About editor

xiaoxiao2021-03-06  14

1 Target We know that the editor when developing games is very important. Many game developers have a misunderstanding on the editor, that is, the editor is just something that the art staff will use when building a scene. Ok, let's talk about the editor, first develop several dedicated editors in many games in foreign countries, and the author has participated in the design set of editors, and now it is already used. " In the development of Qin Yu ". 2 Method Tongtian - Props Editor 2.1 Description This editor is the most simpler, puts the props that makes a good item in different directories. This is mainly for the convenience of editing. You can see: weapons, armor, drugs, food, plot props, etc. If the secondary option is as follows: Weapon sword, knife, ax, hidden armor armor Name, Weapon Description, Additional Attributes (Increase), price; if it is a protective tool, there is a defensive force, durable value, armor name, armor description, additional attributes (increased or decrease), price is like drug class, Type (HP? MP?), Effect, drug name, drug description, price. Such as food, effect, food name, food description, price. Such as the plot props, props name, props description. In addition, according to the different designs of the project, join whether or not to discard, use, whether the offline disappears (refer to online games), is available for sale. Regarding the random value, some props injury or other values ​​are acquired, according to the random time, in such a random number, the range of random numbers is required in editing. Some props are the same, but since the random value is different, only the Chinese name is an id with uniqueness. At this time, you need to add the number as the unique ID. After editing, you only need to store props, which will be listed in the props table of the game to call when needed. 2.2 Principle Some of the fine differences are different depending on the design design. The main principle of this editor is that for art staff, it can be assigned via the editor, the value on the editor is the same as the value after the game implementation. OK, you have such a props editor, in the actual game project development, often play a role in the hard work. In the traditional development process, the planning department wrote props, name, explanation -> The cumbersome process assigned value (such a process is increased to one item, it is necessary to pass the information of the two departments of the program, not only Topless and the error rate is also very high, the error correction is also larger), and this editor has greatly improved work efficiency, and the program department only needs to define the value and attributes involved in the editor to the game, and specific The work of increase or decrease props can be completely handed over to the planning department. 3 Eden Legend - Character Editor 3.1 Explain that "Bible" We know that human beings are born since the Garden of Eden, in the ancient Chinese myths, women's generations.

How is the people (NPC) in the game world come? In the traditional development process, the planning department must set a character table, the number of characters in the table, avatar, shape, all coordinates (if you have a walking coordinate point), gossip (if it is more sentence, then in the table Retiles or cycling), equipment, carry props, attack power, etc. (Fight NPC), Commodity (Merchants NPC), learning skills (Master NPC), can be capable of function (function NPC), etc. This workflow has a very large work, and each additional NPC is added to the table, the score is added, and then the program department is assigned. OK, now introduces a character editor to solve this problem, first we can determine that the character editor is nesting above the props editor I introduced above. That is to say, after editing the props, if given to the NPC plug or the equipment weapon to display it, you can directly call the generated props file. Now let me talk about the function of this editor, first divide NPC into walking NPC and stand NPC (depending on the art production, doing walking animation decisions) placed in two directories in the same level. In this, it can be divided into combat NPC (active attack), businessman NPC (with a list of goods on the body), master NPC (can learn skill), function NPC (such as comparable, gang, etc.), for different types NPC, you can add a variety of NPC attributes, such as attack power, agility, physical strength (HP), mana (MP), martial art, corresponding martial arts, and the like. Name Type the NPC name, nickname, description Type NPC's description, and so on. If the game kernel support, you can also make the NPC's personality. Finally, you can call the props editor and give the NPC to the weapon armor, bring silver two and props. You can set the NPC's gossip, and your gossip type can be loop or random, and the content can be edited. Finally, this NPC is a file that can be called in the scene editor. The biggest benefit of this editor is that it can be very convenient to make an NPC, which is a different name, if the name is not unique, need to have a single ID. The same "officers and men" can have several, and the only number will not be confused. The last thing to say here is that the path of the NPC coordinates and walking NPCs are not involved here. If it is an instant game, there is also an NPC AI, nor involved, this part of the content will be reflected in the next editor - Scene Editor. In this editor, it can also be made something called blank NPC. What is the use of this thing? We know that in many stand-alone RPGs, some scenes do not let the players pass in the case of not completing the plot. In order to facilitate the first one here, it is usually placed in the NPC. When the character is to pass, this blank NPC can be both The road can also give a tip. This NPC is to control it to disappear to set in the plot editor. Jump points are also processed by this editor, pointing this in the game is critical in the game, so it is also important to adjust the full map, pointing to jumps. In addition, these NPCs do not involve something on the plot, which will also make detailed settings in the dramatic editor.

3.2 Principles This editor is also very simple. In traditional practices, other NPCs have these attributes, just to fill different modules, such as combat, product information, etc., and the principle of editor To integrate these modules, these functions can be randomly nested in any NPC in a very convenient way. Thus it is very convenient to create NPC purposes. It is very important in this editor that NPC has a walking action in the art production, some have battle actions, and some are only standing. In this case, they should pay attention to the classification of different catalogs. Otherwise, set it to the NPC, but there is no walking animation, it will be wrong. 4 World Planning - Scene Editor 4.1 Description Scene Editor in this chapter, this editor is different from the editor used by artists, and sticks the materials of different terrain on existing scenes. And this editor is to edit the planting object is human - npc. This editing prop item is nestled on the previous editor, which is an NPC file edited and stored, which can be called in this editor. In this editor, you can easily call a good scene file, which of course needs a certain rule number. Once you open this scene, you can call the place from the menu, and place the object includes props and NPC, which is already introduced in the two editors. If it is a props or standing NPC, there is nothing difficult, as long as placed, this information will remember in the scene information, of course, there must be directional adjustments. If it is walking NPC, you can click Record its walking path in this editor. If the path is ring, the NPC is looped in some annular, if so, go to the head to return. Another function of this editor is primarily in the scenario that can be placed in a corresponding scene by constructing the scene, to meet the world planning. 4.2 Principle This editor is not a editor such as an art department to place a variety of materials and housing. We know that the role is standing or walking with its coordinates and direction information. This information is written in each scenario. The principle of this editor is to transfer the edited NPC from the NPC directory, write its information and coordinate information into the scene file. In the traditional RPG production, this is a very complicated process, which requires the experience planning department to list NPCs, re-admission (coordinate), feedback these information back to the procedures, and then plus these NPC, and developed this editor to easily use the communication between a series of departments and the department to reduce the workflow link at the time of development, and reduce the error rate. 5 Realize Story - Drama Editor 5.1 Description This section will be the most valuable-plot editor in a series of editors. We do not list what elements that make up the plot, and now it is nothing more than triggering and results. There is nothing such that there are those triggers: whether it is with someone? You can find the language identity or look up the keyword.

Is there a props (number)? Do you kill (or defeat) a NPC? Is the primary characteristic value value <(or =,>) ??? (number)? Is the primary character value value <(or =,>)?% (Percentage)? Whether this NPC is a value value value <(or =,>)?% (Percentage)? Have you been to a scene? Is there an NPC (or auxiliary role) followed? Is the main characteristic occupation is a certain? Is the master color master for a certain NPC? Whether to come to the current scene for the first time? Do you use a props? Is the current task time be ??? (number)? The current system time is ??? (number)? What is the current main character? Is it hitting this NPC? The condition triggered, depending on the content of the game, there will be some differences, but in general, the change does not leave the Zone, and there is no more than this. OK, now we have triggered judgment points, followed by the results of the triggered results according to the plan. What is the result of triggering? Try to list: Open a scene! Disappear! Get or lose a props ??? (number)! Enhance the primary character with a property of a property or decline? (Number)! Make the main character with a property of a property or decline?% (Percentage)! Get money ??? (number)! Get money?% (Percentage)! Make the main characteristic attribute reply ??? (number)! Enable the main character with a property reply?% (Percentage)! Enhance the NPC to improve or drop ??? (number)! Make the NPC a property increase or decrease ??% (percentage)! dialogue! NPC follows the main character! NPC becomes auxiliary role, following the main character! This NPC or other NPC will kill or hit the main role! (If not A · RPG, this will often cut the screen into the battle mode) Get the task (if there is a task bar will be recorded to the task bar) Switch the scene play animation (or music, or enter the small game) Escape The end of the role death game is not difficult to find, whether it is trigger or the result is regular, and in the editor is to implement. Different triggers and results are typically selected in processing drop-down menu, and can be filled in the corresponding content by different triggers and results. This editor is integrated above three editors. That is to say, the NPC and props can directly point to the scene, NPC and props that have been generated by the store. Some content is a certain difficulty. If you can do it, you can let the program department can introduce the corresponding content directly with this identity, such as embedded a small game. 5.2 Principles The series of options triggered is actually adding a logo to the role. The so-called identity is the condition of judgment, and an event will only occur if this condition is reached. At first glance, this editor is very difficult to achieve, and you may wish to be part of a part of the implementation when developing. In fact, it is not particularly difficult to see its difficulty. But the key issue is how to make it a source code, how to add an identifier. Typically, the associated settings associated to the main character are easier, and some of the values ​​involved in NPC are more troublesome, so the programmer should pay particular attention when developing this tool.

转载请注明原文地址:https://www.9cbs.com/read-47728.html

New Post(0)