Game Planning Road Li Bo

xiaoxiao2021-03-06  19

table of Contents:

Chapter 1: What is the game? 3

Foreword .. 3

1.1, the source and development of the game .. 3

1.2, what is a computer game .. 4

Chapter II: How the game is produced .. 6

2.1, several departments of making games. 6

2.2, the production process of the game .. 6

2.2.1 Project .. 6

2.2.2 Outline planning .. 6

2.2.3 Formal production of games .. 7

2.2.4 dubbing, soundtrack .. 7

2.2.5 Detection, debugging .. 7

2.2.6 Advertising, Market .. 7

2.2.7 Production, sale. 7

2.2.8 After-sales service .. 7

Chapter III: How to make the game planning work. 8

3.1, the theme, and style of the game. 8

3.1.1 Theme of the game .. 8

3.1.2 Game type .. 8

Strategy Three Kingdoms game .. 9

War chess three countries games .. 10

Role playing three countries games. 10

Instant Strategy Triple Games .. 11

Action class three games .. 11

Desktop class three countries games .. 11

3.1.3 Game style .. 12

3.1.4 Summary .. 12

3.2 Determination of the game outline. 12

3.2.1 Determine which part of the game consists of .. 12

3.2.2 Operating the program according to the various partial sections. 14

3.2.2.1 Operation of the Force: .. 14

3.2.2.2 Overview of the combat part .. 15

3.2.2.3 Overview of the Single Pickup Part .. 18

3.2.2.4 Summary of the Construction Part. 19

3.2.2.5 Summary of the RPG section .. 24

3.3, refinement of each part .. 25

3.3.1 Bing: .. 25

3.3.2 Weapon props: .. 25

3.3.3 Map .. 26

3.3.4 Animation .. 27

3.3.5 Scheme .. 28

3.3.6 plot .. 28

3.3.7 Interface .. 30

3.4, game test and parameter adjustment .. 40

3.5, soundtrays and dubbing .. 42

3.6, advertising and market .. 42

Chapter 4: The basic quality of game planning should have .. 43

4.1, keen insight for the market. 43

4.2, you must fully understand the player's psychology. 43

4.3, I have aware of the work of other sectors of the game. 44

4.4, with film, art, and literature .. 45

4.5, can adopt other people's rationalization recommendations. 45

4.6, there is a strong enthusiasm for game production .. 45

Conclusion .. 46

Chapter 1: What is the game?

Foreword

Once upon a time, video games appeared in the world. In the Age of the Athali Game Machine, I was facing the original game contact with the black and white picture. After entering Nintendo, a large number of excellent game programs appeared. When this kind of entertainment is flourished, there will be a group of people who make games as the occupation. When the game has entered the threshold of China, there is also a group of China's local game production in China. I was obsessed with the game, I was fortunate to be a member of them. As a Chinese game person (abbreviated by the game producer), I have a very contradictory psychological - pride and deep feelings. Pride is because we are the first batch of game producers in New China, inheriting the arduous mission of opening a new era; and inferiority is because of our foreign counterparts, the level we have produced is too low. Low up to us, I can't bear to take place ... Faced with genuine or pirated foreign games on the domestic market, there is always a taste in my heart. The things of the people are good, can't blame the "Chongyang", we must only blame yourself.

When you are in the least good time, you see some deliberate distort history, confuse the audio-visual foreign game, such as Japan's "Admission Decision" - Warrants in the World War; such as Japan's "big strategy" - players should do It is a troops to direct the German Nazi to invade the territory of other countries; such as Microsoft's "Imperial Times" - listed Japan in one of the ancient civilizations, without China. The most angry is that the task of one is to say that the Chinese army invaded North Korea, Japanese people's house, and soldiers to help North Korea resist China's aggression? ? ? ! ! ! After the mission is over, the game producer also sighed: If Japan can stick to it, it can enter China's mainland for a few centuries! ! What is this nonsense! ! Silently closed the computer, I felt the pain of the taramist lactation - because the Chinese game industry is behind, we have to endure such an insult? ! As a cultural product, it will inevitably carry cultural tendency, and cultural colors are also more concealed, allowing you to subgnose the concept of the game producer while entertainment. Thus, it is possible to become a cultural aggression tool that certain other people. Looking at foreign comics and cartoon, will China's next generation of Chinese games grow up, will it be affected by unfair views? It is the best way to turn off the country, the best way is to improve the quality of domestic game products, enter the world market, speak for us.

How to improve the level of game production in mainland China? How to enable domestic games into the world market? How can Chinese players play good games in our own? To achieve the above goals, the most urgent is to improve the level of domestic game producers, and can open an electronic game production course, which is conducive to the growth of game manufacturers. If I have a more than two years of experience in the game, I am very willing to communicate with everyone, and work together with everyone to develop the development efforts of domestic games.

To become a game creator, we must first figure out the essence of the game.

1.1, the source and development of the game

The word in English is Game, the translation is "game, competition, game", can be seen from the word source, the game and the game are inhabited. With I estimate that the game may be developed by non-anti-resistance, friendly physical strength and skills. At the time, the participants were also happy while being practiced, such as the "" activities carried out today, saying that the game can also be, called the game.

With the advancement of the times, the game has gradually developed from a simple physical activity to the direction of physical strength and its brain, and even some pure meter activities. For example, the chess of chess and cards, the masters are called the game, and the two discs of the people will be called the game. Entertainment activities, games and competitions are basically one between people, but they are different depending on the occasion and the situation.

After entering the technology era, more and more high-tech methods are used to enable the entertainment industry, which ultimately be able to take the opponent role that the computer must be borne, which makes the game original meaning of the game greatly decreased - - Who is generally seen in a computer that is not aware, do you have to fight for a short? In addition to the true and high-character, it is better than a high-quality, such as the "deep blue", playing a chess game, and finally, the Master of Casparov, in order to admire his conscientious spirit, we Still calling his activities as a game. Throwing the above special circumstances, the game is in the science era, more is a purely clearive purpose of entertainment, the biggest role is through the game process, let participants relax and fun. It can be said that the participants get relaxed and fun is the essence of the game.

Entering the era of technology, with the development of human science and technology, the form of games is also gradually changed. After the TV is popular, the game enters the family through the TV game machine. It is only very simple in the form, just a grayscale picture and a simple voice; then, you can reach 256 color pictures and MIDI soundtracks, to today, develop to true Color picture and CD track, the next generation of people dubbing. At the same time as the TV game is developing forward, with the development of the family computer, the game has entered the computer, the same development process is the same as the TV game, and computer games have experienced the process from simple to complex, and ultimately make computer games and TV games compete for game entertainment. It can be found that humans actually pay great attention to enjoyment, always use the latest technology to achieve their entertainment, so the entertainment industry is very promising industry. But the entertainment industry is also a very risky industry. It can only be developed during the peaceful economic boom. If there is no social environment security, there is no soil in the entertainment industry - who will play computer games in the case of meals?

In the future, the game will not be built, it will inevitably continue to make progress. I personally think that in terms of technology, the game will strengthen, artificially intelligent development. Sports, that is, the virtual real-world game, enabling the player to feel complete in a real space, can feel everything that can experience in real life - including visual, auditory, olfactory, tactile, etc. Artificial intelligence is possible with the development of computer technology, making computer simulation intelligence. At that time, all NPCs you encountered in your computer have intellectual levels comparable to people - even feelings. If the above two developments are combined, coupled with the international Internet, the implementation of global virtualization society has made it possible to make MUD games to break through, so that the game is more like another life. There are a lot of science fantasy novels in this area. If you are interested, you can find a look.

1.2, what is computer game

If you want to give your computer game next to an accurate definition, then I think: "With the computer as an operation platform, it can reflect a new form of entertainment in the high level of computer technology through human-machine interaction." This definition Will be appropriate.

First, computer games must be relying on computer operating platform, can't run on a computer, definitely not belong to the category of computer games. As for a large number of game machine simulators, in principle, it is still a non-computer game.

Second, the game must have a high degree of interactivity. The so-called interactivity refers to the operation of the player, which has an impact on the game running on the computer to a certain extent and a certain range. The progress of the game changes according to the player's operation, and the computer can do according to the player's behavior The hypothesis, thus promoting the player to respond to the computer and communicate with human machine. The game is proceeds forward on the player's alternating driving of the computer. The player enters the game as a game participant, the game can allow the player to change the range, or give the player's larger space, the player can get more fun. At the same time, the reactivity of the computer is also a factor in attracting the player's game - no one is willing to discuss political issues with the fool, most people will only want people who are quite equal to chess.

Finally, computer games can reflect the current level of computer technology. Generally when the computer is replaced, the computer game also has a large change. When the computer enters the 586 era from the 486 era, the original popular 256-color game is replaced by the true color game; when the optical drive is a standard accessory of the computer, the game originally used as a storage medium has also launched the disc version - Now which game release disk version; when the 3D accelerator card is gradually popular, there will be a lot of three-dimensional games that must be run with a 3D acceleration card; when the computer's DOS platform is gradually updated by the Windows95 series, DOS The game gradually endless ... As far as my personal experience is concerned, computer manufacturers - especially hardware vendors pay very attention to the cooperation of hardware and game software. Many hardware vendors actively find game software development companies, requiring their next-generation chips to make the corresponding game that can reflect the superior performance of the chip. Therefore, there are many games that must be developed during development, so that they can be advanced in order to cooperate with a new generation of chips. General Hardware vendors always match for hardware (such as 3D cards and sound cards), will always be a game accounting for most. Therefore, in terms of household computer technology, the game is comparable to the high level of current technology, but also to play computer hardware performance - no one has seen 3-dimensional interface Word or WPS? Application software should always take care of most of the interests of most computer users, while computer games are not. Chapter 2: How is the game being made?

2.1, several departments of making games

Generally speaking, there are three large unit departments in the production of games, respectively, and the procedures and art sectors are. These three departments undertake different work in the process of game development. The planning department mainly serves as the overall planning of the game. All parts of the game belong to the planned work range. The work of the procedures and art sectors is discussed in the articles of my colleagues, and will not be described in this article. But if you want to become a successful planner, it is best to understand your companions, this is one of the basic qualities of game planning.

2.2, the production process of the game

The production process of the game can be described with a pipeline. Roughly divided into the following steps:

2.2.1 Project

Before making the game, the planning must first determine a little: What kind of game you want to make? And to make a game is not a closed door, a plan to say the simple matter of calculation. Making a game is subject to many restrictions:

Market: Is the game you want to have to have market potential? Will it be accepted by everyone after launching in the market? Can I achieve a good market return (ie sales quantity)?

Technology: Is the game you want to do from procedures and art? If you can't be realized, is it possible to have a way?

Fund: Do you have enough funds to support your full development process? You know, there is not enough game with enthusiasm, but also necessary development equipment and development environments. And the later advertising investment is also a small number.

Cycle: Is the development cycle of the game you think? Can you just catch the game sales season at the end of the development? Generally speaking, students are in the sales season of the game during the winter and holiday period.

Product: Do you want to have a novel design in its similar products? Can I have a place to attract players? If you don't reach innovation in the game design, can you make up your art and procedures? If there is a lot of game markets in the same type, then it is best that your game has a different selling point different from other games, so success is more sure.

The above problems are to be discussed repeatedly through all members of the development group. If you are in a gaming company, this discussion is often carried out in the form of a meeting. Participate in the company's old chief (fund provider), members of the market department (analysis of market prospects), members of the Advertising Department (planning to the game), game developers (planning, procedures, art), everyone brainstorm, To discuss a feasible solution. If all of the above problems can have a sure answer, then it can be said that this project is basically possible. However, even if the project is passed, there may be a unpredictable factor in the process, resulting in an accident, so the project can be established, just the start of the game. After the project has established, the next step is to play the outline planning of the game.

2.2.2 Outline planning

The game outline is related to the overall appearance of the game. After the outline of the program, there is no special case, it is not allowed to make changes. The procedures and artists will architecture through the form of the game you think, so it must be careful and try to consider mature during the formulation of the plan.

There is a detailed description of how to do this in this regard.

2.2.3 Formal production of games

When the game outline planning case is completed and discussed, the game is started by three aspects. At this stage, the main task of planning is to improve all the details of the game on the basis of the outline, and the game outline is gradually filled with a complete game plan. According to different gaming types, the part to be refinered is not the same.

In the process of formal production, planning must be a timely communication with procedural personnel and artists, understand the progress of procedures and artists and whether there is difficult to overcome, and change their work plan or design according to the purpose of the real situation thought. The three aspects of cooperation is most important in the formal production process of the game.

2.2.4 dubbing, soundtrack

When the procedure and art work is almost over, it is necessary to work in dubbing and soundtrack. Music and sound effects are an important part of the game, which can play a good role in the game atmosphere, and cannot be despised.

2.2.5 Detection, debugging

The game has just made it, it is certain that there will be many errors in the program, which is usually "bug", which will lead to the game at all. Similarly, the planned design will also be imperfect, mainly in the parameter portion of the game. The unreasonable parameters will result in the playability of the game. Therefore, the main job of planning is the detection procedure vulnerability and through the demo, adjusting the various part of the game to make the basic balance.

2.2.6 Advertising, Market

In fact, when the game enters the formal production phase, the advertising department and market departments have begun to do it. The task of the advertising department makes it planned, with a purpose, disclosure of the development of the development on various media, so that the players' attention gradually focused on the development of the game and produced expectations. Finally, when the game enters the debug stage, it is possible to publish a more obvious advertisement on the media. The market sector's mission is to contact the retail and bundled sales business, making the foundation for the sales of the game.

2.2.7 Production, Sales

After the above steps are completed, you can contact the CD manufacturer and perform the compression of the disc. Then, in accordance with the sales channels that have been dredger, put the game to the market.

2.2.8 after-sales service

The biggest difference between genuine games and pirated games is a perfect after-sales service. After-sales service is mainly to answer the player's question and solve the difficulties encountered by the player. And there is an important task to listen to the opinions of players feedback, do a reference for your next game.

Through the above steps, it can be completely produced a good game that can be listed.

Chapter 3: How to make the game planning

Now everyone has basically known the general process of game production, then in this process, the game planning has played the role? What kind of work should you do? Pay attention to those things when you work? 3.1, theme, type and style of the game

These three items must first be determined before a game begins.

3.1.1 Theme

The game's theme refers to the game's will tell a story, what the story happens.

At present, the main and common game themes have the following:

From time to time:

· Classical theme: A long time is a long time, such as the "Three Kingdoms" series;

· Modern theme: Distance from age is not far away, such as "landmines", "armored general";

· Modern theme: The story that happened with us, such as "heartbeat memories";

· Near future theme: The distance from age is not far from the future, such as "C & C";

· Future Theme: In the future, for example, "Star Wars".

From the content:

· War theme: For example, "armored general";

· Love theme: such as "heartbeat memories";

· Fantasy Theme: Beyond the world of common sense. For example, "FF7", "Clay World";

· Science Fantasy Theme: For example, "Star Battle";

· Realistic theme: For example, "Simulation City", "Simulation Hospital";

· Terror Theme: For example, "the strange talk of the school."

The establishment of the game is related to the game, there is a time concept, the worldview and good evil standards, and it is also directly related to the performance form of the game and the center design idea. For example, in a game with the background of classical war, the times are generally before the nineteenth century, the weapons are mainly sold by the cold weapons. For game planning, they can't surpass the era of time. Then it is also necessary to reflect this in the design of art. If it is in the game of fantasy theme, the subject matter is much less, even anything and anything may appear - everyone has seen the cartoon of birds? Penguin Village is a world.

3.1.2 Type of Games

The type of game refers to what the game is made. The current game form is common:

· Strategy game: such as the "Three Kingdoms" series

· Simulated games: such as "simulating city"

· War game: For example, "Yanlong Knight"

· Seasonal games: such as "beautiful girl dream factory"

· Sports game: such as "FIFA98" series

· Instant Strategy Games: For example, "C & C", "World of Warcraft"

· Table games: For example, "big rich" series, "Go"

· Role play game: such as "Xianjian Qi Chuan"

· Analog Driving game: For example, "F-117", "Longbow Apache"

· Shooting game: such as "lightning" series

· Adventure game: such as "Myst"

· Action game: For example, "Hydrota Masako"

· Puzzle game: such as "Russian square"

· Doomtoo class game: such as "doom" series

· MUD game: Architecture multi-user online game on the Internet. For example, "Herbal"

· Mixed games: mixed with two or more new forms of games in the above game type. Common is a lot of S-RPG and R-SLG. For example, "Three Kingdoms Jie Chuan"

· Other types of games: There are some games that are more difficult to summarize the type, so they have to be marked in other types. For example, "Game Factory", "RPG Factory", which is used to make games, and can't be said to be a complete game engine. And due to fewer quantities, there is no sufficient scale to become a type of game.

The game type specifies the way the game is. Different game types have their own characteristics, advantages and disadvantages, and the requirements for planning are also different. For example, in three countries, the game is made, using different game types, so that the game has different feelings. The example will be simply analyzed below: the strategy class three countries

The "Three Kingdoms" series launched by Japan's glorious company has adopted the expression of strategy games.

In the game, the player can choose to play any monarch to complete the big business, you can choose Cao Cao, Liu Bei, Sun Qian, the famous monarch like this; you can also choose Liu Tu, Zhang Lu, "two streams" monarchs as the master; even A new monarch, play your own name, and experience the feeling of the world.

After entering the game, there will be a piece of site belonging to yourself. If Cao Cao, Sun Quan and others may appear in the bustling Central Plains or rich Jiangnan; if it is a new monarch, then you can only occupy a small city on a map. Regardless there is, the primary task is to develop the economy. Treat your country to gain a well, the people live together, the bureaucrats, the military, the army, strong. Of course, when governing your own country, other monarchs will not be idle. They also govern the country, and dispatched troops to capture your city when you are weak. This requires you to have a relatively high governance skill, or you and the surrounding countries have formed a league, this is needed to pay for money, grain, horses; or you concentrate on the development of arms, let others do not dare to be light, but not, but In case of military strength and national strength, your construction will be stagnant due to insufficient funds, both of which have risks.

When you have completed the recruitment, troops, military transfer, etc., you can choose the appropriate surrounding country attack. However, you can also find ways to reduce the difficulty of attack, such as pulling the other party's military commander, picking other countries to attract the first to weaken the defense strength, letting the fire in the opponent's pool or collected your own allies, so when you arrive . When you win the enemy's city, wait for you will be the whole and armament of the internal affairs ... This week, it is beginning until you are unified.

In the form of standard strategy, the biggest benefit is to fully reflect the relationship between war, political and economic. The relatively clear relationship between politics, economic and war, and mutual restraint. In the game, there have been many people familiar with, and the historical figures are associated with historical events and historical processes, let the players manipulate the hero of the Three Kingdoms to create a series of brilliance. Employeners as the basic description point; historical events and processes are narrative lines; the situation in the three countries is as a face, do focusing, coherent, all-rounding, combining the points, line, and face, from military political affairs The combined angle perfect manifests the history of the three countries. Such games have a larger for the players, and you can arbitrarily develop your own strategy. However, at the same time as the biggest freedom of players, the history of the Three Kingdoms has also been rewritten again and again. After you have lost the enemy's general, Cao Yu played Cao Cao, Guan Yu's "father and son, brothers and sorrows", "human tragedy", it is certainly impossible to happen in history.

In the game, the three Congress will make a certain change in historical look, and it is also determined by the nature of the game itself. At the same time, the interaction between the game is the advantage that other art forms cannot have. When the player played the game, I got myself in the three countries' participation; in the command of the commanding army's operation; in the development of the political policy; in completing the high accomplishment in the unified Central Plains ... all this It is not possible to read the novel, watch the drama, and watch the TV series.

War chess three countries game

The three-way game of the war chess, now is more typical, it is a "Three Kingdoms" of Japan's glorious company.

War chess games are usually divided into chapters of the game in a documented system. For example, in the "Three Kingdoms Jie Chuan 1", the big and small dozen battle experienced by Liu Bei's life has been adapted to dozens of tasks. From the suppression of the peasant uprising, the Hua Shub, anti-Cao Cao, burn Chibi, take Western蜀, 汉 中, 彝 彝 ... Since then there is a fictional task such as attacking Chang, etc. It uses a pen-cleaning war for the three kingdoms to make three countries, which is easy to do clearly, and fully present the development of the three countries in front of players. In the war game, there is no impact of political and economic war. Just how the player needs to do is how to use the game to start the same force to give their own limited force, to cooperate with the policy, the props come more to eliminate the enemy, more Good to save yourself. Tactical considerations occupy all the players' whole. In the war game, the player played a military home, not the role of politicians and military homings in the strategic game.

In the war chess game, due to the focus of the battle, the battlefield's picture is very delicate and meticulous. The operational action between the military will also be very gorgeous, and the excellent picture is portrayed to the battlefield and characters. Although the exquisiteness of the picture can highlight the role of the military, there is a limitations to the fight against the major arms. The general warfare game is a combat unit, rarely lead soldiers, even if there is a soldier's existence, it is impossible to express the magnificent scene of ancient war. In short, the battle picture of the war game is very easy to make gorgeous, but it is difficult to make spectacular. This shortcoming is similar to the game of the strategy, but from the performance, it is still strong than the policy game.

The design of the documented system is for game designers, and the difficulty of setting the game can be easily set, or the artificial intelligence of the game can be set. But for the player, due to the only map unique, the force configuration is unique, the initial state is unique, which is inevitable to cause monotonous game processes. So if there is no more branches, more endings, it is hard to let the player will play second. However, if there is a branch and multi-end, there is a change in history. In fact, who will be willing to act as the role of Liu Bei's tragedy? Galloping the battlefield, in the middle of the Central Plains, finally defeated in a Confucian hand, the Tiling is a big fire, burn the seventy-five thousand people, the smoke, only hundreds of people flee back to the white Emperor City, the end of the end of life is sigh. If you have the opportunity to let Liu Bei's heavy swelling, Jingdong Wu Ru's herpe mustard, war Cao is like a 捻蚁, do you want to try?

Role playing three countries games

Role playing three countries games are not mainstream in the three kingdoms. At present, there are mainly "swallowing world" series.

The RPG game has a "electronic novel". In the RPG game, it is generally used as a master, and all stories are laid around this protagonist. It can be said to be extremely detailed. The protagonist is going to be alone in the Central Plains, solve a series of incidents, sometimes there will be accessories, everyone is working together, and struggles together. RPG games have a fairly clear game main club and very enriched story content. If the design is properly designed, you can do it in a small middle, and do the experience of the protagonist in the game to outline the historical contour and era characteristics at the time.

Due to the "Three Kingdom Romance" mainly based on the description of the political situation, the individual's portrait is supposed to reflect the impact of a specific historical event to historical figures in a specific historical period, and the role Playing three countries games are just a way, and based on individual portrait, through the experience of the protagonist, it reflects the historical background of the time. In this way, the difficulty is quite large for the design of the game. When historical materials are not enough to enrich a game, the game designers will need to play and prepare the game designers, and their difficulty and workload are not in Luo Guanzhong to adapt the "Three Kingdoms". Only very deep design skills can be done with a small number, while describing the characters while letting the players touch the impact of the character's impact on the historical age. If the design is ok, fiction does not affect the overall game content and the leading level, but if the design is not properly designed, it is easy to get out of the original, which is contrary to the history. For example, in the "Battle of the Chibi", the start scene is Liu Bei's home. Liu Bei's mother said to Liu Bei: "Child, you are not small, you will have a career." So Liu Bei left home, stepped on The journey of the unified Central Plains, and then immediately hit Guan Yu and Zhang Fei, the three people sinister ... this is called "歪 批 批 三国"? It doesn't seem to be exact enough; it is called "Tianguan Director"? It's too beautiful; call ... IMHO, I don't think of the right words to evaluate this design. Instant Strategy Three Kingdoms

At present, the three countries in this type of games are the "Three Kingdoms" series made by Beijing Preamales. There are currently two, namely "Guandu" and "Chibi".

Instant strategic games are generally integrated with resource collection, base construction, force production and military operations. It gives the gamer's maximum feeling is tension and enrichment. Imagine a battle for a camper to play less than an hour, the player must complete all the steps described above in a short period of time. That is to develop internal affairs, it is necessary to defend troops, but also defend against enemies, often take care of this. The most important thing for instant strategy is the speed of action, while the computer is active while the player acts, the player is hesitant. In every minute he delayed, the computer is grown to the power, preparing for the offense. The slower the player's movement, the greater the possibility of failure. The player must have the overall keen observation, and the changing decisions, the control of reasonable planning and development, and sometimes it needs some intuition. In short, once you play the instant strategy game, you will completely focus on the battlefield, and you may lead to the loss of combat.

The instant strategy can also reflect the battle between the ancient war scenes, showing the killing of the soldiers and the knife swords between the soldiers, can create a tight combat atmosphere. This is what other gaming forms cannot be done. The ears returned to the blade collision, the people on the battlefield shouted the horse, the flame burned wood burst, and the swordshot of the swords, the flowers were flying, the soldiers were fighting for blood ... Everything is the real reproduction of the battlefield. However, this requires the efforts of game art design. At present, there is no game that can be very perfect to reflect the spectacular battlefield, which can only be gone.

Action class three countries

The three countries games can be said to be only for Wu Yong, which is only in the three countries. Whether it is the three countries that fight the battle, the three countries, the protagonists are the famous military commanders during the Three Kingdoms, such as the Western Hushu Waiting. They use their own weapons and tricks with their own warfare. Such games have strong confrontation, and only the gamer requires a fast response to the ability to skilled the keyboard, which can agilely respond correctly to the computer's movement. There is no story and strategic, as long as it has been fighting down.

Desktop Triple Games

Desktop three countries games are definitely small-grade games. All of the game's victory, similar to "big rich" or "strong hand chess" gameplay, but "Abu", "Mrs. Qian" is exchanged to Liu Bei, Cao Cao. The image design of the characters completely adopts cartoon image, and the articles are full of humorous, humorous, funny ingredients, which can be said to be casual, old and beautiful. As an entertainment, it is ok, but historical is no longer. As can be seen from the example, the same subject can be applied to different types of games. The game planning should be based on the type of theme, the current production capacity to select the right game type. And the most important point is: Never be bound by the currently existing game type, dare to innovate and change in the traditional game type.

Of course, innovation and change cannot be blind, and cannot innovate for innovation, and change in order to change. Before making innovation, you should consider whether such innovation is helpful to the playability of the game; whether it takes a significant effect on the program and the semester, if the player will give this innovation? It's been willing to accept; such innovation is necessary and beneficial for reflecting the essence of the game; whether it is helpful for performance of the game's theme ... Blind innovation and changes are harmful to the game.

From the current trend, the game gradually develops in the direction of the mixed type. More and more games have leaving the range of typical game types, integrating other types of games in the original game type.

On the computer and the next generation game console, it can be seen that the mixed mode game will occupy the mainstream trend. In recent years, the proportion of mixed types has increased year by year, and the species have gradually increased. There are almost few types of initial game mixing, but now, it can be found that there is almost a cross-phenomenon between all game modes. For example, in the recently launched game, there is shooting love for breeding, war love, motion Inspected, RPG breeding, SPG simulation operation, etc. Mixing of game modes can improve the monotonicity of single game mode, increase the playback of games, and improve players' interest in games. If the planning is not doing innovation and change, you can move your brains on the mix of the game type.

3.1.3 Game style

The style of the game is a very abstract concept, which substantially depends on the game's art style, color tone, planned dialogue design, and the foot animation script creation. The game style determines the game process in a kind of atmosphere. The style can be varied, but must be matched with the subject matter and type. For example, a serious subject matter, such as "Opium War", it is not advisable to perform with a relaxed and harmonious cartoon style. This will result in a serious conflict between style and theme. Or a puzzle game suitable for young children, it is impossible to use the dark painting of "Raytard".

3.1.4 Small knot

Three aspects of the above theme, type, and style are basic equality. There are many aspects related to game planning; how much type is related to the program; and the style is the art work to determine. When the game is in terms of project, it should be considering these three aspects. For example, the strength of the program is weak, then do not do the type of game that is difficult to have more difficulty - such as RPG, instant strategy game; if the strength of planning is relatively weak, avoid the topic needed to make a lot of work - such as fantasy The subject matter, it takes a very good original script, and the current domestic game planning generally does not have the strength of the excellent script (the story will be compiled, but the problem is to let the people put into feelings); As for the style of style, you can see the US tool body What kind of creation is good at.

In actual game type, the relationship between style and game planning is also very large. For example, the war game requires a touching story to be the main line. It is necessary to break through the system. It is necessary to design weapons, props, occupational types, etc. - There is also a small test for planning. As for the game style, for a funny style game, planning if you don't have a sense of humor, how to write dialogue and script? So in the game production, no matter what theme, type and style game, planning is never easy. 3.2 Determination of Game Outline

If you have already determined the theme, type and style of the game now, then you will really enter the substantive design phase of the game - determine the outline of the game. The game outline will make a total setting and planning to the game, will outline the general prototype of the game - if the game is more likely to cover the house, then the game outline is the architectural drawing of this house, everything in the future Work will be performed within the range specified in the outline. Therefore, the game outline is very important for the production of a game, so it must be perfected as possible. The determination process for explaining the syllabus will be made in conjunction with specific examples. Since we are familiar with instant strategies (have developed "Three Kingdoms Romance - Chibi"), examples will use the instant strategic game type of the three national themes.

3.2.1 Determine which part of the game consists of

For a real-time strategic game similar to "C & C", it is generally divided into the construction part - the construction of buildings, the production of combat units; combat parts - to transfer, attack; single-handed part - military command One battle. If you want to join more innovative elements, in theory, we can join the RPG section - carry out limited dialogue, animation demonstration, promote the development of the plot, you can also join the props and equipment systems; strategy part - will The form of the series is integrated with the instant strategy to form a nested relationship. That is, the strategy is over other four parts. Then now, the game is divided into five parts, and its relationship is as follows:

Figure 3-1 Diagram of each part of the game

As shown in the figure above, the game consists of five parts - a strategic part, a part of the building, a combat part, a single population and an RPG section. The strategic part is the uppermost layer, and the strategic part can enter the construction section by cutting into the city; can also enter the battle part by adjusting the offensive approach; moving through the movement into the special location into the RPG plot. The construction section can enter the RPG plot by the operation of the military. In the battle part, you can enter a single-handed part through the operation of the military. In this way, it is fully established between these five parts to make any switches. At the same time, it also overtilizes the basic framework of the game: the strategic game is the case, emphasizing the relationship between the country and the country; the development method of the real-time strategy is the development method; the role of role-playing ingredients reflects the role of historical figures.

Note: Here is theory. During the actual production process, the game is difficult to cover so many content, and after accommodating such a large game content, the game will become no focus, so that the players are at a loss.

3.2.2 Advantages of the program according to the various partial sections

After dividing the various parts, the outline nature is to be performed, and each part is generally described, and the forms of each portion are described in the form of each portion will be described to the program sector and the art sector.

1 Overview of the strategic part

The strategic part effect is the most basic part of the performance task. The size of the strategic map is from 1 * 1 screen, 1.5 * 1.5 screen to 2 * 2 screen, the expression is the form of the map. There is a map on the map, rivers, villages, forests, mountains, rice fields, lakes, gold mines, ferry, roads, special places, etc. Among them, woods, rice fields, and gold mines exist as a resource point, and the city exists as a construction site.

On the strategic map, there is no black shadow, only the enemy shadow. That is, the player can know all the terrain of this task at the beginning, but the determination of the enemy's troops can only find it within the enemy's envoys.

A variety of effects can be added to the strategic map. Such as rain, snow, wind, etc., rain and snow effect should be fine; the clouds in the sky are moving with flying birds; the animation of the terrain is like trees, the wheat waves roll, the lake is sparkling; and the time of the morning , Noon, dusk, four time changes in the night. If possible, in the lake, the river is added to the sky reflection. On the strategic map, the main operation of the player is the control force, cut into the city to build, and cut into the resource point for the operation of collecting resources.

In the above description, you can see a general appearance of the strategic part, and can also be described in the minds in the mind. Here are followed by the control troops in the strategic part, cut into the city, and remove the resource point for the operation of collecting resources.

3.2.2.1 Operation of the Force:

Mobile: A troops consists of 50 combat units and a military commander, in the form of an icon in the strategic map. The movement speed is related to the unit of the team. The cavalry-based troops move the speed than the main force. The movement speed is different on different terrain. The speed of cross the tread is slower than the speed of moving on the road. . If you encounter an enemy troops, cut into the battle part. Different battlefields in accordance with different conditions of the enemy. For example, if the enemy is ambolical, our army will not be rinsed in the battle. ⒉ ⒉ ⒉: On the strategic map, the Documentary will use the policy to combat or interfere with the enemy's forces. The policies who will use different civil servants have the difference. The success rate and destructive power of the policy will be affected by the intelligence and level of the military. There are several of the following: (1) Fire Standard: Form a flame zone on the map, burn the enemy's forces. The fire will be affected by terrain and weather. On a suitable terrain can be used in the rain, in the rain, snow weather will not be able to use this bill. (2) Acceleration: Improve the movement speed of the forces and does not affect the attributes of the troops move. (3) The troops and military will recover: you can restore the vitality of the military and injured soldiers. ⑷ ⑷ 石: Use decollation stone to kill enemies. Limited to the terrain, you must use the enemy to be in flat land in our army. ⑸ ⑸ 雷: Special policy, only a few military will be used. When using, you will have a gathered dark cloud on the strategic map, and then the air is separated from the ground to kill the enemy's forces and military will. Powerful. The picture is gorgeous and the effect is remarkable. ⑹ Fire Dragon: Special Policy, only a few military will be used. Use a flame dragon on a strategic map, from a straight line from the map, and the suitable terrain along the map will burn. Also subject to weather limitations. ⑺ ⑺ 攻 攻 攻 使用 使用 上 上 队 部 部 部 部 队⑻ ⑻: Manufacture of its own troops, making fake goals on the strategic map to confuse the enemy. ⑼ ⑼ ⑼: For the enemy troops, you can make an enemy temporarily lose action capacity or make unreasonable actions. For example, in the march, the "false order" will change the direction of the military. ⑽ ⑽ 视: You can increase the range of the enemy's enemies in our troops, and you can find an enemy of ambush. ⒊ Ambush: On the right terrain on the map, for example, on the hills and hilhouses, our army can ambush. In the ambushing process, the ambushing location can be cut into construction. Construct a trap, Luzhai and other political buildings. If the force is discovered by the enemy, as long as you leave ambolic location, the work is still valid; but if you actively end the ambushing process, leave the ambushic location, the constructed workshop will disappear. The resource consumed is not returned. See the "Construction Part" below in detail. ⒋ Camp: On the appropriate terrain on the map, such as plains and roads, our military forces can take the operation. At the place where the camp, you can cut into construction and defensive buildings such as traps, Luzhai, and Arrow buildings, but cannot be constructed. During the troops during the camp, the vitality of soldiers and will be recovered, and the speed of the resilience recovered. If the force leaves the camp location, it is calculated that the resource consumed by the camp is returned to 70%. See the "Construction Part" below in detail. ⒌ ⒌ ⒌: All generals have items. Can be used on a strategic map. Count the following: (1) Recovery Force Virtue Category: (2) Restore Wu Power Class: (3) Restore Wapong Physical Class: ⑷ Attack: ⑸ Accelerated Class: Enhance the speed of the troops. ⑹ So from the enemy: You can temporarily play the role of lighting on the strategic map, which is used to search the enemy troops. You can find an enemy of ambush.

⒍ Material Acquisition: Directive unique to the resource collection force, used for the collection of resources, and this command will no longer appear after the troop material collection is full. ⒎ Material Shipping: Directive unique to the resource collection force for the transportation of resources. This command will not appear when the troops do not carry materials. ⒏ Array: Select the array of troops during combat, affect the position of the troops in the battle units. ⒐ Login: Dedicated commands for landing fleets equipped with the army troops. ⒑ ⒑ 城 / out of the city: (1) Enter or withdraw the city. (2) Cut the city, trough and ambush location: can be cut into buildings in the city, camp and ambush location on the strategic map. Specific operations and types of buildings see "Construction Part". (3) Exploit the resource point: You can cut into the resource collection and build buildings on the strategic map. See "Construction Part" for details. Now, the general description of the strategic part is completed. As for many parts, there is no detailed part of the detailed description, it will be carried out in future planning work, now do not need to be described in detail. After the strategic part of the narrative is completed, the rest of the remainder is made. 3.2.2.2 Overview of the combat part

According to the relationship diagram of each part of the game that has been determined, when the two parties meet; the troops attack enemy city, resource points, camps and encounter ambush army; the other party attacks our city, resource point, camp and encounter ambushing troops When you enter the battle part. The combat part is carried out in the form of an immediate strategy on the battle map. Fight map size is set to 4 * 4 screen. The iconic map on the tactical map is two sets on the strategic map, and the status on the tactical map should be meticulous, beautiful on the real basis. There is no shadow on the battle map. The character species of the battle map is limited by the strategic map, such as the weather in the strategic map, so that all the challenges of all the battle maps that occurred at the time are snow. The production method of the battle map is shown below. When the unit is moving, when the rain and snow weather, the force is left to leave footprints. There is a water pattern when acting in shallow water. The ammunition of the launch of the weapon should take a parabolic, and there is a design in advance and misunderstanding. Famous will have their own image, and ordinary will use universal image. The image division will be two kinds of civil servants. The two generals are different from the application. The military commander has a military commander, with an aggressive, used in combat and single-picking; the counseling is constructed, and the attribute, reducing the enemy attributes and other aspects, in strategy and fighting. The generals have experience, and the level can be improved by accumulating the experience value, thereby improving the ability and techniques. Ability can also be upgraded by using props. The generals can improve their attack power, defense, and moving speed by equipment. The generals have physical and health, and the soldiers attack military will first reduce the body value, and then the health of life. When the body value is 0. When the body value is 0., the will lead the attack power to 0 and began to reduce the health. If the general is zero, the unit led by the general is considered to be completely 歼. The troop icon disappears from the strategic map. (1) The way to enter the combat part: According to the different situations on the strategic map, it will have different situations. ⒈ The contacts of the troops and the troops: (1) All the troops are all in the usual march: based on the nature of the point strategic map chambers, randomly generate icons based on the dominant. For example, in the woods of the strategic map, then randomly generated battle maps should be based on trees of trees. Specific Battle Map If the algorithm is unable to achieve a smooth random calculation, then 15 pieces of battle maps with different terrain have been used in advance, and randomly selected when fighting. Depending on the program of programming. The parties determined according to the initial position of the encounter, divided into four symmetrical appearances of the upper and lower. For example, when we met on the strategic map, our army army was in the left side of the enemy army, then when cutting into the battle screen, our army will be array in the left side of the battle map, the enemy is array in the right. Other situations are also. The two sides have appeared. (2) The enemy army is an ordinary march, our army is ambush: the battle map is not randomized, but reading the battlefield designed by the ambushing troops. Including the grass pile stacked by the player, the trap excavated should appear in the original place. The two parties will appear in a fixed position, such as the enemy in the center of the map, our army on the fixed side of the map. This requires a relatively skillful placement of the traps and grass piles when they are ambushing. After the enemy enters the battlefield, the traps can play a role. If the enemy's appearance is not ideal, the player must bring the enemy to the trap and require a higher tactical skill. The enemy troops did not rank the formation, and our military forces rugged. The enemy offensive our troops resource or city: the battle map is not randomized, but read the design battlefield. Includes the building pattern built by the player, the location of the fortification. The stacked grass piles, the drumed traps appear in the original place. The position of the two sides should be the center of our army to appear in the center of the battle map, the enemy appears in the four sides of the battle map. Both parties ranked well in battle. ⒊ Due to the battle triggered by the RPG: In the game, it is possible to have a specific battle due to the needs of the story in the game.

This combat is caused by the storyline. It is a special type of battle. Participate in the military specific, the troops specific, battle map specific ... All factors are fixed. As long as the player meets the conditions of fighting in the game, it will happen, so the specific battle arrangements are all specific, different from ordinary battles. (2) The player's operation on the battle map: the player can do the following on the battle map: ⒈ For the intersection force: (1) Marjeng: Make the overall force to move the array to the specified location. (2) Attack: Let the overall troops attack the designated target. (3) Array: The array of changes in the troops. ⑷ ⑷ ⑷ Move: Make the entire force to keep the array to the specified location. However, if the enemy has an enemy in the attack, the troops will begin to attack. ⑸ ⑸: The whole force spreads the formation, attacking the enemy troops closest to their own, equivalent to hosted. ⑹ ⑹ ⑹: All troops are reconfigured as a formation as a martial school. ⑺ Stop: All troops stop the action, stopped in place. ⑻ Call: Call Reinforcement Force. The reinforcing force must do not exceed three grids from the battle in the strategic map. ⑼ Other: No added. ⒉ For the selected combat unit: (1) Marjun: Move the selected combat unit to the specified location. (2) Attack: Commands the selected combat unit attacks a specific enemy force. (3) Alert Move: Move the specified combat unit to the specified location. However, if the enemy has an enemy in the attack, the troops will begin to attack. ⑷ Assault: All designated combat units attacks to the enemy troops closest to their own, equivalent to the hosted. ⑸ Stop: All designated combat units stop the action, stopped in place. ⑹ Disband: Make the designated combat unit out of the generals and become a soldier. ⑺ Join: The designated combat unit will be separated from the original will lead, and join the other will. ⑻ Other: No added. ⒊ ⒊ 将 领: (1) Move: Command The command will move to the specified location. (2) Attack: Commands will lead the assigned enemy troops. (3) Alert Move: Move the specified combat unit to the specified location. However, if there is an enemy in the attack, the general will begin attack. ⑷ Stop: The general stops the current action and stops in place. ⑸ ⑸ ⑸: The general can use the following policy: 1 Attacker policy: a fire: general plan. B Radi: Special correspondence, a few instructor will make it. C whirlwind: Special correspondence, a few instructor will make it. D falling stone: Special correspondence, a small number of civil servants will make it. E Special Wenyu Technology: Every famous civil servant has its own policy, never rather. F special military commander: each famous martial arts unique trick, never close. 2 Attribute class policy: A Acceleration: The speed of your troops is improved. B Deceleration: Reduce the speed of the enemy forces. C Shield: Increases the defense of your troops. D motivation: enhances the attack power of your troops. E Special Wenyu Technology: Every famous civil servant has its own policy, never rather. 3 Special types: A Escape: The whole army immediately broke out of the battlefield. B single pick: Provide a single pick to the enemy, there is no distance limit, but there is a success chance. 4 Recovery class policy: a restore vitality: restore injured soldiers or their own vitality. ⑹ Retreat: When the leader retreats to the edge of the battlefield, this order can make the generals from the battlefield.

But soldiers will lose attack power, and players can only manipulate their edges of the battlefield. When the soldiers move to the edge, they think that they are separated from the battle and return to the generals. When all soldiers in the battlefield, all soldiers or out of the battlefield, the battle ended. ⑺ ⑺:: The generals can use the props to carry on the battle map, the road has the following: 1 Restore the vitality class: 2 Restore the military ": 3 Attack: Attack the enemy. 4 Attribute class: Change the properties of our army or enemy troops. The description of the combat part has identified the way of fighting. In the description, many places actually specify the work of programmers and the art workers, can you distinguish from it? Try to find a look, there are quite a few parts are planning and descriptions for the entire work. 3.2.2.3 Overview of the Single Chop Section

In the combat part, when the two sides will enter the two grids, they will automatically cut into the single-single-handed part; the single-chop segment can also be directly triggered by the RPG portion. The two expressions are the same. The single-handed part is in the top of the 30 degree picture, and the enemy is rolled away. The single screen size is approximately 1 * 1.5 screen. The picture effect is gorgeous. The background effect of single-seed scene must have trees, etc., the grass on the ground must have a dynamic, which can have a wind blowing animation. The single population is also carried out in an instant combat method. There are two sides of the living (blood tank), physical strength (energy tank), and time slot on the screen. The time slot is constantly growing from zero to full, divided into four stages of red, yellow, green and flash. The player launched an attack in different stages, respectively corresponds to the movement of the general action, ordinary attack, full hits and military commander (including props). When one party has the action, the time slot is suspended, and it will continue to grow after the willingness. When the willingness, the martial artist's time slot is turned back to zero, starting from the beginning. Use the absorbed consumption to consume the body. The last hit of the opponent's military commander will slow down the animation playback speed, causing the effect similar to slow motion. If you use an extract to knock the other party, there will be a flash effect to strengthen the picture shock. The two sides will have corresponding attack actions on both sides of the screen, while attacking. For example, when an ordinary attack, the general will take the way forward and attack the other party. The attack will have the corresponding action, such as defense, dodge, and direct hit animation. Defense uses the time slot, which will happen damage; dodge does not use the time slot, consume physical strength, and the successful organism can make the other party attacks completely invalid; direct hit does not consume any time or physical strength, but fully endure the other party attack. The degree of damage, the success rate of dodge is calculated based on the force, defense, mobile power and the attack method of the parties. The player can manipulate the generals in the single-handed part: (1) Can't act: When the time slot is red, the player cannot do anything about the general. This design is to avoid the player's non-stop attack, which makes the time slot have been completely stopped or the growth rate is extremely slow, causing the computer to be set up. (2) Normal Attack: When the time slot is yellow, the player can conduct a normal attack. The injury of ordinary attack is not high, but due to faster speed, it is not easy to dodge. (3) Fully blow: When the time slot is green, the player can make a full blow. The harm of fullness is higher than that of ordinary attacks, but relatively, the voids are also higher. (4) Wuhaojun Technology (trick): In the flash stage, the player can use the military skills. Famous Wu will have his own trick, and ordinary military will have a general military commander. The harm of the trick is quite large, and it is difficult to dodge, but it is necessary to consume quite physical strength, some military commanders even have to pay the cost of consuming vitality. The civil engineer could not use any policy or tricks in a single-handed. (5) Props: In the flash stage, the player can use the props. There are several types of props: ⒈ Attack props: harm to the opponent's generals. Different roads have different injuries and dodgers. ⒉ Attribute type props: Impact on the generals of yours or enemies. For example, the attack power is improved in three rounds; the defensive power is improved; the time slot growth rate is accelerated; reduce the enemy will receive the property; so that the enemy will slow down the time slot growth. ⒊ Recovery class props: Use yourself, you can restore your vitality, physical strength, or both. ⒋ Special type props: a special role. For example, immediately withdraw the single list. (6) Retreat: In the time trough flash stage, you can retreat. Withdrawal of you unfavorable. There is a calculation of success chance. The design of the single-chop segment adopts the way the currently popular RPG is fought.

This combat method has a compact rhythm, intense effect, is used to express the fact that the "two horses are wrong, knife intersect" ancient military commander is justified. 3.2.2.4 Summary of Construction Some Examples

At any time, you can click on the city and ferry on the strategic map; the resources and troops are camp; the forces are underground to cut into the construction screen. The buildings that can be built in the three locations are not very the same, and will be explained below. In the game, the construction and repair of the building will use the "command and conquest" menu direct construction mode, and give up the "Warcraft 2" and "Chibi". It is easy to build a building with a menu, and the picture will be simple enough. The player can carry out training in combat units in the construction section; construction of buildings; limited operations for the troops; trigger the RPG plot of the game, enter the RPG part, such as purchasing props and equipment, dialogue with special people, talk to ordinary NPC dialogue, etc. Wait. (1) Classification on building buildings: Buildings are divided into four categories. ⒈ Products: Taking the training of combat units, upgrading of weapons, etc. Its species include: (1) Careboard (4 * 4): Primary architecture. Training worker troops. (2) Camp (3 * 3): Primary architecture. Training soldier. (3) Timberfield (3 * 3): Junior building. Collect wood and study arms weapons. ⑷ ⑷ (3 * 3): Secondary building. Training cavalry, necessary buildings riding a bow. ⑸ Special Training Camp (3 * 3): Secondary Buildings. The necessary buildings for training special arms. ⑹ Craftsman (3 * 3): Three-level architecture. Develop a special forces to develop special arms. Sufficient, rocket, etc. ⑺ 水寨 (3 * 3): Junior building. Training the building of the water army. ⑻ Granary (3 * 3): Primary architecture for collecting and storing grain. ⑼ Other: No added. ⒉ Defensive Architecture: Defensive Building assumes defense function. (1) Arrow Building (2 * 2): Primary architecture, bear the defense function. (2) Other: No additional it is. ⒊ ⒊ 工 建: The work building can act as aid in defense or offensive. (1) Trap (1 * 1): When the enemy troops pass, the trap will collapse and eliminate the enemy's combat unit. For the military, it will reduce physical strength, when the military's physical strength is zero, began to reduce the vitality of the military. When the military's vitality is not zero, if the trap is falling, it can jump out. Traps can only be discovered by special billing or props, or by special props. Any arms have no way to traps. (2) Luzhai (1 * 1): The role of roadblocks, so that the enemy troops cannot pass. Luzhai can be damaged by combat units. (3) Bridge (2 * 2): Above the surface of the surface. The Army Forces can cross the water through the bridge. At the same time, the bridge can block the role of the opponent's water army. The bridge can be damaged by the unit. ⑷⑷ (2 * 2): Stacked the grass on the ground. You can use the policy or fire property attack to ignite. The burning time in the straw is relatively long and easy to spread. The above architectural instructions: A All buildings are divided into three stages, damaged, and more detailed animation, the small stock flames are out of the building, if there is a burning smoke The best appears. B All buildings can have animations, such as the floating of the banner, the brightness of the light, etc., will increase the vividness of the picture. C The building is divided into three levels. The buildings that can be built are primary buildings; the buildings that must be built after other buildings can be built; the buildings that can be built after all architectural buildings are three-level buildings.

⒋ Functional Buildings: Functional Buildings take special functions in the game, mainly the part of the RPG. For example, props purchases and exchange; buy, equipment and exchange of weapons; trigger specific RPG plots, etc. The species have the following: (1) props (3 * 3): General will enter the props house to purchase props, sale props, exchange props from the same place in the same region. Sometimes you can trigger the plot. (2) Intelligence house (3 * 3): General will enter the intelligence house to purchase relevant information about the current task. Including the enemy military deployment, will lead information, resource status, and enemy movement, etc. Sometimes you can trigger the plot. (3) Weapon house (3 * 3): General will enter the weapon house to purchase weapons and equipment, exchange weapons and equipment with the generals in one region. Weapons are equipped with weapons, armor and horses. Sometimes you can trigger the plot. The weapon is divided into swords (Liu Bei, ordinary civilian), knife, gun, feather (Zhuge Liang). Each weapon has different types and roles. The armor is divided into the armored and civil servant used by the military. Each prevents different kinds and functions. The horse will be universal. Different kinds of horses have different effects on mobile power. ⑷ ⑷ 武 场 (3 * 3): The player can pass the cost of payment in the performance of the play, so that the generals will acquire experience values ​​in a single way in a single way. Sometimes you can trigger the plot. ⑸ Special building (size is uncertain): Trigger the RPG plot to provide game clues. For example, in the "Liu Beiyu", Qiao Guo's home belongs to such buildings. ⑸ Residence / military camp (2 * 2): Trigger the RPG plot to provide game clues. ⑹ Other: No added. Functional Building Description: A functional building is given to each time, unable to build, repair and destroy. The first four buildings in B generally exist in the city, rarely appear elsewhere. The latter two buildings can appear anywhere. C functional buildings must have different shapes in different regions, but there must be a unified logo. For example, in Jingzhou, Chengdu, the model of the weapon house of the industry is different, but their logo is all the swords and shields cross the pattern (for example). D After entering the functional building, the external clock stops. The e-city wall and the city gate are considered a special terrain. At the beginning of the task, it is not recommended, which can be damaged and can be repaired. Construction of the city, ferry: In the city and ferry, you can train a combat unit. Can't do in other construction locations. However, productive buildings cannot be built in the ferry. Only defensiveness and workshops can be built. Any construction can be built in the city. The construction of the resource point and the troops camp: Campling in the resource point and the troops can only build defensive and workshops. Construction of the ambushing place of the unit: Only constructive construction of the ambush of the unit. (2) About the production and formation of the forces troops: Types of the troops: the troops are divided into eight categories, each more. (1) Infantry: 1 rattles: the arms arising from the enemy's bow soldiers, the handheld shield can cover the important part of your body and prevent the damage of the bow. But for the high-speed and fierce shock of the cavalry, there is no prominent role in the shield. 2 Long Gunner: The weapons held by the long gunners are quite threatening for cavalry. The eight-foot long gun is much longer than the large knife that the cavalry is used. Usually before the cavalry rushes to himself, the long gun runs through their body. However, long gunmen did not have any defensive equipment, they did not threaten any threats in the accurate shooting of the archers. (2) Archer 1 Arrow: As a basic archer, they are relatively balanced in various aspects.

If you can deploy an appropriate position, you can play an expected combat effect for the enemy's proper arms. 2 Connecting: The arms of the elements that Zhuge Liang are designing, which is the unique force of the West. Even the shooting speed is much faster than the ordinary bows, but due to the increase in radio, make the range get more, but because of the cumbersome, the soldiers have to take their weapons when they act, and they also make march The speed is reduced. Nonetheless, in its range, the equivalent number of powerful power can be arrested on the number of bowers. 3 riding a bow: Ordinary bow soldiers and mounts have become ride. Because of the mount, it is an important part of the fast blowing force due to the rapid speed of the ride. But due to the reasons for the mount, it is not only a strong killing of the rattles in the distance, but also can't resist the puncture thorn of long gunners within a short distance. (3) Cavalry 1 Cavalry: Cavalry is the most common team of offensive troops, their fast action ability, fierce attack power makes them usually play a crucial role in a battle. Although their power is not easy to play with the long gunman's troops, their power is enough for other soldiers. 2 Iron A Cavalry: Bring the horse to the armor on the armor, it became the armored cavalry. Obviously, the defense of the armored cavalry is higher than the ordinary cavalry, but the thick armor also causes the burden of the horse, so that they are more than non-batch of iron. ⑷ Remote Weapon 1 Torker: The most basic type of remote weapon. Relying on manpower to throw huge stones, there is a great threat to buildings, walls, and soldiers, and several toroidal cars are launched simultaneously, and they can devastate the enemy. However, due to a clumsy, the number of radios is very slow, and it is generally only used in the attack battle for the enemy's melee, so it is generally used in the field. 2 Shenhuo fashion: Special remote weapons, can use the power of the chassis to launch a bird-shaped flame that can rely on inertia. The radius is far from the stone car. After the flame bomb can explode burning, although the destructive power of the building is not as strong as the stone, the fire broke out after the explosion threatens the soldiers, and the soldiers around the explosive point can be injured. However, when the filling of the flame bomb, it has greatly affecting the launch speed. 3 Rocket: Use a huge bow to launch nine rockets in turn. The rocket is very small for buildings, especially stone walls, but the Rockets can continue to burn on the ground for a period of time, causing a fire sea, causing harm to soldiers crossing the flame. The rocket is slightly far from the ordinary bows, but it is also very limited. ⑸水 军 1 Transporter: If there is a large waters in the steering terrain, if there is a large waters, especially when the enemy's base is far from the shore, it is necessary for our military forces to log in. . The transport ship is the role of transportation forces, without any arms, moving speed is not fast, but it is an indispensable water force force. 2 Battleship: The battleship is the main battle force of the Water War, playing the fight against the enemy's water, covering our army landing fleet and destroying the enemy's near-strait buildings to a certain extent. 3 Label: East Wu's unique water soldier, huge ship, tall bridge floor building, fierce firepower ... fully reflect the advantages of Dongwu Shuijun in the Water War. However, the speed of movement is slow, the shooting speed is slow, especially the cost of cost is its fatal weakness. Generally in the fleet appeared as a commander, with the battleship combat, there are very few large-scale landscaping into a fleet.

⑹ Special soldiers 1 Scout: There is no attack power, the mobile speed is extremely high, the vision of the vision, not only can smooth on the ground, not only on the surface, but also use itself to use itself. It is unable to mix with the combat troops, and it is impossible to pay attention to the command. They are a special force, which has always been to complete their reconnaissance tasks in individuals, deploy the enemy's force, and the base situation is clear is their greatest role. ⑺ Production soldiers 1 Workers: Take a slightly attacking force, their tasks are mainly engaged in resources collection and transportation. They can mix with the combat troops. ⑻ Other 1 civilians: They are the victims of the times, just passive and unfortunately involved in the war's vortex. As an innocent participant on the battlefield, in the face of the whole equivalent army, they have no power to kill the army of the invasive army. However, for the Nississit of the West Army, they became protected objects. 2 Special People: Some mysterious characters who have helps to fight. It is usually seen after reaching a special location or after a special task is completed. Ability to have help to complete the current operational task. ⒉ ⒉ Production: Different buildings training different from. Training all the infantry, bow soldiers and cavalry in the military camp. Training special forces and remote arms in special training camps. Training water force troops in the water village. After training out, all combat units will stand up around the production of their own buildings. There is no operational unit that can lead to mobile operations, without an aggressive behavior. When you clicking on the building, you can perform automatic production combat units. The number is from one to nine. Add a number of automatic builds everywise by clicking on the production icon. The establishment of the troops: For the soldiers who have not formed a troops, they can join the generals of the generals and form a combat force. The choice of generals must be the generals that appear in the same region with the soldier, and do not allow cross-regional to build troops. Moreover, the number of combat units that this will lead to the original unit must not be full. ⒋ ⒋ ⒋ 操: The player can simply manipulate the troops at the construction section. (1) Mobile: (2) Forced attack: Forced the Forces attack the target. (3) Decentralization: Delinking the partial or all of the combat units of the troops, making it a soldier. Even if the entire combat unit of the army is dissolved, the general will not disappear, still appear on the screen, still as a force, but there is no soldier. ⑸ Join: Add some or all of the combat units to another, and leave the original generals. ⑹ ⑹ 城: Move the troops out of the current region, so that it disappears on the current building map. ⑺ Other: No added. Regarding the collection of resources and the collection of transport resources, all workers have workers. Workers can mix with combat weapons, but the speed of troops collect resources and the number of load resources are affected by the number of workers. There are three resources for games: gold mines, trees and grains. The form of performance on the strategic map is the resource point. The player can cut into the resource point for construction, and can directly manually operate the mining of the resources, and can hand over the process of resource acquisition on the strategic map. For example, a resource acquisition force can load the full value of 5000, then you can see a slot representing the full value of the resource full value on the strategy. When the collection force is collected, the player can see that the trough is gradually full, and when arriving at the full value, the troops transport the resource back to the resource collection place. If you directly cut into the resource point, the player can command workers to cut trees, harvest the position of grain, and will appear in the information, and the troops will send resources to resource collection. If the player cuts out of the strategic map when manually collects half, the computer will continue the work. Resource transportation is represented by workers.

If the enemy troops are encountered during the resource transportation, the resource transport vehicle is destroyed, and it is considered that resources have been taken away by the enemy to get the number of enemies. Therefore, when the resource transport troops encounter enemies, if the battle soldiers of the troops are not enough to resist the enemy's attack, then the general must first withdraw the battle, then try to withdraw the carrier to the battle map. Other descriptions of the construction part of the building construction and soldiers continue to do when cut out to the strategy, but the movement of the person will stop when the player is switched from the strategy. II In the construction section, the external clock keeps, the troops continue to move. Therefore, when the player engages in construction, the troops, resources, and the city will be attacked by the enemy forces. When it is being attacked, the combat part is immediately cut. At the battle part, external activities will be stopped, including forces training, building construction, troops, buildings, etc., activities are just the current battlefield. The construction activities conducted by the three players will be fully reflected in the battle map. For example, when the enemy troops offensive our city, the architectural pattern in the battle map appeared is completely the design of the player. Similarly, all the corresponding buildings, such as the construction, such as the arrow building, traps, etc. also completely placed in the game. In the construction section, classify and describe the arms, buildings, resources, etc. For instant strategic games, between the arms and the soldiers, between the arms and buildings, there should be mutual linkages between the arms and military, such as the speed, range, power, etc. have mutual restraint or mutual supplementary functions. These properties should be reflected in the arguments and building parameters. In the outline of the outline, as long as you do the soldiers, the types of buildings can be complete - remote weapons, defense buildings, fast arms. Here, it refers to the pattern of general instant strategic games, and the clock relationship of general instant strategic games does not underestimate the following - the mutual restraint between the arms and the soldiers, the arrow and defensive buildings (one type of arrow building) Mutual restraint and the mutual restraint between spells, spells, spells and spells (spells are here, where to consume mana or energy, I will call it "spell") Some instant strategic games are not As a complementary, it is supplemented, and their design must break through and innovation in other respects, not discussing here. The reader can imagine itself, what kind of design can be used as an alternative to restraint relationships. 3.2.2.5 Review of the RPG section

The RPG part occupies a small proportion in the game. Mainly confident, portray characters, provide game clues, affect game processes, and provide the role of game branch routes. (1) Characters: In the building, bear building features (such as shop owners), explain the plot, active atmosphere or trigger special plots and clues. ⒈ ⒈ 屋 负 负: Two images. ⒉⒉ Weapon house leader: Two images. ⒊ ⒊ ⒊ 武 场: Two images. ⒋ ⒋ ⒋ 屋 负: Two images. ⒌ Residents: Old people, old women, middle-aged men, middle-aged women, young, young women, boys, girls, soldiers, all kinds of people have different identities. Special people have changed depending on each level. Defielding military will change according to each level. ⒍ Supplementary description: Some characters (especially debut) have expressions. The expression can be general, joy, laugh, sad, angry, injury, etc. Designed separately according to different characters and plots. Character character: In terms of dialogue, expressions, movements, and military skills, it reflects the respective character of the characters, such as Liu Bei's benevolence, Guan Yu's righteousness, Zhang Fei's fierce, Zhao Yun's courage and Zhuge Liang's wisdom. (2) Dialogue: Everyone in the building has their own lines, the secondary people are one to two sentences, and the main characters need to be designed according to different plots. In the strategic map, in the battle map, in the construction section, there will be a dialogue in the single-handed section. (3) Event: Different events will appear in the game. The event is triggered by different conditions. Time trigger: For the first few days in the task off, the enemy has a reinforcement. Location Trigger: For example, when our troops arrive at a map, a certain event will be triggered. ⒊ Select Trigger: The player makes the options that appear in the game will bring different consequences. For example, the player chooses a different answer to the conversation that appears in the game. ⒋ Character trigger: Contact specific characters with a specific general. ⒌ Action trigger: The player manipulates the general action to trigger the event in order of action. ⒍ ⒍ Trigger: The player gets special props and uses the triggering event. ⒎ Comprehensive trigger: A form of triggering in the above conditions. (4) Epotional Operations: There are a lot of episode in the game. It plays an indispensable plot, paving plot, etc. The plot of the plot will use a multi-lens, multi-angle picture design similar to film and television, fully fine and vivid. In order to embody the three national martial arts, the RPG part is critical. In the above, if the three games can highlight the characters, reflect the role of Wu will in history, combine historical figures with historical events. The military will be the basic description point; the historical events and processes are narrative lines; the situation in the entire Three Kingdoms is as a face, do focused, clues, and completely spread, combine the points, lines, and face, you can Perfect the History of the Three Kingdoms. And the "Three Kingdoms Romance" itself is also very successful to the characters. In the "Romance of the Three Kingdoms", Luo Tongzhong used the "seven-point historical real, three-point fiction", and smartly using the fictional manifestation, and hook out all the heroes in the Three Kingdoms. Highlight individuality. Make them not only existed as a flat figure, but also have blood and meat, come out. Guan Yu's righteousness, Zhang Fei's fierce, Zhao Yun's courage, Liu Bei's benevolence, Cao Cao's rape, Zhuge Liang's wisdom ... Nothing does not make people unforgettable. This is also the charm of the "Three Kingdoms Romance". If this feature can be manifested in the game, it is believed that there is a lot of color. Note: During the determination of the game outline, the game planning is often in discussing the design of each part of the outline and the art department.

For example, when the rain and snow effect, from the program, it is necessary to add a picture reel on the screen, which increases the difficulty of the program, and the plus the reel is also occupied by the resources of the computer, which will make the game's speed Affected. For art, it is increasing their workload - on the original scene, you have to render snow. At this time, the planning should be measured: whether the rain and snow effect is worthy of such a price, realizing the playability of how many games can be improved later. The rain and snow effect is still a procedure, and the art can be realized. If some game design makes the procedures and the aesthetics fail, then it is more exciting. 3.3, refinement of each part

After the game outline is adopted, the game will enter the stage of full production. At this time, the planned task is based on the game outline, and the various parts of the game will be meticulously filled. These work is a place where the game is more cumbersome, and it is also a place where planning is. Or by the above game as an example, according to the design of the outline, there are the following aspects to be refinered in the game design:

3.3.1 Armed species:

For those who have designed a variety of arms, the current main job is the setting of the argument of the arguments. The argument of the arguments of the argument, the process of directly affecting the game. The types of arguments of the arms are: home: Deciding whether this arousing is unique to a monarch, or the tripartite monarch can be manufactured. Vitality: Deciding the blood of this soldier, indirectly affects the manufacturing time of this arousing. Attack power: This arms have the enemy's harm. Defense: This arousing is resistant to enemy attacks. Additional attack power: to the improvement of attacks on the trucker. Additional defense: Attacks from the trucked arms are enhanced defense to produce buildings: which buildings are produced. A range of attacks: how big is the range of attacks. Move speed: The speed of marching on the map. Attack speed: Attack frequency at the time of attack. Requires the number of resources: How much resources need to be taken to produce, indirectly affect the production speed. For the work of the art, you have to summarize the various states of the soldiers so that the US will design. For example, there are 11 kinds of infantry animations: eight direction of march animation, attack animation, death animation, standing animation.

3.3.2 Weapon props:

The parameter setting of weapons props is performed according to the type of weapon props already set. The types of weapons are: Name: Weapons must have a reasonable name to allow players to accept, and can reflect the level and value of weapons. Type: This weapon belongs to the weapon of that class, what military will be equipped. Attack power: After the equipment is equipped, how much attack power can be improved. Defense: After equipped with this weapon, how much defensive power can be improved. Special role: Whether there is also a special role, such as the enemy poisoning, etc. Price: How much can you purchase it. The number of items of the props are: Name: Reflecting the role and level of props. For example, Xiao Dan is restored, and the role of Dadu Dan is stronger than small. How to use: Is it used or wearing to make the props play. Improve attack power: Is it able to improve attack power? Improve defense: Can I improve the defense? Restore vitality: Can you restore your vitality, how much can you recover? Injury: How much harm can be given to the enemy. Special role: Have other functions. For example, let the enemy are poisoned or related to the development of the plot. Role scope: How many objects can affect, is a single or multiplayer. Price: How much can you buy it. Remarks: Some special things, such as this road has it to be reused.

3.3.3 Map

All the actions of the game are performed on the map. For maps, the items to be specified are: Types of the terrain: how many terrain. Whether or not per terrain can be passed. Map of the map: the distribution of various terrain on the map, the layout of the two sides, the distribution of resources, the contrast of both parties - It is best to manif out in the form of a brief map. In the game, the map has the concept of "icon", that is, the map is made up of a small unit picture, which greatly reduces the workload of the art. Everyone pays attention to the "World of Warcraft 2" and "Red Alert" map editor, the use is the way to stitch. Map Design Example - Basic Warcraft Map Map: Map Design - Basic Warcraft Map Map: Topphoscopy is divided into two large types. A grassland scenery is mainly, main tones are grass green, mainly the grassland, no large area stone mountain, with large area of ​​water. Another kind of scenery is mainly in the mountainous area, the main tone is dark in the grassland area, there is a large area of ​​stone mountain, no large area of ​​water. The mountain stone is a cosmic cliff, that is, from the direction of the gloma, it can be boarded. From the cliff direction, it is necessary to pay attention to the high degree of perspective effect. In the grassland terrain, the topographic status is divided into grass, land, deep water, shallow water, bamboo forest, mountain stone, rice field, bamboo pile, rice. Grassland is fundamental in the construction terrain. Other elements are not building. The grassland and land status must have four changes, such as the length of the grass, and the variations such as gravel. In the mountainous terrain, the topographic status is divided into sandstone, gravel, deep water, shallow water, trees, rocks, rice fields, stumps, rice. Sandstones are basic elements for buildings. Other elements are not building. Sandstone and gravel elements must have four changes, such as different changes in the distribution and shape of gravel. The tree of trees is different from bamboo forest. On the two major types of terrain, change the color of the palette and make snow. Based on the two types of terrain, change the color of the palette and make the moruna change.

Figure 3-2 Drawing of a map

Map Simple Map does not require more high painting skills - moistening to the map is the work of art, and the planned task is to specify the map.

3.3.4 Animation

Animation is an indispensable part of the game, which plays a plot of the plot, the role of the atmosphere. A good animated script should be able to allow the players to be infected in emotion. For example, several of the "剑 传 传", some European and American games, endings, etc. However, writing a good animation script is very difficult, requiring the ability to plan a certain lens feeling and writing a movie script. Below is an animated script I wrote in Guan Yu, is not mature, just as an example. Guan Yu's death (music) [near the lens] A group of Dong Wu Bing lived Guan Yu, Guan Yu's horse, was won by Dong Wu Bing. (Sliced, horseshoe) [Display a plain at a lower view,] suddenly rushing from the face, turning through the lens, [The lens will turn 180 degrees to the back], the mounts are in depth. [The lens will immediately improve the distant oblique look], the crowd is in a vast wilderness to Chengdu, the distance is a round of sunset, and the mount is dragged with a smoke. (Cut) Guan Yu was taken by the soldier to the main hall of Dongwu, and the East Wu Qunchen is talking about, Sun Quan is proud to sit on the dragon chair of the hall. Sun Quan waved, and the scorpion came out, and he walked away from Guan Yu. (Horseshoe, cut) Care to Chengdu City, the horse suddenly fell, and the crowd fell, and the helmet flew out, and rushed to the palace. (Cut) Guan Yu walked to the criminal station through the crowd. (Slow motion) (cut) Chengdu main hall, the group of ministers, the door of the main hall is opened, the gains are rushing, and the Liu Bei is under the criminal station, and the scorpion hand stands behind the body. Guan Yu slowly looked around and slowly bowed. [Lens Switch to Guan Yu's Subjective Perspective] From the crowd in front of the crowd to the shadow of the ground, the shadow of the scorpion slowly raised the knife and suddenly fell. A sound, the lens suddenly tilted, and then became a blood red. (Sutch) Since the Chengdu Temple, Liu Bei, call "Second Brother", fluttering the dragon shore, falling. Everyone surrounded. In the game, there are many such scrutines. If you plan someone else's experience and strength, or ask your professionals, or communicate with your perfect. 3.3.5

The counseling of the must-kids and civil servants used by the murder, and the two are not the same. For the description of the coup, it should be composed of two aspects. On the one hand, it is a description of the coupling screen effect - facilitating the artificial drawing, on the one hand is its parameter setting - facing the program. See the examples below: The lock throat makes the most basic technique of guns. Use of the battlefield: Weapon with holes around you around you, attacking the enemy soldiers around yourself. It is used in the restoring. Single use: Close to the enemy military commander, the weapon is hit, and the power is bigger. The soul gun makes the intermediate technique of the gun military. Use of the battlefield: The gun waves a curved light wave, flying straight, run through the entire battlefield. Kill the enemy on the flight route. Explosion disappears when you encounter buildings and obstacles. Single picking: A curved light wave is sent in the original position, flies to the enemy of the enemy. The soul of the soul of the gun makes the high-grade technique of the gun military. Warring Battlefield: The gun is shot from three curved optical waves, parallel to the straight line, run through the entire battlefield. Kill the enemy on the flight route. Explosion disappears when you encounter buildings and obstacles. Single-packed use: three curved light waves are sent in place to spend the gun, flooding to the enemy. Leopard rushing hits Ma Chao's advanced technique. Use of the battlefield: Wave the leopard shape, flour out. Kill the enemy within 5 wide linear flight. Explosion disappears when you encounter buildings and obstacles. Use: Wave the leopard-shaped light wave, rush to the enemy. Huang Hua: Senior technique in Xia Houyuan. Used on the battlefield: The sword flew out the spherical light wave, split into 25, and 5 * 5 in the target point. Single picking: sword out of the spherical light wave, split into nine in the air, slightly separated from the enemy's martial arts. No. Single Chart Attacking Battlefield Attack Range Battlefield Attack Power Use Conditions Warsh 1 Laxie Roll 501 * 84050LV1 Ordinary 2 Fair Soul Gun 751 * Line 6075LV5 Ordinary 3 Fair Soul Continuous Hollow Gun 1003 * Line 80100LV10 Ordinary 4 Leopard Strike 1505 * Line 120150LV20 Ma Chao 5 Huang Hua 150 far point 5 * 5120150LV20 Xia Houyuan

Combining text descriptions with forms is the complete design of the conspiration.

3.3.6 plot

The plot is the focus of the RPG part, involves a lot of problems, such as the branch of the game, triggering of an event, etc. The plot includes story processes and dialogue. In addition to the detailed text, there must be a clear and clear flow chart for the storyfinder to facilitate programmers. For example: For Liu Bei to go to East Wu, we can do the following arrangements. The process of Liu Bei's pro process is also the process of the East Wu Political Group and the Western Political Group. How to make Liu Bei not only want to marry Sun Shangxiang in the heavy crisis, complete the political maritime; and will be able to return to Jingzhou. This is a crucial thing to Liu Bei's group. For the players who operate Liu Bei, how to solve a series of problems, so that Liu Bei can pay, and the greatest challenge for the player. Game script exceeded: East Wu recruits: Lu Fan see some Liu Bei and Zhuge Liang dialogue [picture]: Location: Liu Bei's residence time: noon scene: House interior. On the ground, a simple decorative carpet is laid, and several words and two swords of Liu Bei are hanging on the wall. The house in the house is paved with a carpet. There is a compartment on the carpet, and a screen of the flaunt is placed. Characters: Liu Bei, Zhuge Liang, Lu Fan, Xiao Child (Liu Bei and Zhuge Liang sitting next to the book) Liu Bei: (Eskained) Dongwu several times to send a confession, and it is necessary to follow the book, and It's just a moment of right, if it comes, if it is coming, what is it? Zhuge Liang: The main public is relaxed, and Dong Wu is re-sent to discuss it, and it is highly good. (Door opened, small children, 禀) children: newspaper -! Dong Wu messenger Lu Fan is coming from Jiangdong, there must be a master. Liu Bei: (surprise, rose to small children)? Zhuge Liang: (Liu Bei turned to Zhuge Liang) (Zhuge Liang laughing) This is the gauge of Zhou Yu, must be Jingzhou. Bright only behind the screen. But there is very much, the main public should bear it. Less people in the museum, don't make a discussion. Liu Bei: (turn to the child) Please east Wu to make it. Child: Yes! (Children are quit, Zhuge Liang stands up, after walking into the screen {can see the figure}) Figure 3-3 Branch

Since the original game process is too long, and it is not very big to contact the current theory, so it is just a selection of examples, so that everyone can understand the production content of the game plot. In addition to the large-segment dialogues in the game, there are some dialogues that make up a supplement, such as insignificant dialogues that are not intended to be on the streets and NPC. Such a conversation generally does not have to be more meticulous, but if there is energy, it is best to be able to take some work. For example, in the conversation, the game background story is reflected in the local customs, telling the tips for some games.

3.3.7 interface

The interface section is made up of the organic composition of each image text on the screen. The good interface is intuitive, clear and clear, has intimate feelings, easy to operate. The interface is generally consisting of a menu, icon. For the interface design, you must display all the functions in the game on the menu, because the player wants to play through the operation, so the interface design document must be as comprehensive as possible. Game Menu List (Part of the Start Menu (1) Start the game (2) Read progress: A schedule, a total of 6 columns. There is also a "determination" with the "cancel" key. (3) Training tasks enter the game training mode, conduct training for game basic operations. (4) Animation playback appears in the name of all cartoons in the game. The player can choose the CG fragment in the game to review. Only the corresponding animation can only be selected after the player has passed the related content. Otherwise this option is not available. (5) Exit the game two strategy layer interface (1) When any unit is not taken, there should be information on the screen. Number of gold, wood, grain; ⒉ Current weather conditions: including wind, rain, snow, fine, etc.; ⒊ main menu button. (1) Storage schedule: 6 column, determined, cancel (2) Read progress: 6 column, determine, cancel (3) system menu: adjust the game speed; music, sound volume; screen brightness and other related system options. ⑷ This task off task description: ⑸ Return to the game ⑹ Exit game ⒋ Query button (1) The troops will receive the name, the current situation (march, ambushing ...), the number of troops. Clicking the troops can directly cut into the block screen. If the troops are in the city, they are cut into the city. If the troops are cut into the map, if the troops are in the resource point, if the unit is in a resource point, if the unit is ambush, it is cut into ambush. (2) Resource point status button resource point category, number of resources. Click on the resource point to be directly cut into the resource point. (3) Madhao Status Button Wapong's name, grade, force, intelligence, detailed button - armed for an aviation, grade, experience value, force, intelligence, vitality, physical strength, equipment, props, small biography. Clicking Wu will be able to cut into the position of the military command. ⑷ Return button (2) Take a resource point ⒈⒈ Display Resource Point Resource Number of Command Button (1) Enter the Resource Point (2) The command troops stop collecting, retreating. (3) Point Extreme Dou ⒈ Display Ferry Status ⒉ Command button (1) Enter the ferry for building (2) Command Water Forces Exquisite Dunge - Display the List of Water Army. (4) Take the combat unit ⒈ Show the troops situation include the military avatar, name, level, experience value, force, intelligence, vitality, physical strength, troop order, command button (1) march: (2) Attack: (3) Stop: ⑷ ambush: ⑸ ⑸ ⑸: Various military accounts are different. 1 fire: 2 Acceleration: 3 troops and military will resume: 4 falling stone: 5 Fall thunder: 6 Fire Dragon: 7 water attack: 8 suspect: ⑨ ⑨: ⑩ ⑩: ⑹ ⑹: ⑹ ⑹ 具: ⑹ ⑹ 武 武 将 道 道 选 选 选 选 ⑺ 营 ⑺ 营 营 营 营 ⑺ ⑺ ⑺ ⑺ ⑺ 营 ⑺ ⑺ 营 ⑺ 营 ⑺ 营 ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ ⑺ 选 选 选 选 选 选 选 选 选 选 ⑩ ⑩ ⑩ ⑩ ⑩ ⑩ 视⑻ ⑻ 形: 9 arrays.

(5) Take all the points of the enemy to the display location status (six) Take the perspective of the enemy of the enemy to show that the enemy's troops include Wu's avatar, grade, experience value, force, intelligence, vitality, physical strength, and troops. The three battle battlefield interface (1) does not take any units to show the combat basic information. Including Wu's avatar, name, grade, experience value, force, intelligence, vitality, physical strength, equipment, and troops. ⒉ Command Button: Wushao Switch: You can switch between our martial arts. (After the addition of the reinforcement force) (2) Note (representing the overall force) ⒈ Show information, including the military avatar, name, grade, experience value, force, intelligence, vitality, physical strength, equipment, and troops. ⒉ Command Button (1) Marjun: Make the entire force to keep the array to the specified location. (2) Attack: Let the overall troops attack the designated target. (3) Array: The array of changes in the troops. ⑷ ⑷ ⑷ Move: Make the entire force to keep the array to the specified location. However, if the enemy has an enemy in the attack, the troops will begin to attack. ⑸ ⑸: The whole force spreads the formation, attacking the enemy troops closest to their own, equivalent to hosted. ⑹ ⑹ ⑹: All troops are reconfigured as a formation as a martial school. ⑺ Stop: All troops stop the action, stopped in place. ⑻ Call: Call Reinforcement Force. The reinforcing force must do not exceed three grids from the battle in the strategic map. (3) Take the building (if there is a building in the battlefield) ⒈ Show information, including architectural name, firmness, range, attack power, etc. (4) Take the enemy martial arts display information includes including the military avatar, grade, experience value, force, intelligence, vitality, physical strength, and troops. (5) Take the enemy combat unit ⒈ Show the attack power, defense, range, vitality of the data unit ... Four Construction Battlefield Interface (1) When you do not click on any unit, you will display basic information: Resource number command button: (1) Construction Cardo account (4 * 4): Junior building. (2) Construction of military camps (3 * 3): Junior buildings. (3) Building a wood farm (3 * 3): Junior building. ⑷ Building a stable (3 * 3): Secondary building. ⑸ Construction special training camp (3 * 3): Secondary building. ⑹ Construction Craftsman (3 * 3): Three-level architecture. ⑺ Construction of water village (3 * 3): Primary architecture. ⑻ Construction granary (3 * 3): Junior building. ⑼ Construction Arrow Building (2 * 2): Junior building.

⑽ Construction trap (1 * 1): ⑾ Construction Luzhai (1 * 1): ⑿ Construction bridge (2 * 2): ⒀ Construction grass pile (2 * 2): (2) Click the coach account to display information including attack power, Defense, range, firmness, etc. ⒉ command icon: (1) Production worker (3) Click on the military camp display information ⒉ command icon (1) Production rattan hand (3) Production long gun hand (3) production bow archer ⑷ Production cavalry ⑸ Production of heavy cavalry ⑹ Production Truck ( IV) Point to go (representing the overall force) ⒈ Show information, including the military avatar, name, grade, experience value, force, intelligence, vitality, physical strength, equipment, and troops. ⒉ Command Button (1) Marjun: Make the entire force to keep the array to the specified location. (2) Attack: Let the overall troops attack the designated target. (3) Array: The array of changes in the troops. ⑷ ⑷ ⑷ Move: Make the entire force to keep the array to the specified location. However, if the enemy has an enemy in the attack, the troops will begin to attack. ⑸ ⑸: The whole force spreads the formation, attacking the enemy troops closest to their own, equivalent to hosted. ⑹ ⑹ ⑹: All troops are reconfigured as a formation as a martial school. ⑺ Stop: All troops stop the action, stopped in place. Five scenic layer interface (1) Enter a prop site: name, role, price ... ⒉ Command button: (1) Buy: (2) For sale: (3) Props: ⑷ Exit: (2) Enter the Weapon House ⒈ Weapon list: ⒉ Order Button: (1) Purchase: (3) Weapons: ⑷ Exit: Sixty-Leading layer interface (1) Time slot: Red, Yellow, Green, Flash (2) props button: (3) Attack button: (4) Madron Technology Button: (5) Retreat Button: Seven Others (1) Selection Box (2) Dialogue Determination (3) Victory Screen: (4) Failure Screen: (5) Reading Pain: The above menu design document is not complete, just lift A probably an example. Pay attention to the traditional text menu mode when designing the interface, and use the image modified menu. The design of the eight building buildings is mainly in the provisions of the building function, set building parameters, and set the interrelationship between buildings. If you play "C & C" or "World of Warcraft 2", you should still remember that they don't have all the buildings you can build, but with the game, when you built some basic buildings. Some advanced buildings allow you to build. This is the interrelationship between buildings. The parameters of the building determine the necessary properties such as construction time. Attribute list (excerpt)

Name firmly defensive attack force radios, money, land construction condition, handsome account 150050 40012004 * 4 Malaysian 100050 30010003 * 3 soldier craftsman 100050 4008003 * 3 Malaysian bars 80050 3008003 * 3 Arrow Building 500540202505002 * 2 Nine martial arts military commander All events, the story is around the military, and all the battles are led by the military in the future. For the detailed design of the military commander is the parameters of the military, according to the demand of the military in the plot, induction, the emoticon's expression, etc. Wapong parameter design example (excerpt)

Numbered Wushu Name Intelligence Way Type Image Avatar Weapons 1 Liu Bei 8590 Wapong Have 1 Sword 2 Guan Yu 88140 Wapong Women There are 2 knives 3 sheets 45145 military will have 3 guns 4 Zhao Yun 95150 military commander has 3 guns 5 Ma Chao 60145 military commander has 3 guns 6 Huang Zhong 80135 military commander has 4 bow 7 Zhuge Liang 15080 counsel has 18 Pang Tong 14540 counselor has 19 Wei Yan 70135 Wu will have 210 Ma Wei 65120 martial arts 211 7030 counselor 112 Liu Feng 5070 martial arts 313 Ma Liang 10036 counselor 114 Ma Yu 8080 Court 115 Li Fu 9050 counselor 116 Guan Ping 70100 Wu will have 217 weeks 40100 military will have 2

Wushuon expression statistics (excerpt)

Number of martial arts name 1 Liu Bei Xue Yue, anger, surprised 2 Guan Yu joy, anger, surprised 3 flying Yue, anger, surprised 16 Liu Shu surprised

Ten-type firing is an art of ancient Chinese operations, so it is usually used in the game of ancient Chinese war, it can be said to reflect the essence of ancient Chinese war. The five elevation of the fifty plum is a three-stage array. The fifteen soldiers shall be divided into five groups according to the number 1, 6, 11; 2, 7, 12 ... ...1, 6, 11; 2, 7, 12; 3, 8 , 13; location of the proximity attack power 1.2, remote attack power 0.9, short range defense power 1.3, remote defense power 0.9. The rest of the distance 1.3, the short attack power 0.9, remote defense 1.3, short range defense 0.9 .

Figure 3-4 Flat type design

Order sequence: cavalry: 1, 6, 11, 2, 7, 12, 3, 8, 13, other infantry: 1, 6, 11, 2, 7, 12, 3, 8, 13, other bow soldiers: others, 1, 6, 11, 2, 7, 12, 3, 8, 13 car troops: others, 1, 6, 11, 2, 7, 12, 3, 8, 13 ladders: others, 1, 6, 11, 2 , 7, 12, 3, 8, 13 big ship: other, 1, 6, 11, 2, 7, 12, 3, 8, 13 small ship: other, 1, 6, 11, 2, 7, 12, 3 8, 13 landing ship: 1, 6, 11, 2, 7, 12, 3, 8, 13, other above is the design chart of "Three Kingdoms Romance - Chibi". In the design, 15 soldiers have been arranged around the main (position) of the Lord, and the position of each soldier station directly affects his attack power and defense, and the parameters between the formations also have a mutual relationship. For the automatic quarantine of the soldiers, they also give their priority stand, which makes it possible to play your own role. In addition, since there are 8 directions in the formation, the program also requires the conversion relationship of other directional array coordinates, which also needs to be planned. Eleven intelligence intelligence is "AI", refers to the computer's intelligence of the computer to react to the player's operation. This is a very important component in an instant strategic game. The funity of instant strategic games is largely dependent on whether the computer's reaction is reasonable, so it is necessary to pay attention to this part. Artificial intelligence settings are first probably possible, and the response should be reacted, and then the programmer is summarized and then implemented. In the "Chibi", the strategy is divided into three levels - instinct strategy, generals of the strategy, monarch strategy. The monarch strategy commands will lead the strategy and will lead the strategy commanding instinct. Next, the documentation for this energy policy is explained: Chibi Force instinctive strategy Companification All Force Execute Action The order is as follows: First, the command under the controller should be executed immediately; followed by the counterattack response when it is attacked (different troops There are different reactions); the third is the support response that should be taken when the other members of this team or the self-contained support (different reactions have different reactions); the fourth is to do within the attack distance Out of the attack reaction (the enemy with counterattack ability is preferred, in the specific order). For example, when a infantry is one of the team members, he should first execute the command under the controller (regardless of this order is a team or his personal), such as mobile, attack, formation, etc. Only after he performs the command of the controller, if the enemy's attack can take counterattack; only when he executes the command of the controller and the attack itself is not attacked by the enemy, the team is otherwise When a member or a self-container is attacked, he should take a support reaction; if the first three situations have not occurred, he can attack the enemy within the attack distance. Two soldiers Action Rules (1) Workers 1: When performing a mobile command: In addition to accepting the new command, no matter what is encountered, the command should continue. 2: When performing productive commands (wood, money, iron ore, repair): 1) Benevised immediately. 2) Attacks that are subject to enemies, should stop the ongoing action to take evasive action. After avoiding, it is standby. 3) If the resource is completed (including repair), it is standby. 3: Originally standing: 1) is subject to new orders, should be implemented immediately. 2) The attack is not subject to an attack and takes evasive action.

(2) Infantry 1: When the command is executed, in addition to accepting a new command, it should be performed. For example, attack, it is necessary to completely destroy the goals. If the enemy avoids, it should "chase" before you receive a new order until you kill the target. After the command is completed, it is standby. 2: In the same place to stand: 1) is subject to new commands, should be implemented immediately. 2) The new order is not subject to attack, and it should be countered to the enemy. If the enemy avoids, you should have been chasing. 3) The new order is not attacked, and the other team members of this team are attacked and should be taken. If the enemy avoids, you should have been chasing. 4) Not received by the new order and the team members have not been attacked, and there are buildings in their own perspective to attack, and support attacks should be taken. If the enemy avoids, you should have been chasing. 5) When the above situation has not occurred, an enemy that appears in its own attack is automatically attacked, but does not pursue. 3: Support team members: 1) is subject to new orders, should be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing. 4: Support building: 1) Benevised to be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing. 3) The new order is not attacked, and other team members of this team should be attacked and should stop support the building and take the support player attack. If the enemy avoids, you should have been chasing. 5: Automatic attack: Anything mentioned above should stop automatic attacks and take the reaction. (3) Cavalry 1: When executing commands, in addition to accepting new commands, it should be implemented. For example, attack, it is necessary to completely destroy the goals. If the enemy avoids, it should "chase" before you receive a new order until you kill the target. After the command is completed, it is standby. 2: In the same place to stand: 1) is subject to new commands, should be implemented immediately. 2) The new order is not subject to attack, and it should be countered to the enemy. If the enemy avoids, you should have been chasing. 3) The new order is not attacked, and the other team members of this team are attacked and should be taken. If the enemy avoids, you should have been chasing. 4) Not received by the new order and the team members have not been attacked, and there are buildings in their own perspective to attack, and support attacks should be taken. If the enemy avoids, you should have been chasing. 5) When the above situation has not occurred, an enemy that appears in its own attack is automatically attacked, but does not pursue. 3: Support team members: 1) is subject to new orders, should be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing. 4: Support building: 1) Benevised to be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing. 3) The new order is not attacked, and other team members of this team should be attacked and should stop support the building and take the support player attack.

If the enemy avoids, you should have been chasing. 5: Automatic attack: Anything mentioned above should stop automatic attacks and take the reaction. (4) Arck 1: When executing the command, in addition to accepting a new command, it should be performed. For example, attack, it is necessary to completely destroy the goals. If the enemy avoids, it should "chase" before you receive a new order until you kill the target. After the command is completed, it is standby. 2: In the same place to stand: 1) is subject to new commands, should be implemented immediately. 2) The new order is not subject to attack, and it should be countered to the enemy. If the enemy avoids, you should have been chasing. 3) The new order is not attacked, and the other team members of this team are attacked and should be taken. If the enemy avoids, you should have been chasing. 4) Not received by the new order and the team members have not been attacked, and there are buildings in their own perspective to attack, and support attacks should be taken. If the enemy avoids, you should have been chasing. 5) When the above situation has not occurred, an enemy that appears in its own attack is automatically attacked, but does not pursue. 3: Support team members: 1) is subject to new orders, should be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing. 4: Support building: 1) Benevised to be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing. 3) The new order is not attacked, and other team members of this team should be attacked and should stop support the building and take the support player attack. If the enemy avoids, you should have been chasing. 5: Automatic attack: Anything mentioned above should stop automatic attacks and take the reaction. (5) Carman 1: When executing commands, in addition to accepting a new command, it should be performed. For example, attack, it is necessary to completely destroy the goals. If the enemy avoids, it should be "chasing" before you receive a new order until you kill the target. After the command is completed, it is standby. 2: In the same place to stand: 1) is subject to new commands, should be implemented immediately. 2) The new order is not subject to attack, and it should be countered to the enemy. If the enemy avoids, you should have been chasing. 3) The new order is not attacked, and the other team members of this team are attacked and should be taken. If the enemy avoids, you should have been chasing. 4) Not received by the new order and the team members have not been attacked, and there are buildings in their own perspective to attack, and support attacks should be taken. If the enemy avoids, you should have been chasing. 5) When the above situation has not occurred, an enemy that appears in its own attack is automatically attacked, but does not pursue. 3: Support team members: 1) is subject to new orders, should be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing. 4: Support building: 1) Benevised to be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing.

3) The new order is not attacked, and other team members of this team should be attacked and should stop support the building and take the support player attack. If the enemy avoids, you should have been chasing. 5: Automatic attack: Anything mentioned above should stop automatic attacks and take the reaction. (6) Ship 1: When executing commands, in addition to accepting new commands, it should be implemented. For example, attack, it is necessary to completely destroy the goals. If the enemy avoids, it should be "chasing" before you receive a new order until you kill the target. After the command is completed, it is standby. 2: In the same place to stand: 1) is subject to new commands, should be implemented immediately. 2) The new order is not subject to attack, and it should be countered to the enemy. If the enemy avoids, you should have been chasing. 3) The new order is not attacked, and the other team members of this team are attacked and should be taken. If the enemy avoids, you should have been chasing. 4) Not received by the new order and the team members have not been attacked, and there are buildings in their own perspective to attack, and support attacks should be taken. If the enemy avoids, you should have been chasing. 5) When the above situation has not occurred, an enemy that appears in its own attack is automatically attacked, but does not pursue. 3: Support team members: 1) is subject to new orders, should be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing. 4: Support building: 1) Benevised to be implemented immediately. 2) The new order is not subject to attack, and should stop support to the enemy. If the enemy avoids, you should have been chasing. 3) The new order is not attacked, and other team members of this team should be attacked and should stop support the building and take the support player attack. If the enemy avoids, you should have been chasing. 5: Automatic attack: Anything mentioned above should stop automatic attacks and take the reaction. (7) The civilian attack should be evaded. (8) Cloud 1: When executing commands, in addition to accepting new commands, it should be implemented. It is standing in place after it is completed. 2: In the same place to stand: 1) is subject to new commands, should be implemented immediately. 2) Not being attacked, and it should be affected. 3) The new command is not attacked, and the other team members of this team are attacked and the original command should be performed. The three automatic attack sequence is in accordance with the enemy's soldiers - enemy buildings - enemy workers - enemy camps - enemies of other buildings. For the bow soldiers and drums, they should attack the distance in the enemy soldiers. At the same time, it will be attacked in the following order: cavalry - the car army - infantry - bow soldiers (military commander according to the cavalry). For infantry and cavalry, because the attack distance is 1, it is directly attacked directly according to the above. If the enemy is the same, the distance is the same, first attack the enemy's physical strength. If the enemy is the same, there is still physical strength, then it is randomly attacking one. Four Active Attack Order When the controller's command force attacked the enemy military commander, this team should not only attack enemy martial arts, but even enemy martial arts will attack the team.

For infantry, cavalry, when they pick up the attack order, when they move forward to the enemy, if there is a member of the enemy, if there is a member of the enemy, the membership team will enter the attack range, it should immediately start attacking. After killing it, you can continue to advance to the enemy. For the bow soldiers and drums, when they pick up the attack order to move forward to the enemy, if there is a member of the enemy, if there is a member of the enemy, if there is a member of the enemy team to enter the attack range, it should immediately start attacking. After killing it, you can continue to advance to the enemy. When they receive the attack command, the enemy will already be within the attack range. At the same time, there is a member of the team's team, and the attack should be attacked, and the distance is just right. The following order attack: cavalry - car troops - infantry - bow soldiers. The monarch AI and the general AI are too complicated. Interesteders can check the relevant documents themselves, and no longer exist here. Twitten Treasury and Help When the game is basically completed, in order to help users quickly and easily master game methods and rules, game planning will also conduct game manuals and write work for helping documents. For specific documents, please refer to the documentation of the manual - find a "Chibi" manual to read it. The point to note is that the contents of the manual must cover the entire game, and it is easy to understand, and the week is detailed. Planners should know that the player actually does not know before touching your game, and many players may be in contact with this type of game even the first contact game, so be sure Detailed explanation of the contents of the game party, can't feel "This is the problem that everyone knows, no explanation". 3.4, game test and parameter adjustment

When the art work and procedures are basically the end of the end, the planning will work on the test and parameter adjustment of the game. (1) Any game's test work will have bugs in the production process, both famous companies or small companies, and the more complex the game structure, the more bugs may appear. The emergence of bugs may be due to programmer's programming, or may be due to planned design issues, or because of the time of the aesthetics - whether it is because of the reason, planning all the problems will be resolved. - Cannot be left to let the players will discover after listed. However, despite a lot of testing work, sometimes there will be some bugs that there will be no problems, resulting in problems after the game is listed, and the patch of the game needs to be issued. After the game test is discovered, it is necessary to feedback in time and the procedure and make a modification work, after the modification is completed, and then test, and determine the problem to be resolved. So repeated until there is no obvious problem. When testing, the game plan cannot be played in accordance with his original idea. Since the game is designed, it will be easy to carry out the right route, but the player does not know your game ideas. If you do not follow your design ideas, it is extremely prone to problems in this case - especially in the RPG game. For example, your design player should start from the hotel and find the wise man asking for help, and then go to the cave to defeat the big devil. If the player first goes to the cave and the big magic, then go to find a wish, this will be separated from your design ideas. So first, it is possible to completely seal the player 's possible possibility - he does not let him enter the cave, so strictly regulate the route of the player. If you didn't design a week in the design, and in the test, it was in the test. If you have been in your own design ideas, you will have problems - the process of light people can't help the game (the player is killing the devil The wise man, the wise man asked him to kill again); seriously causing the game difficult to go; the most serious will lead to the game crash. Therefore, when planning, be sure to jump out of your own ideas, stand in a player's angle to play. If you have any conditions, you still find some players to help test the test work is relatively secure. (2) The parameters of the game have been said above, in an instant strategic game, between the arms and the soldiers, between the arms and the buildings, there is a balance between policies and arms, policy and policy. This balance relationship is mainly adjusted by parameters. The unreasonable parameters will result in the playability of the game. It is a very simple example - the infantry attack power is 5, the cost is 100 gold; the cavalry attack is 10, the cost is 200 gold - such setting is relatively reasonable. If the cavalry attack power is 30, the cost is 50 gold, such a price is not reasonable. And the parameters are not as simple as two items, specific to the game, and other factors such as mobile speed, vitality, construction time, etc. Generally, there is a parameter of a soldier as a standard, and all other arguments are set on the basis of it, so it is easy to reasonably. There are other balanced relationships - the mutual restraint between remote forces, process arms and defensive buildings; mutual restraint between arms and arms. Take the "Warcraft 2" for example: The enemy's infantry is at the attack, if your base has a dart building, you can very effective in suppressing the enemy's offensive. Two arrow buildings can affiliate 6 steps of the enemy; but the enemy will dispatch one If the stone truck can take all the arrow buildings in the arrow building, it will not be dismantled in the arrow building; if you also have infantry, as long as there are two, you can approach the stone truck and smash the enemy's stone car.

Therefore, when you attack, you are organized a mixed troops - using the stone car to attack the enemy's arrow building, with the infantry to make a cover around the stone car, after the enemy's arrow building collapse, the infantry will then rush into the enemy base for charge. This has changed in strategic tactics. From the design perspective of the game, if there is a base defensive building, it will be able to cause a remote attack forces - turret - a triangular mutual relationship between stone, scissors and cloth between proximal attack arms. That is, remote attacks can use the advantages of the range to make base defense buildings don't have the power; base defense buildings can play strong firepower and removability to make the short-range attack troops are difficult to close; and the short-range attack troops are slow, radiostal The extremely low remote attack troops do not expen with the force. This will have a combat between the combat and matching problems. If the player can make tactics reasonable, you can exchange the biggest victory with minimal cost; if the command is lost, it will be shocked by a great price. If there is no base defense building and all the units are defending, the gamer is only used to attack the enemy base. Although there may be mutual restraint between games, but in an instant strategic game, it is very convenient to attack the enemy's disadvantage to attack the enemy in the game game, making it trying to use tactics. The result is that it turns into a big fire. More than the number of bons, it is not better than the offensive tactics. As for the mutual restraint between the soldiers, in "Warcraft 2", it reflects the mutual constraints between land, sea and empty three armies. The dragon can move from terrain, or you can attack the swordsmanship and heavy cruisers that have no effort, but the archers in the army can attack the dragon, and the dragon cost is very expensive; The heavy cruise tide of the navy is powerful, but the movement speed is slow, and the submarine and dragon can make it no power. In order to protect yourself, it is generally going to take action on the cover of the Air Force; the Army's emeralded magic action is fast, attack Qiang, but the air force and the navy are not threatened. If you can make a reasonable mutual restraint between the soldiers, this strategic game is close to success 3.5, soundtrays and dubbing

Don't undertake the work of soundtrays and dubbing, and they are also one of the factors that are related to the success or failure of the game. A song and scene, the picture is fitted, which makes the game have a lot of color. Do you have seen the "Sword Qi Xia Chuan"? In the melodious and quiet music, a team of fairy cranes slowly flew into a hills, making people feel like the fairyland; in the "Street Fighter" series, every fighter has music in compliance with their own national background. So slow time, even in the concert hall, a concert of "Street Overlord" series of music, played by the famous symphony orchestra. And dubbing, you can make a more distinctive personality in the game. In Japan, there is a special group of people who have dubbed work for cartoons and games, called "sound", they have shaped a lot of lifelike, very personal game characters. Even in "Warcraft 2", the voices of different soldiers are different, and there are still some unexpected words from time to time. For example, double-headed people, play in the game, it will make a bit, then twice the two heads: "It is what he is doing." "No, it's him." Or "Porthria -", then the two heads together, "Oh" smiles - very interesting. The planned work is to make all the music and sound effects of all the music and sound effects in the game, facilitate the work of the soundtrack and dubbing staff; on the other hand, from the style and the effect of soundtrack and dubbing quality Review, ensure that soundtrays and dubbing are consistent with the overall style of the game.

3.6, advertising and market

In this part of the work, there is basically no work for game planning. At the same time, it is cooperated with the advertising departments and market departments to make propaganda and presentations on some text. The main work energy should be placed on the next game thinking and the work. The above is the work that the game planning should do in a game. Note: Learn about some of me to indicate it. Chapter 4: The basic quality of game planning should have

In summary, the game planning is actually a career that requires considerable quality, and the contents included in our work are extremely plenty. As a good game planning or is a qualified game planning, I think he should at least have the following quality:

4.1, keen insight for the market

Game is a special product. Although it has artistic, entertaining and high-tech, it is called "ninth art", but the essence is the end of it is to push to the market and become a product. The company's investment is the purpose of the game development, nor is it simple to promote national culture and contribute to the domestic software industry - the biggest purpose is to use the sale of games, recycling funds and obtain profits, and improving the visibility of enterprises, and only this, enterprises Can enter a benign loop. As a person, you will definitely do not want to make only a game, and then cause the company's loss to close or stop the company's continued development work for the game's loss of interest. So, be sure to connect the game's production and market factors.

Before designing the game, you must consider the game you designed is a player for those age layers; considering those levels of players; consider how high computers needed to consider, this configuration is in line with the current consumption level; Consider whether this type of game is popular; consider whether this game can have some factors contributing to the market - such as using Jin Yong's novel to adapt the game, because Jin Yong's readers are huge, it makes the game in congenital Advantages; if your game can be developed with hardware manufacturers - but work with hardware manufacturers, it means that your game usually leaves the current popular machine configuration, and uses more advanced hardware requirements.

Moreover, the game planning must pay attention to the current international game market, especially the new concept of games or new types of games. For example, the foreign market is launched in "C & C", and it is like suddenly many similar instant strategic games in the spring. Some people explain this phenomenon as the creative lack of foreign game production companies, I don't think it is. The upper horse instant strategy game of foreign companies is the real-time strategy game that they have grasped the market pulse. The launch of a new type of game, if success, will definitely bring huge market effects. It is impossible to create a huge market effect if it is successful. It is not possible to create a subsequent product in just a short time, which left a market blank. In the face of a lot of lovers who like this type of game, it is difficult to see new games. If you have launched similar products, you can seize the market. Tight with the wind, follow the same, and will also receive the market return. "The first time to get a flower, a woman is a genius, the second is a stupid material." The woman likes to be metaphor, you try to use potatoes or lettuce. Of course, the instant strategic game is flourishing into the current extent, that is, the problem. Just like the current domestic VCD brand wars, the market is full of smoke after the market is saturated. So the immediate strategy evolved into a "chicken" strategy game, no more than a breakthrough, affirming that the last winner will be a big company - Blizzard, West Wood, etc. Now SSI companies have no immediate strategy? See you. Only Microsoft is like this wealth of money, dares to hard and blizzard, West Wood, and some small companies trying to create a name of the treasure.

4.2, you must fully understand the player's psychology

The game is to let the player to play, the player accepts or fail to accept your game, determine your game's success or failure. Therefore, when the game is planned to work in the design of the game, it is necessary to consider the player's mindset as an important factor. In the game you designed, what is the player is acceptable, what is difficult to accept, you have to be in your heart. For example, in the traditional RPG game, there is no battle against the landmines, and the labyrinth that turns a dizzy is often accused of players. If you as a game designer, you still don't take into account the player's opinion, and continue to use the player's unacceptable game design in the game you designed, then the success of the game you designed will be greatly reduced. Some companies abroad, when their games are in the design phase, will disclose some of the design programs to the society, seek the views of the majority of players on their design, and modify the game design based on most players. For example, a Japanese company has publicly disclosed different design programs of the hostess, allowing players to vote for the most in mind that they are in aesthetic. In fact, this practice is also one of the game advertising techniques, thereby expanding the impact of the game and improves the level of attention of the game.

4.3, I have an understanding of the work of other sectors of the game.

What kind of game can I be a good game? What is the standard for evaluating a game quality? The producers often hang a word on the mouth: "Gameplay". A game is good, greatly depends on its gameplay.

Detailed discussions, what is the gameness? At this time, the answer is not so unified. Generally speaking, everyone will link gameplay and planning work and think that planning determines gameplay. This view is incomplete. Gameability is not only the quality of the game system. I personally think that so-called gameability is a general comprehensive value of a game in various aspects, including game planning, game scripts, procedures, art, music, sound, and more. An excellent game is often a good performance in all aspects.

If a game is metaphor, then the art will be the appearance of this person; the procedure is equivalent to this person's physical function; planning is equivalent to this human connotation. First we assume a scene in life. In a party, you are looking around, suddenly, a beautiful girl (female reader replacing the girl with a tall handsome boy) is reflected in your eyes. You immediately attracted her, decided to meet her. You walked over to her and made a self-introduction of humorous songs. She is looking at you a pair of eyes, I am interested in being by your words. Including a laugh and you start talking. As the conversation continues to deepen, you find that she is not only single, beautiful, and is still kind, understanding people, and you have a common hobby ... At this pleasant party, you found that you have already quietly love it. This girl ... (Some of the plot of cheap love novels) Do you understand this example? Then tell the following ways to describe it: In a single software store, many computers are constantly demonstrating a variety of games. You look around, suddenly, a screen on a screen is reflected in your eyes. You immediately attracted the bright and delicate, outstanding light and shadow effect, decided to try it. You walked over to your computer and started trying. The operation is full of smoothness, and the speed is simply running four operations on Pentium 2, and there is no bug appearance at all. As the game progresses, you find this game story plot, the system is novel ... When the test is over, you find that you have already taken out the wallet, ready to buy this game ... (this is what we usually buy games the process of)

Compare two examples, now everyone understand?

The game is best to reflect your own characteristics is planning, just like a person who has its own thoughts. Everyone thinks, when we encounter a stranger, what is the impression of you first? It is definitely the appearance. Like a neat, a beautiful person is likely to leave a good impression, a fine, a beautiful game is also easy to attract the players' eyes. The next movement is the role of the game in the game - your operation can be fully implemented by the computer, and there is excellent reaction, the game can go smoothly. If the program is not perfect? Operation, AI is awkward, and even often crash, just like you don't understand Arabic, but trying to call the same Arabic, the final result is the decadence hanging call, and stop communication. If the top two can be implemented smoothly, you can understand the heart of a person, that is, you can experience the connotation of the game. Therefore, the connotation of the game is the most features of the game, and it is the hardest to make the player get it. The performance of the connotation is greatly dependent on art and procedures. If you encounter a dress, you can meet, the face, and it's still in front of you, saying that he is a big thoughner in Zhenyi, do you believe? Don't blame him as a madman! Even if this person is true, can you feel like him, happy to interact? In turn, a girl with beautiful, sound such as Huang Yuming willow, although it may be a bucket in his head (I didn't shoot, I said myself), but there will still have many people around her. Similarly, for the game, as long as the picture is beautiful, the program is smooth, it can attract most of the players - the connotation is secondary. Just as the big melee in the first one, the big strategy, the model is basically one, the last year's best instant strategic game, the "Imperial Times" is taken away - the advantages of its outstanding advantages are good.

Therefore, the expression of game design ideas is based on the work of procedures and art sectors. The game designer's design must be within the scope of the program and the artist's production capability, this has been repeatedly expressed. If your design does not come out, it is equal to no design. Therefore, game planning must have a certain degree of understanding of the workflow, working steps of the procedures and art sectors, in order to measure the body of the gain in the actual situation. If you are not sure about a design, then you are best to communicate with procedures and art.

4.4, there is film and television, art, and literature roots

In fact, this is only the quality of the game planning in mainland China. Because in the mainland, the game work is the situation just started, and the work division of work in the game planning part is extremely unclear. Large game production companies in foreign countries, the game planning is existing as a department, which is divided into many divisions, each responsible for their own work: there is a game planning department, responsible for the overall system of the game; there is an art design department, responsible for the game Articles, original design; with the script design department, responsible for the scripts and all events of all animation parts of the game; there is a dialogue design department, responsible for designing the chart of characters in the game; there is a character design department, responsible for designing Charm protagonist and supporting image ... However, in China, all of these work is responsible for playing a person in the game - not in immortal of two people. Therefore, the game is required to have certain accommodation in all aspects. From the design perspective of the game, this situation is unreasonable. After all, the game plan is impossible to be full, but from a personal point of view, this situation is extremely advantageous for the ability to cultivate and exercise for game planning.

In foreign companies, a planner is generally only responsible for the part of our own, always engaged in the same work. For example, a dialogue design, his daily work is to write a dialogue, and the thoughts of the brains are wonderful conversations. As for the other parts of the game, he doesn't want to think, do not need him to think - additional There is a person responsible. The result is that his professional skills have been fully played, but it also has hindered his personal development. In China, due to the game planning, every design part of the game is personally, it will grow into a comprehensive talent. 4.5, can adopt other people's rationalization suggestions

One thing is that as a game plan, it must be avoided, that is, just use it, you can't listen to others' opinions. There are many new ideas for game design, everyone is giving together, relying on planning a person, after all, there will be omissions and insufficient.

The game planning is a chief designer for a game, and it is a final decision of the game design idea. When encountering the differences in game design, the game has the final right of the final. But this does not mean that the game planning is completely not listening to others' opinions, and the right of alone is. Instead, it is because of the final decision, so he is more necessary to listen to others, and filter out the best one. As long as it is advised to benefit the game, it does not affect the overall structure style of the game and within the range of production allowance, planning is obliged to adopt. If there is a special reason, it is impossible to adopt, must have a sufficient reasons that can be established. Remember a little: more than others is always there.

4.6, have a strong enthusiasm for game production

Many people who have not produced games always think that game is a very interesting, very fun job, maybe make a game to meet your dreams, but the process is never interesting, fun and relaxing. In fact, the process of making a game is quite boring and tired. In the process of making, always encounter such or such problems and setbacks, and after the game is listed, it is necessary to be criticized by players - domestic players see the first-class products developed by foreign manufacturers. For the game made by domestic companies, it is likely to be disdainful, and it will criticize more than praise. This is very frustrated for the game crew.

In the face of all kinds of difficulties and setbacks, can you have enough enthusiasm to continue the development of games? Can I have enough courage and perseverance to continue? If your answer is negative, then you are still a good job of adding the game. The development of domestic games is not to catch up with foreign game operations in the near future, which requires all game makers to continue to work together. The process of developing domestic games is also the process of accumulating experience, improving the level, hinders themselves, is impossible to complete this process with only a moment of interest. Therefore, for the game maker, it is one of the necessary psychological qualities for the game creation to continue to maintain great enthusiasm.

Conclusion

I have been introduced in a few years of experience in the game production industry. It can be said that I also had a feeling of work for the game planning. If my experience is helpful to everyone, I will be very happy. At the same time, I also welcome everyone to communicate with me.

Have you read the above text, do you want to be a game creator? If you already have a sure answer, then, friends, welcome you to join us! Let us work together.

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