Formula Chapter 1, Data -> Formula Chapter 1 First, we must understand the formula to know the data in the game. There are general three-class data in the game: "Original Data", "Stage Data", "Performance Data". The difference between these three data is "stability", that is, the latter has stronger stability than the former. Original data: usually constant, data for the game. It is usually written by the program. Phase Data: refers to the data basis for the game to run to a period. For example, the ability of the role at a certain segment. Performance data: The data is ultimately reflected in the game. These three data are characterized by stability. The most powerful, staged, the most weakened. The original data is basically unable to change. Stage data, usually only one-way changes, can change, can not change. That is, after the upgrade, you can't return it again. Performance data, it can be freely changed. It can be changed, and it can also change. Before describing a data, let everyone avoid a misunderstanding. The data that players understands, and the data understands the designer, usually different. For example, determine the data of the attack effect, that is, attack power. In the eyes of players, the attack power is a data. However, in the game structure, at least three data: original attack power, stage attack power, performance attack power. Original attack power, refers to the initial attack power, this data is a constant, which is not changeable. The stage attack power refers to the attack power that is shown after the role is upgraded. It is a variable that is a variable. He is based on the impact of many factors such as level, weapon, elves ... and many other factors. In some games, there may be no phase data or raw data. Or the original data is the ultimate performance data ... this is possible. To describe a data in detail, you need to describe from such an angle: attribution: which type of data belongs to this data, (Elf? Building?) Change: Refers to the change attribute of this data, variable, single direction, not Three kinds. Value range: Refers to the value range of the data. (It should be very cautious when the value is set, it is best to re-subscribe to the level of the game.) Content: Describe the data. Generally speaking, an experienced planning, usually provides a "parameter table" before the game starts. This is critical for programmers. The second phase of "Data Research": Design Essentials. First, design data must be determined according to the needs of the game, rather than simulation according to the content of the reality. For example, if you need a player to master a remote attack, add a data "radiple". When the archery is adjacent to the enemy, the stronger the attack effect. This is the law in real life. Only in one case can be imported into the game, and this situation we have already spent many times: when you have a factor, you need a carrier. Second, if there is no need, do not add an entity.
"Some people have asked a famous game producer: Successful game, what is the characteristics? This game producer answered six words:" Simple, hot, deep "... Simple, the game structure is clear, the player must know And what you have, you should be as few as possible. Third, according to the formula, the data is determined before you don't understand the formula of the game, do not add specific game data, for example: attack power 15, defensive power 31, etc. ... Only when you have the formula, then according to your needs The scale of each battle is determined, that is, the proportion of the average attack, the ratio of enemy losses, then calculates the data. For example, you want this battle, (the number of battles, the number of enemies) = 3, then you have to set up the attack power of your troops, the enemy's defense ... After the formula, you can maximize Close up of this number. The migration is invariant. Relatively, the formula is stable than the data. Therefore, do not design data without formulas. The formula is not a determination data, which determines the specific amount of data, not the content of the data. Example: Decided, 25, or 89, but not to determine "attack power" and "defense". Fourth: Keep the independence of the design, less than 10,000, do not contact other problems. The less contact, the smaller the possibility of generating an error, and it will be more convenient to adjust it. When designing an offensive and defense formula, don't import other things, such as "hit rate", this, you may be more clear. However, not only these things, some additional design, such as "distance" (such as the design distance, the stronger the power is stronger), and it is best not to import into the game. If you must intervene, you should also intervene in the form of "corrected parameters", do not intervene to the body (such as "attack-anti-= loss"). With regard to how to set data, you will talk about it. Copyright Notice: 9CBS is this BLOG managed service provider. If this paper involves copyright issues, 9CBS does not assume relevant responsibilities, please contact the copyright owner directly with the article Author.