Formula design "Chapter 1 Data"

xiaoxiao2021-03-06  19

Formula Chapter 1, Data -> Formula Chapter 1 First, we must understand the formula to know the data in the game. There are general three-class data in the game: "Original Data", "Stage Data", "Performance Data". The difference between these three data is "stability", that is, the latter has stronger stability than the former. Original data: usually constant, data for the game. It is usually written by the program. Phase Data: refers to the data basis for the game to run to a period. For example, the ability of the role at a certain segment. Performance data: The data is ultimately reflected in the game. These three data are characterized by stability. The most powerful, staged, the most weakened. The original data is basically unable to change. Stage data, usually only one-way changes, can change, can not change. That is, after the upgrade, you can't return it again. Performance data, it can be freely changed. It can be changed, and it can also change. Before describing a data, let everyone avoid a misunderstanding. The data that players understands, and the data understands the designer, usually different. For example, determine the data of the attack effect, that is, attack power. In the eyes of players, the attack power is a data. However, in the game structure, at least three data: original attack power, stage attack power, performance attack power. Original attack power, refers to the initial attack power, this data is a constant, which is not changeable. The stage attack power refers to the attack power that is shown after the role is upgraded. It is a variable that is a variable. He is based on the impact of many factors such as level, weapon, elves ... and many other factors. In some games, there may be no phase data or raw data. Or the original data is the ultimate performance data ... this is possible. To describe a data in detail, you need to describe from such an angle: attribution: which type of data belongs to this data, (Elf? Building?) Change: Refers to the change attribute of this data, variable, single direction, not Three kinds. Value range: Refers to the value range of the data. (It should be very cautious when the value is set, it is best to re-subscribe to the level of the game.) Content: Describe the data. Generally speaking, an experienced planning, usually provides a "parameter table" before the game starts. This is critical for programmers. The second phase of "Data Research": Design Essentials. First, design data must be determined according to the needs of the game, rather than simulation according to the content of the reality. For example, if you need a player to master a remote attack, add a data "radiple". When the archery is adjacent to the enemy, the stronger the attack effect. This is the law in real life. Only in one case can be imported into the game, and this situation we have already spent many times: when you have a factor, you need a carrier. Second, if there is no need, do not add an entity.

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