Preface:
I believe that many of us doing game design, basically all touched the 'Map Editor', which makes some levels of card games, saving a lot of time and energy. Sometimes, I think that an excellent map editor is actually a game, which is full of fun:) ... But what is the excellent map editor? What element should be developed such a tool? ...... There will be a good explanation in this article.
Taken 9CBS, Author: The Taro
Section 1: Map Editor
As the name, it is the tool used to edit the map. If you play "World of Warcraft" or "Empire Times 2", "hero invincible", you should know that these games have map editing tools, providing players to edit themselves. Map The map editor has a similar function.
This stuff is usually discussed by the procedural, artist, and planning, the reason is very simple, because the art is "user" using this editor (not necessarily, many domestic groups are planning maps. ), The program makes this editor to provide an aesthetic to use, and plans to coordinate work, or discuss the editor.
What is the purpose of program development editor software? In fact, this is a big problem, which has begun to talk from the beginning that players who often play games should all be found, almost no game is not a background, small from the big rich, big to the role play, strategy, In fact, the player should find this fact that in other words, the background (or the background map) is in the game, is playing a role that cannot be ignored.
"But it's a background picture, there is a big strange, just don't put the picture, isn't it?"
Of course, some people will judge functionality, or, I should give you an example to let you know what it has? The most convenient explanation should be part of the event. People who play role playing games should all know that when the player controls the protagonist, there will be some happening events, like Suddenly someone will run out with you, or It is a specific enemy, etc., like these events, usually by the map editor.
Another example is the setting of obstacles, such as playing "Star Battle", how to make the army can't get through the mountain rivers, such as playing "Heroes invincible", how to make the army slow down the speed of travel when passing through the swamp, these are Set by the map editor. That is, in fact, the map editor is not only a simple task that will show the picture show in the background. The features that are included almost occupy the game, and all the relationships with the background, all have to pay by the map editor. People who want to make a game, people who want to make games don't know this focus.
Just in the Map Editor of StarCraft, usually players will go up with a map editor, put the alpine river pattern you want, then put a few military species, set the pass condition, finally store the file, then As long as the player wants to play the map of the design, it is very simple, enter the game, choose the file you design, press OK, then start can play, like this simple job, you can handle a game level (player even programs Write), you can visit the map editor that contains how much settings and features.
To change another angle, like this map editor, even players can be self-customization card, you can imagine how the game company is relaxed, so, a good map editor can not only contain games Partial function settings, can also reduce the cost of the company's development game, without sputtering each game company almost all the map editor This algorithm is used to make a game. So what is the mystery of the map editor?
For those who make games, whether he is planning, procedures, or artists, I believe that you can answer this question, the answer to the entire question can be used to cover the instructions, that is, "Tile"!
Tile is a special name of the map editor! For the United States, it is said that it is the elements of the map; and for the plan, it is said that it is nothing wrong with the incident, just see how the whole Team (game production team) should look at the features it representative Sex, and in this regard, it is best to have three ways to coordinate and can really determine. Of course, if you are just a person wants to make a game, you don't need to communicate this problem.
How do I explain this kind of thing?
We can try this, today we have to make a background map, this picture is above, there is a wall, about 70% of the area, and three percent below the picture Ten, is the road ...
OK, now we start painting, one method is to open a small painter (or a drawing tool like a small painter), a picture will be completed, and another method is to divide the wall into a piece of The block is drawn first, the road is also the same processing, then, then the things of these paintings, squatting like a puzzle ...
It seems that some people will start comparing the advantages and disadvantages of these two methods: "It seems that the first method will be more efficient, and will also draw more texture!" Of course, if the project is just such a picture, use the first The two methods are indeed a bit drawing snakes, and I am afraid it will also be very good looking at the way using the puzzle. But if we think about a point of view, the answer may be different:
If we are ready to draw 10 this picture, it is also the wall and the pavement, but the proportion may be different (there are a few could be 60% of the walls, some are the roads of 90% of the wall), and it is naturally These wall roads cannot be exactly the same as each one ...
Ok, the problem is coming, will you think the first method is the fastest?
If you want you to draw 50? Or one hundred?
Is it the fastest way?
In other words, the biggest advantage of the map editor is: high reciprification, background map production speed, easy to use. For example, if you want to make an RPG game, it is clear that the RPG game will have a town, and due to the consistency of culture, the housing in the city is similar, if we explain the "Diablo II", There is a Arabic City (people who have played) is a typical example.
Now suppose your game background is set in the Arab of the ancient century, and the entire game has twenty towns. First we will notice that the architectural arrangement of these twenty towns is definitely not the same, but due to cultural The consistency, it will definitely be almost the same; followed by the road in the city, the house is almost a big difference, so the map editor has played an effect. Imagine that if you start, you will have it. Tile of several walls in arabic style (small tiles) gives you well, then of course, your background begins with the TILE map, and believes that the speed will be very fast. Some people asked, if the light rely on a few Tile, I want to draw the appearance of 20 towns, and it seems too difficult, too lazy! Personally agree with this view, so in fact, trying to make several trees background maps, the TILE is not too small, such as some Tile may be the wall, but there are several different Style, some Tile has a mottled trace, some of the TILE may have graffiti, etc., like this is the wall but the style is different, you must prepare several to use, and the background of the tree, may also Prepare a few Tiles of different trees, otherwise there is only one tree from the beginning to the end, it is not absurd!
However, the general game will still re-use some Tile, if you don't believe it, you can pay a little while playing RPG, you should find a reply, such as tree, should be the most easily discovered.
As for it is easy to use, then you have to look at the skill of the programming. Good skill, making the editor may be simpler than the little painter. However, it is not the same, if this editor is placed too much function, I am afraid that the designer that is even more unique to make a simple editor system. But the only thing that can be affirmed is that it is still more convenient than traditional paintings. It is sufficient to support our map editor this algorithm.
But we must also recognize that if the light is just this reason, we use the map editor, which is too small to watch the "brave" of the map editor, it is strong in other functions, it seems to make us have to recognize it exists. value.
Section 2: Map Editor - Outside Map?
As mentioned earlier, the map editor can save the work time cost of drawing, this is really attractive (so at least to the game development company), but we have to hurry to introduce it more powerful function, It is good to know that the status it represents is still unable to be in addition to the map.
I believe that people who have played "Magic Door Heroes" know that every player is in controlling hero action, his speed is often slow, such as when he is a pavement, one round, you can Walking very far; if walking is the grassland, a turn is slow, it will be slow; if you pass the desert area, the speed is slower; even when heroes pass through the marsh, you can go to three Steps have been very smiled. This type of game is actually a lot, usually the strategy game has such a setting, even "Three Kingdoms", there is no exception.
Such settings must actually be attributed to the effect of the map editor, how did it do such a thing? In fact, it is not difficult. As long as the program designer is making an editor, it will set a value, then let this value run with a TILE, so that every Tile will bring a value, and this value is It is the number of steps consumed by the TILE. Don't you do it? Further, some of you may know, assuming today has designed a map editor to make the art to paint background map: a. This artist first opens the map editor and a background map, this background map because there is no map, So is empty. b. Map Editor requires the artist to select Tile. The art will select the previously painted patterns into the map editor. These patterns should be some deserts, grassland, first assumed that the art has drawn fifteen The desert pattern is with 20 grassland patterns, so the aesthetic selection these patterns will be used as TILE. c. Editor requires a new value for each Tile, because the beauty does not know how much each Tile is, so I will ask questions, so I will say that as long as it is a grassland value, I will give 2, the Tile of the desert Give 4. (This step is very important, because this step, the effect of the previous games can appear) d. After the value given, the aesthetic begins to put these TILE into the entire map editor, after passing, the whole Background map is completed. This is a background map with a desert and grassland. e. The art will give the background map to the program, then it is the master's effort. In theory, the program will write a program to run on this map, assume that this fake person's walking ability is Round 8 step, so when the dummy walks forward to the TILE of the grassland, the program will determine that the value of the area is 2, so it will consume 2 steps (Remember the value given by the grassland is 2), left 6 steps, according to this point of view, if this dummy walks in the grassland area, the length of each round should be able to walk 4 Tile (8 steps 2 step = 4); but if the dummy is If you walk in the desert area, because the procedure determines that the length of each Tile in the area will consume 4 steps, the prostitute can only take the length of the two Tiles, which is different from the terrain. The effect can be made. of course! If you have passed through two grasslands and a desert, it is just that you can finish it (2 steps 1 4 steps = 8 steps)
From the above example, we are not difficult to find, the map editor is even with the effect of terrain!
Section III: Event Processing of Map Editor
Talking about the event processing, I am afraid that many people don't know what it is doing, here we hope to talk about this thing first.
Event processing, as the name suggestions, is used to handle events, but still exactly true:
For example, "Xuanyuan Sword" game, players should often encounter some bursts in the process of playing, such as the protagonist running to a place, and someone will run out to talk to you, or will show a picture of the show Wait, you can say that it is an event like this. The event can be divided into two kinds. One is spontaneous, and the other is non-spontaneous, and if it is non-spontaneous, it is more difficult to use the map editor to set (it is also possible! It is more difficult, program design Teacher follows the plan to do more flowers to do their tends to communicate; and if it is spontaneous, it is convenient to use the map editor.
What an incident is non-spontaneous? What is the incident you can spontaneously?
For example, now we are designing the game, the game process is the main character accepted a beautiful woman in a city, hoping that the protagonist can save her father from the city's thief, there are three events here: The first is the leader when the protagonist passes. At this time, the protagonist will stop automatically (in theory, the mouse button cannot be manipulated), the beautiful woman will go to the front of the protagonist, and the protagonist will save her father, the protagonist agreed.
The second is that the protagonist finds a beautiful father, then automatically playing animation, the protagonist put his father from prostitute.
The third is that the protagonist is once again in front of the beauty, the protagonist will stop again, then the beauty runs over to give the protagonist a hot kiss, express thanks. Among them, the first and second are spontaneous events, and the third event, if there is no first and second events, it is impossible to happen, so the third event is not spontaneous. event.
The reason why spontaneous events can be reflected in the map editor, and this is a description:
Similarly, the program is given a value for each TILE, which is used to indicate the processing of the event, so the TILE has increased an event in addition to the last type of terrain. Numerical value. OK! We continue: This event value, the same, the artist is in the TILE, the incident value should also give a value, so the American worker runs to ask the plan how much? Planning with it, in the scene of the scene near the beauty, give the incident value 1, in addition, the Tile near the dungeon of the city is closed, the value of the incident is 2, the rest of the places give 0, the beauty Done.
After doing well, the programming designer took the trial. When the fake person rushed on the map, the programming man will ask the program to detect the value of the incident where the dummy is located. If it is 0, it is fine. If it is 1 Let the program go to the animation of the beauty of the beauty to help; if it is 2, let the program go to the animation from the dungeon saving people, and since the beauty of the ground Tile near the beauty is set to 1. So when the fake person ran to the beautiful woman, the incident started, and the animation requested to help will appear; the same, when the fake person runs to the dungeon, it will also step on the numerical value of 2 Tiles. On the same, it will also trigger the startup of the event 2, and the animation of saving people will appear!
So we have reviewed that a series of spontaneous events are in each Tile of the background map, of course, not every Tile will use this event value, so some people will think that in order to trigger a few events To get the Tile on the map, you have to follow an event value, will you not cost it (this is a big relationship with the programming designer)?
Only I must emphasize that if the entire game has only a few incidents, sincerely, it is really a little less cost-effective, but the truth is not the case, according to the currently issued game level, usually set Complete RPG, the inclusive event should be at least more than 500 (this is a small 喔), if the plan is unified, the treasure is acquired, indoor and outdoor, and the map is switched. It is also a way to be an event. It will definitely more than 1,500, under this situation, using the map editor to handle events, is not a matter of business. Of course, if there is still a lot of spontaneous events, it can also consider another way to save the value and terrain value of the event. In this way, the so-called Waste problems. But it is a waste. In fact, every TILE is only used in the space of 2 positions. If there is a game if there is 10,000 TILE, but it is more use of 20,000 packet space, compared to now The memory of more than 100 million bit is more than 100 million, and it seems that it doesn't have to be too short! Spontaneous sex can be used map editors, non-self?
Hey there! That is much more difficult, usually will let the programmakers finally give up the cause of the map editor to deal with the cause, most of the non-spontaneous events excessive, overcommered factors. Generally, the RPG of multi-line plot is also not recommended by the map editor to handle the event. The reason is very simple. If the example I have talked last week, we have set the beautiful event to save her father's incident 1, so beautiful women The value of the Tile events in the area has been set to 1, meaning that as long as the protagonist goes to the office, the event 1 will be inspired, and now we set the value of the beauty of the mother, this event, this incident value 3 should be set there?
Yes, we have encountered conflicts here, that is, when the protagonist goes near the beauty, there should be two cases:
Event 1: Beauty requires rescue her father event 3: Beauty kisses the protagonist
Try, now the art has set the nearby Tile is all incident, then what should I do?
What is the event 1 is that the event 1 will be changed to an event 3?
In other words, how should we edit the map, so that when the protagonist goes near the beauty, start the event 1 (without starting the event 3), wait until the father, can start the event near the beauty, Will not start an event 1)? I think, if you only use this map editor, you can't do it!
Section IV: Map Editor Advanced Description
I talked to several basic roles about the map editor, and now I will talk about it.
This time I want to talk about the concept of multi-layers.
What is a multi-layer concept?
In fact, it is not difficult to guess what it is, simply, that is, the map editor has the effect of multi-layer map. What is a multi-layer map? We can give an example. For example, we have played the gates of Bode or Xuanyuanjian, you should find that the protagonist will sometimes be treated by some towering buildings, or a few trees, this "building tablet On the chart of the role "or" tree graph cover in the character map ", it is easy to generate a" role in the construction or tree behind "when playing, and this illusion is used. It is most commonly used in rpg or action types, and the concept of multi-layered map is used. This concept is nothing to wear, if the protagonist stands behind the tree on the grassland (see the player's point of view), its method is to first post the grassland map, then post the protagonist figure, finally posted the tree map, then Decide this effect. Does the practice are very simple?
There is also another situation, there is also a common multi-layer map, such as a protagonist standing on the boat of the lake, looking at the player on the perspective, with will will Liu, then in the lake, the protagonist is standing there, A farther place, there is a mountain white cloud. When the game screen wants to make a far-effect effect, you may have the farthest mountain map, then stick the lake and the protagonist (including the boat), and finally the willow is close to the will, so, The three-layer map is distinguished from the middle, nearest, and it can reach the effect of the three-dimensional near. Of course, if you want to strengthen this effect, there is a coup. The average person knows that when a person sits on the train from the window, the farthest mountain is the slowest movement, and the nearest train electricity It is the fastest movement, so when the scene is far, its movement is slower, we try to use this concept - when moving in the lake, we make the most close to the player's willow layer displacement is fast, Then let the farther away from the alpine white cloud of the player, then move, then the middle protagonist does not move your guess?
Yes, it seems that it seems that the boat in the protagonist is moving, and its three-dimensional effect will definitely be very good. If there is no mistake, Xuanyuan sword is used to use a lot of technology, I don't know if there is still player remember ?
Section 5: Map Editor Advanced II
Talking about the concept of multi-layers in the map editor last week, it also gave an example, in fact, there are many examples, and it is also a similar concept (installed) in DirectX Demo provided by Microsoft. People should know the example of the bear eating fox!), A set of games that special emphasis on multi-layer technology, sometimes it is not possible to use the map of the eighth floor.
As for the map editor, the multi-layer interface is usually switched with some buttons. As far as I have written, I have had four layers of records, the method is naturally used by the function key. Switch. When Press F1, the picture is the bottom of the show, and this time, the beauty is also the most underlying. If you press F2, you will edit the second layer, so on, press F4 to edit the top level. If you want to look at the effect of four layers, you can press F5. Use this way, and want to write a multi-layer map editor, you may refer to the reference (although the settings in the personal interface are not necessarily the best)) .
After the multi-storey is over, it is related to the 3D map editor. This is a more troublesome part, and the individual is not going to talk about it, because this has been involved in Z. -Buffer and ray Tracing technology, I am afraid I can't stop, and it is also a bit too much. If there is a chance to discuss it after some of the 3D partial discussion. This time I just intend to talk about some related technologies, such as the game of the Warrior series (such as "Duke", "Duke", "Ancient Tomb Raidth", etc., all use 3D map editor to edit the scene map, the practice is First use a fixed proportion of 2D plan, then draw lines above (like painting the architectural drawings), and use different colors to represent wall surface, such as gray lines refer to wall, coffee color line refers to wood, etc. After waiting for the painting, this picture in the future is the game process. Players can take a small map of their location, and then perform 3D map editor when the art is to start the map, then read this 2D The plan, afterwards, you can find that you seem to be in a maze that use the line to organize, it's right, this is the 3D effect of this 2D plan. It is only currently only lines. At this time, the art should do it, just in these labyrinths that only use the line architecture, one place will put the picture on the map, and still go to walk behind the labyrinth! Adaken
2005.03.30