Introduction to the game system: role

xiaoxiao2021-03-06  14

Now the nature of the game industry is messy, so soon as possible ~~ Welcome everyone to supplement ~~ Someone works to write a book? There are also battle articles ~ plot models ~ online game special articles ~ scene articles ~ items ~ attached attributes special articles ~ Game sex articles ~ Play forum no documentation structure. . Let's take a closer look. Every 10 minutes of eyes closed and protect your eyes. Introduction, the game system is in the game, strategy role, online game, etc. There are various game characters related to game characters and roles. Simple synthesis Sexual summary provides quick references for system design with plots for design oriented. Different gaming systems have different appearances, but their nature and their role are connected. In the case of an existing game system, select the appropriate game system to reflect the game theme by a certain form of transform and migration. 1. Role properties and role properties The role properties are the ability of the role in the game, the digitization of the characteristics is embodied. The role property system is a contact between each role property, role attributes, and other game systems. Early games, due to the realization of roles (action, behavior, feature), the game value is mainly used to reflect the different characteristics of the game role, such as combat power, strong magical ability, even the difference in appearance, such as high weight, etc. . In the strategy / war game, the player manipulates the role of different attributes, and performs a policy based on their respective attributes. With the development of game software and hardware technology, the picture and music have become the focus of players. In the role of the first person's perspective, the game role can make the corresponding action in accordance with the story requirements, and the role attribute has become a realistic game, an increase Game sex auxiliary system. 1.1 Role Basic Attribute Role Basic Attributes are generally represented by numerical or letters, sometimes in order to be more intuitive, often with histograms, exquisite role attribute columns can often bring a good feeling to players. The basic properties of the role are divided into two categories: strength, intelligence, charm, leadership, spiritual power, physical strength, reaction, endurance, etc. describing the properties of role basic capabilities, called "internal properties". "Internal Attributes" is generally not affected by the upgrade, or the impact is small. Attack power, defense, injury, magic value, health, speed, injury force, etc. directly describe the properties of game effects, called "external attributes". The perfect role attribute system should simultaneously have the properties of these aspects, shaping more and more fulfilling characters through different "internal properties" and "external properties". Connect on simple computing relationships between "external attributes" and "internal properties" in such games. Such as "Diablo", "Warcraft 3", online game "Adventure Island". The game is more uncommon to use "internal properties" alone. In some games that are simple, action, unfair, etc., which is used as the main gameplay, often uses "external attributes" to weaken role properties, making the game easier. Such as "Legend" in online games. In general, the more complex role attribute system can reflect the difference in many roles. 1.2 The grade role of the role is to be simpler, intuitive regional role basic properties. At the same time, it can also be limited as occupations, tasks and items. Add the complexity of the game.

General game only has a level system, and some games do not use the level of this concept (such as "Battle Mage"), and ADND uses two levels of system (occupational grade, character level), online game "Fairy Legend RO" is also used. Dual grade system. 2. Classification of Role Properties System 2.1 Classified by system 2.1.1 "Black box" system players cannot directly know the property effect directly, "Black Box" system calculation formulas are generally difficult to master. Just know how to get the best effect, do not have to care about the specific value of the actual effect. Example: Injury = attack power / 4-defense / 2 level difference * 5 support effect terrain effect The actual effect and attributes of the attribute can only rely on guess to determine. "Black Box" system can dilute the complicated digital relationship in the game, in some of the story-based RPG, generally use "black box" system, in the online game, in order to increase the gamble, generally also use "black box" system. 2.1.2 "White Box" system player property itself is the effect of attribute or can be obtained by simply calculation. Example: The unit Squire property of "disciples" is: HP 50, DAMAGE 15, HIT 85, INV40. The actual damage is the value of DAMAGE (with the difficulty of having a random deviation of -5 to 5) "white box" system is more intuitive than "black box" system, easier to let players accept, can make players more convenient to master games Situation, better and more accurate strategic thinking. "White Box" system requires players to actively actively actively make simple auxiliary operations, which can add games in the strategy game, often used in some emphasis rules or strategies, such as "Heraldic Collapse", "Disciples" . 2.1.3 "Gray Box" system A system, role attributes and effects between "white box" and "black box" are the same "black box" system, but it may be caused when actual use Injury or hit as a reference to facilitate players thinking and decision making. "Gray Box" system is a simplified "White Box" system that reduces players 'thinking difficulties and is too complex role attribute to players' adverse effects. "FFT", "Royal Knights", "Three Kingdoms Cao Cao Job Biography", "Radiation Strategy Edition" is used. 2.2 Classification by the attributes 2.2.1 Type Role Attributes Mainly reflecting the role to cause damage to damage or resistance to damage, which is usually between 90-100, and the game is less affected. With the growth of the role, the growing number of injuries will bring a sense of accomplishment to players. However, the injury property is too dead, and the growth ratio of monster life in harmful game will approach the growth rate of player's role damage. As a result, the early battle and advanced battles are only constantly multiplied on the figures. Any change. In order to avoid this situation, it is generally used to increase the diversity of combat using a complicated attack attachment attribute. 2.2.2 Rotation Role Attributes Mainly reflects the role to successfully cause damage or avoid damage. Target value is generally determined by attributes such as weapons. ADND, SPECIAL, etc. The predecessor is the system of the desktop. Example: Attack Rating and Armor Class, the value of the Armor Class affects the actual hit rate and avoidance rate of monsters. 2.2.3 Integrated systems combined with damage and chance-type systems, the role is not only the ability to resist / resisting damage, but the hit / avoidance is different, but can fully reflect different combat attributes of the role.

You can increase the complexity and strategy difficulty of the game, usually in the war chess, such as "Isolated Herizes". 3. The basic capability attribute of the role of the role is generally 6-8 items, which still cannot react to reality, and the accessory properties of the role are in this basic ability attribute, further describing the properties of the role characteristics. The accessory properties of the role generally include Special Skill, Special (Perks), Background, and the like. 3.1 Ability Affine Attributes Reflecting the Special Ability of Role, such as magic of the effect, immunization of specific states, and so on. General use of text description, such as "long sword special attack", "leadership temperament", "hundred poisonous incourse", etc. You can also limit the equipment or skill attachment attributes that the players can use, such as "Shield Mailing Possible", "Fire Domain Magic". 3.1.1 Active Affine Properties Some games Some games will be attributed to a "attribute", such as China's "five lines", European "Source (Source)," Source "," Source "," Source "," " "Attribute" generally has a simple gang relationship. It is more common in emphasis on strategic games. Example: "Magic Elf", the Empty Elf Attack Ground Substant Wizard, it will cause 0 or 1 damage. 3.2 Skills Affine Properties is also magic, stunt, tricks, etc. in the general sense. (Skille the attachment of the skills itself can be a complete and complex gaming system, but it must be attached to the role, the inherent attribute of the role) Skills attachment can increase the role attack method, increase the diversity of battle, reduce the repeated battle. Brakery, good skill affiliated attribute system can provide a certain power to make players constantly cultivate their roles, which is more common in online games. 3.2.1 The connection between skill attachment properties In order to increase the change and depth of the game, it is often added to different skill attachment attributes. Sitting: A chain reaction is generated when a different role is attacked using different or the same attack attachment attribute, thereby playing a greater effect. "Hero Legend", "Fairy Three", "Dragon Warrior" series, "Interactive Martial Arts" combo: Several different or the same role continuously launches normal attack or skill attacker attack, generally displayed on the screen The number of combos, as the number of combo is increased, and the effect is generally increased. The presence of a combo system will make players constantly pursue higher combo numbers and increase players' satisfaction. Counterfeit: Specific skill attachment property produces specific effects on specific attack attachment properties. Example 1: ADND, when two martial arts are "imprisoned" and "free surgery", these two spells are anti-factoring, and the result is that these two spells do not produce. Example 2: "Heraldic Battles of Rhizards ~ Sword of Holy Devil" Use Physical Interview Spell When using a photograph, 2 damage, 20 hit / avoided positive correction. 3.3 Role Auspicious Properties Getting mode 3.3.1 Upgrade roles Get new attachment properties by upgrading. Generally, the specific level of specific skills have been specified in the system design. The upgrade is relatively easy to control the balance of the role strength, but compare the dead board, so there are also games to let players choose a skill from the optional skill table when upgrading to increase the player's freedom. In some games, players learn the attachment attributes through items such as level restricted skills, which are essentially upgraded. 3.3.2 Purchase Form Role The "Skill Point" obtained by upgrading or other ways, swaps the player selected by a certain skill point by a certain skill point.

Compared to the upgrade, buy a list of more freedom, make the accessibility of the attachment of the person, let the players develop people according to their own preferences. Many game attachment properties are all modifications in purchase. For example, the Wood A system in "Xuan 4", "Xian San" Magic Sword System, "Battle Mages". In order to reduce the degree of freedom, generally use the skill tree or skill network to limit the order of learning attachment properties, such as "Diablo". 3.3.3 The learning role mainly obtains an affiliate attributes primarily by learning to a particular NPC (teacher, etc.) in the enemy or the game. Such as "Dragon Warrior". There are also a particular learning system, such as the role in "FFTA" through the ability of learning items to obtain an accessory attribute 3.4 Role attachment attribute 3.4.1 Equipment type through "equipment", from the role Select a few attachment properties in the full accessory properties to the role, only the affiliate properties of the equipment can produce. The equipment can control the role capability under the free skill system, ensuring the ability of the role within a certain limit. Such as "FFT", "Royal Knights", online game "Xuanyuan 2 ~ Flying Adventures" generally divides the accessibility attributes owned by the role into several categories, there is a specific attachment attribute equipment column. Attack Auspicious Properties: Role Attack makes an accessory property of the effect, such as a strain, puncture. Counterators Attributes: When the role is attacked, the effect of the affiliate property is triggered, such as counterattack, thorns. Command Auspicious Properties: After equipping, the role can use the new command, equivalent to active use. Such as "White Magic", "Black Magic" in "FFT". Assistant attributes: Affine properties for role their auxiliary effects, loaded with 蠹 ⒒ ⒒   韧  诒 诒  褂 谩 谩 谩 纭 纭 铩 铩? # 8220; Shield equipment may "3.4.2 The player uses the corresponding access properties through commands. The general game is such a way. 3.4.3 Being started after the passive attachment attribute, does not require players to actively call. General capacity attachment properties belong to passport. 3 .5 Role Affine Properties Growth Game starts using high degree of freedom, does not rely on the player level role attribute system. But in order to balance the game balance, the role of the original fixed-effect role is given the same. Growth system. Make the accessibility performance together with the role. 3.5.1 Growth mode of role attachment The number of times the applied attachment is used, the larger the attachment attributes, the purchase point uses "skill points" to increase skills Effect. The effect of the contact subsidiary property is mainly dependent on the role level or the level of character. 4. The growth of the role property is in a general playing game, and the role will grow with the progress of the game. 4.1 Growth Way 4.1.1 Upgrade roles By getting experience values ​​(or money, such as "Free Lancer"), complete specific tasks, enable roles to get a higher level, and accompany the rise of the role and the accessibility attributes. 4.1.2 Practical role A certain type of property related behavior is used, the higher the attribute value. Such as "Dungeon Siege". 4.1.3 Comprehensive combination of the upgrade and practical growth system. At the same time, while mastering the balance of the game body, the space for players selectively cultivate role capabilities. Example: "Super Robot Battle ~ α", the characters are not only upgraded, not only attribute 1, in the use of shooting or fighting weapons, 4 enemy machines or Hit 16 machines, shooting or fighting properties can increase 1.

4.1.4 Purchase Point-of-Press System Generally does not "level" this role basic attribute, use experience or money directly exchange the basic attributes and accessory properties of the role. While adding degrees of freedom, it also adds difficulty to grasp the balance, generally used in systems that have a smaller impact on the overall ability of the role itself. 4.2 Growth mode 4.2.1 Freestyle Roles After getting a new level, you will get a certain "upgrade point", you can use the "upgrade point" to exchange role basic properties and access properties. You can make the player have a space that cultivates its own characteristics. Freestyle systems must have a detailed description of the basic properties of the role and the attachment attribute in the game to prepare the player's choice. 4.2.2 Fixed Roles After getting new levels, add the basic properties and accessory properties of the characters according to the system. Compare the dead plate, players can't cultivate roles in their own will. 4.2.3 Random Roles Get a new level, press a certain probability (growth rate), randomly add the property of the role. By non-determinability, you can increase a certain gameability. It is generally used in many games such as play, to reduce the impact of randomness on game balance. 5. The occupation of the role and the occupational system role is the highest evaluation of the integrated characteristics and capabilities. The occupational system of the role is a brief description of the role development line. 5.1 Classification of Occupation 5.1.1 Pre-lead profession first determines the occupation of the role before the development of role capabilities in this occupational area. General games use this system. 5.1.2 Evaluation of the profession has the ability to evaluate the role as the evaluation criteria, and then give a professional title system. Such as "Dungeon Siege". The system is close to "title", and the occupation has no substantial impact on roles, and the development of roles is not restricted. It is a system with a high degree of freedom. 5.2 Transfer and Advanced Professional 5.2.1 Transfer to increase the freedom of the game, and make the role can accommodate a variety of game environments, some games allow roles to use a career for a while, you can choose other types of other types. Career. 5.2.2 Conditions of Transferring General Provisions must reach a certain level, complete the relevant tasks or get the relevant transfer items before transferring. 5.2.3 Transferring restrictions Some games in order to prevent players from frequent bricking, restrictions on the number of transitions, or increase some punishment on the role of transfer. Example: In ADND, the original occupation is the role of "Paladin". When choosing other occupations at the upgrade, it will not be able to improve the level of the profession of the Paladin. There are also games that do not make any restrictions on the transfer of roles, but it is usually easily "lost". Such as "Angel Empire Three", "Exotic Town Soul". 5.2.4 Advanced occupations In order to increase the depth of the game, they often divide the same category into several, link in linear relationship. High-level occupations often have more professional and more effects. Example: Squire - Knight - Paladin 5.2.4 in "Disciples" is generally used to use the advanced occupation as a professional system. Example: "Social Knight" in the Social Knight, the Social Knight, the Social Knight. Purpose professional system. Example: 5.3 Deputy Occupation from an affiliate profession that belongs to a certain occupation. Decealtic ministry can make more divisions to the main career, making professional systems richer. In some primary occupations, it is recommended to introduce a secondary vocational system in the system selected by most characters.

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