The video game continues to innovate and develop under the driving of the entire computer industry. Since computer inventions, it is developed to various fields to become the process of we now works and must have an essential part of life, and video games are gradually penetrating into our entertainment activities. Although there is already a large number of articles that have been designed in computer games, I always believe that for such a rich media, even more articles will not be more than. Ok, let's start, first of all, what is the basic element of the computer game? I divide the computer game into five elements. They are images, sounds, operational interfaces, gameplay and stories. The following is classified below. 1. Image When the player watchs your game, the image is the first step in touching them. The style and specific form of the image will tell the player's rough outline of your game. Images are also the first step in immersion. To make your player experience himself as if you have created. 1, the latest, better, faster, even more from the game, the images are the fastest progress. Every year, the basic criteria of images will increase, and the picture is getting more beautiful. The game production has become a painting-intensive industry. When designing the game, you have to decide what scale image, if you don't estimate your strength, do high requirements, such as using a beautiful 3D image in the game, paintings need to spend a lot of time and energy to keep The same level, this will greatly increase production costs. At the same time, you need a high level of programming to make a highly efficient 3D graphics engine, otherwise your game software consumes a lot of CPU time when processing images, making the game's smoothness of the game. So, you must find a balance point between the scale of the image used and the funds you have. 2D images are made in making and use more than 3D, if your game does not use 3D, then 2D is also acceptable. In August 1998, a 2D image game ranked first in sales, 2D images were ultimately eliminated. 2, the display perspective Although each game has its own different display perspectives, it can usually be summarized as the following categories. The game like Command & Conquer and Starcraft is an angle that is obliquely 45 degrees, while Doom and Quake are the first perspective, and CIVilization is the perspective of the overview map. Each game has at least one viewed perspective. In NFS3, the player can operate both in an immersive first perspective, or a third-person trailing angle of view. In playback, it is more in a variety of imaging angles, which greatly enriches the player's visual feel. As a designer, you must decide what kind of perspective to show your players. Every game wants to be different, but if your game is too different, the control of the learning game has become difficult, then you will lose some potential players. Just like a well-known trademark brand in life, you can get the user's affirmation. Your game performance also needs to have a strict test to get the player's affirmation. Second, the sound sound is also very important in the game, but often ignored because you can build a game with no sound, but can't create a game without plot or image. In fact, a large number of games in the early days, the sound effect is really poor. Of course, the hardware environment at the time is also a constraint. Now, the designer does not have to put music with the small speakers that come with the computer, and they have been able to play realistic sound and CD quality through advanced multimedia hardware support. 1. The sound is more immersive than the image. When the image takes you into a scene, the music played in the background will build a true illusion in the player's mind together. Music can bake the atmosphere and enhance the performance. The sound is often used to prompt the focus in the game.
In Quake, the roar of the monster is in vain, and there is a difference in their orientation. If there is no sound, then the true sense of the game will fall a lot. In the movie Jaws, a shark wrapped around a boat tour, and the sailors on the boat continued to shoot the intensive bullets to attack sharks. At this time, the film did not have music. Suddenly, with a special sound effect, the shark jumps out of the sea, eats a sailor on the deck. This voice is closely fit to the content of the movie, which makes people hang. With the continuation of the film, sharks become more frequent, the music rhythm is getting faster and faster, it seizes your heart, your body will unconsciously pour forward, nervously watch the surface of the water . Before the last attack, the urgent music gradually woven, a low sound effect came out, the shark opened his mouth and started to devour people. At this time, almost all the audience will scream. 2, why do designers often ignore the sound in the game? When the player plays games, they look at the image. They are concerned about what happened on the screen. They are used to commenting the advantages and disadvantages of the image. They will not separate some attention to what you can listen. Because the sound is just auxiliary effect, it is far more than the image to the player. Because the sound is just a vague consciousness for the player, and the visible thing is a clear consciousness to the player. How to let them pay attention to music, is to affect them as much as possible. Third, all five aspects of the operation interface are important for the game itself, but for the designer, it is necessary to pay special attention to the operating interface. It is a contact link between players and games. The image will make them impressed, music will make them move, but if there is no appropriate operation interface, then players are like watching a film. 1, then where did I start? Start by control. What kind of operation will play to get the game information? For the player, through these operations to control the game is easy? If the player can't operate the game well, then a fatal weakness for this game. For the old players of Quake, the left hand operates the keyboard, and the right hand is using the mouse is a good way of operation. However, many people in the world cannot control quake in this popular way. They can't operate such 3D games very well, often hit the wall, lose the orientation, lost in the game until this game is given. What is the solution? Do you have to know your players, how do they think and want to play. Once you know this, then you have a good start. If you want the game novice to get started quickly, then your interface must have a wide affinity, at least in the beginning of the game, it is easy to learn. I am not saying that you can't have a more complicated option, but if you want a novice to easily enter the game, then you must make this possibility. 2, the control key Any interface system includes several control keys. Each key has its own unique features. The more the control button, the more difficult to master, like some flight simulation games, define a dozen control keys, so that the player learns how to operate more difficult. For the game console, there is only one direction round and fixed several function buttons on the operating handle, and the player can quickly enter a game, almost no longer need to learn. Less control keys mean easy to get started. However, in order to better control the game, it is often necessary to define a lot of control keys. How does this conflict solve? It is already good to answer on the game console, which is completed by a complex function through a limited number of control keys. For example, in a double bucket game, there are many additional tricks with the organic group of the direction key and the control key.
The distribution of the key is reasonable. Take the game of doo as an example. It allows players to move in this world with four arrow keys. This is an intuition. The four direction keys represent the four basic directions before and after. Operation with a numeric keypad can be operated. In Doom, these two methods are parallel. Some games use the number keypad, and the keys are used together, just like 1, 2, 3, 5 keys, 1 is to the left, 3 is to the right, 5 is up, 2 is down, although this kind The operation mode is almost the same as the direction key operation, but it is easy to make an error to the player. You can find that the keyboard arrangement can be discovered. The four arrow keys are relatively independent, next to other keys, and 1, 2, 3 There are still many other keys, and the players are easy to press in the operation, and the arrangement of this control key is relatively poor. For players who do not use the mouse, the full keyboard mode is provided with Ctrl to move, the arrow key is to move, because the Ctrl is at the top left corner of the keyboard. When the player uses the right hand to control the moving direction, the left hand can easily operate. Ctrl key. Corporation of a variety of operations, making Doom can fit the players of different operating habits. In order to make this interface as simple as possible, you have to take care of some people who have never touched the computer. Try to explain what to do, guiding how they do it. You need reasonably to divide the function and make it easy to make the operation as much as possible. Dressing on the interface is more serious than in other ways. When the player is playing games, he is tightly linked together. They regard the control of the game as the natural extension of their own body, just like the baseball game, the athlete is flexible when using a ball or glove, is like a part of their body. If your interface can't let the player have to manipulate, then you set an obstacle between players and games. This will make players get angry and disappoint. If you often go to play the arcade, you will know: When some uninformed players put the coins into a moving machine, they will hurry to knock on the panels when they play, and hoped to operate normally. . These two are similar. Refer to the interface system that has been used by other games and gets a widely recognized player, making your interface system similar or in their basis. This is a good way. This allows you to create a unique interface system without a big risk and worry that users accept their accepted. 3, can set the reality and more complex, players are different. If your game has a lot of options, allowing the player to adjust to adapt to the actual situation, which is much better than the fixed parameters. Of course, the setting is considered for some experienced old players, not a newbie. Novice does not need to make specific integration of these configurations, just to play. Don't let your newcomer to set up, in order to avoid this situation, you need to configure a set of default parameters for your game, which takes care of the current mainstream hardware software, and can be very good on most players' machines. Run. When the novice turns into a veteran, they will be able to make metacly to better play this game. In addition, don't expect players to see the game operation manual first in the first time. Try to consider the players, add these content to the game, so that the player gets a timely help in the game. 4, the interface of the interface AI interface and AI is how your game explains and handles the player's input. When in Command & Conque, the player selects a combat unit to let it reach a destination. Then this unit will automatically press a shortest path, which is a very important function. The AI of most games is related to the expected value of the player.
You tried to simulate the realistic thing in the game, when the game's reaction is derailed from the player's expected reaction, you break the immersion. Fourth, the game is unpredictable, it is like a bridge between players and fun. It is not only reflected in the combination of players and computers on stand-alone, but also in competition in two or more people in multiplayer games. Gameability provides an interaction, which can be the same rule as a card, or some difficult tasks. How to create good gay? Unfortunately, the game operation is not quantified. It is also not possible to be simply categorized and direct. I tried to explain some ideas to explain how to create a challenging and interesting gameplay. 1. Balance We often face this balance in the game. If the game is unbalanced, it is very likely that the game will lose a lot of fun. This means that every aspect of the enemy in the game is equal? No, it simply means that the game needs to be balanced within a macro range. Just like in Risk, there are different people in different countries. If the player plays the USSR one side, then he will be 2 times the army of other countries, but his territory has no barrier, and the four sides are easily attacked, if the army Average placed on the territory of the territory, then the strength of each place is relatively weak. Although each country has its own characteristics, it is not equal to each project, but the sum of all items, that is, between their integrated strength is relatively balanced. Trade It is a subclass of balance, allowing players to pay some other to get relative balance between each project. 2, easy to start, but it is difficult to master successful games, people will often talk about it, but they have to play, they really need a lot of time. The interface system should allow players to continuously improve the level. A perfect example is streetfighter2 (sf2). It only needs to move in the direction of intuitive movement and press the button, which allows anyone who first contact to this game to play for a while. The operation of SF2 is elastic. If you master the combination of the direction rod and buttons, some special tricks will be issued. But it is very difficult to master these tricks. It is also suitable for any level of players. Mortalkombat is a game with a poor operation interface. For a newcomer, its operation is too difficult. It's hard to get started, which makes it a successful game. 3, the ai in the game sex does it refer to how the computer comes to play with the player. This AI controls the computer party and tries to view the player's situation to attack the player. An earliest example is Pacman. It has four enemies, and these enemies have their own characteristics. One of them, it will follow you without slowly, one will try to cut off your way out, and another will move the nearest energy ball, so that you can't eat it, the enemy, just Destination. In the same example, there is also a gold, the police caught the thief. This is a very good AI design method in the late 1970s. In the design of modern games, the enemy is not so simple. When you start designing AI, you can consider it, when you are a role in the game, what kind of countermeasure you will take when you face the opponent in different situations? When you consider reasonable countermeasures in each case, you will get some rules, this is the computer's AI, when faced in the game, it will make a reasonable react. 4, the real AITWorks and Geneticalgorithms are the two categories of AI we often hear. Both need a large number of resources of the computer to learn and adapt to the player's operation, so in any game It is rarely used in it. For a long time, the rules of AI are still based on your own countermeasures, which is more effective than the fixed AI system.