capabilities, different dialogues should be adapted to different game content. When designing your RPG, you should carefully consider how to achieve gradually increased difficulty levels and dialogue interactions. 4. The most critical elements of fighting and war in almost every type of RPG are the type of battle in the game. The battle is the main difference between the RPG and the Adventure Game. Although most expeditions have a certain order, it is not a repeated component. The battle part of the RPG game is like a small war game. Gamers control their roles, armed them with weapons or magic. Then, on the basis of various options and statistical forecasts, the battle begins. The role of living is usually improved. More specifically, the designer must decide to let the player determine the battle strategy or put the strategic deployment to the program. Some developers have designed a game that allows players to restrict the battle at any time. Another implementation is to give the player's many tactical options for picking, such as movement, attack type, and more. There are also some games to provide "automatic" way, which allows players to watch the computer to control his (or her) army strategic deployment. The purpose of automatic mode is two: Start players can learn how to fight; and players with absolute advantage allow computer to fight to reduce their own control work and end the battle as soon as possible. "Future Looking RPG now seems to be in a unstable state, but the quantity may be more games than any other type of game. The ninth analog game simulation game is the most powerful game of the flight simulator. One. Simulation is often associated with some type of military hardware, such as the F16 fighter or tank, submarine, helicopter simulator. In addition, in addition to these war tool simulators, there is also a driving simulator and nuclear power aircraft simulator. We only discuss the simulators based on the "Transport" trajectory, including flight and other military simulators, driving games and spacecraft combat games. 1. Simulated game design issues 1) Simulation object existing simulation games are easy to divide into two types The following: a. Military and non-military transport simulator main simulator products are concentrated on military transport simulators. The power of almost all companies such as MicroProse and Spectrum Holy-byte is invested in aircraft, tanks and The warships and other military simulators. B-character flight simulator's large amount of simulator products, especially those designed for fiction, some links with the space space. Space is the final unknown area, can also have incredible Simulator game. 2. It seems that the realistic details of the game designer should fully consider the details. Some games need to be small, but there are many needles. Many simulator designers can grasp in the whole process of design. This problem. However, some designers feel that the world means that the product must be close to reality as much as possible. However, sometimes the result of the real world will make a good game into annoying or difficult to play. For example, you Want to design a flight simulator including a variety of details including take-off check, this is really good for the entire game? This may be good for local accuracy, but it harms the overall operational characteristics.