Production True - how is RPG made (four)

xiaoxiao2021-03-06  41

April 2: Dialogue System

I often hear someone saying "RPG game is not a small person walking on the screen, and I have said two words!". Although this evaluation is a bit too extreme, it also reflects the role and influence of dialogue in RPG games from one side.

Objective speaking, character dialogue is the most direct and most effective way to express a game storyline! Any other means cannot replace it. For example: Overview can also express the plots and development of games, however, the most suitable of the overtime animation is the atmosphere of the entire game, the background of the game, or the connection between two sections. It is far better than talking in the life details, plot clue or character mentality in the game.

When I said, I suddenly want to talk about some feelings about the game. There are also a few years in playing games, and in the game played in these years, I really can make my unforgettable classic. There is very few domestic production (except "swordsman love", there is basically no image), why are so many games unsuccessful? My most direct feelings are & # 0; & # 0; rough! It is not the roughness of the picture, but the unreasonable game details.

For example: Many rpg you can enter the rectail of others and the owner is not mind; there is a treasure chest to provide props and strong equipment to players in the enemy's old nest ... This is a place where it is not. But if these places can be accepted. So, when the role suddenly said that when he did not cohere with himself, I thought it was enough to make the emotions you played.

So I want to say to the domestic game production company: When you promote the investment of the new game huge, how technology is advanced, how to be grand ..., please don't forget to do the most basic place, multi-body post a player. !

Ok, there is a lot of nonsense, and now I'm just passing.

In general, the conversation data in the game is separated from the execution file, with a separate file to store all the conversation data in the game, this is: Modify the dialog data When you need to recompile the source program! What is the organizational structure of the data? It should be said that there is no unified specification, and each game has its own method, but no matter which method is used, it can make it easy to clearly clear. Please see the example below:

Example: This is a ribbon of the protagonist and the owner owner: (picking from the file talk.txt)

======= Weapon store =================================================================================================================================================

[59999]; // boss

{Is a small flying knife, today I am going to buy something here? } I will take a look! @;

{I know you can't spend money, warning you don't want to get your mind! } Is really! Have you seen me! @;

{Take it, welcome to come back next time! } There is also next time, you are not coming, I will come! @;

The first line is a comment, indicating the location.

The second line of [59999] is the number of the owner owner, in the game, the only marking the owner of the soldiers store.

Third lines to the 5th line are three conversations. In the beginning of {start, the boss is said, and if the lead in} is the protagonist small flying knife, each dialog is @; do the end sign. Analysis of the above three-segment dialogue, we are not difficult to see: The first paragraph is a dialogue with the small flying knife before buying weapons; paragraph 2 is that the little flying knife does not buy something, then the boss's dialogue; And paragraph 3 is what they said after the little flying knife bought something.

The process in the program is like this: When the small flying knife goes to the boss of the soldier shop, we press the dialog button. At this time, the program knows the number of the dialogue object is [59999] (ie, the soldier shop owner), then Find this number in the dialog data file Talk.txt [59999] this number, the result of finding is the content we extracted above. Executive Paragraph 1 conversation, then transfer to the interface of the weapon, the program will automatically perform the second paragraph 2 dialog (not bought) or the third conversation (bought) according to the small flying knife. Very simple? A short three conversations show a process of buying weapons, and through these conversations, they also draw a personality characteristics of the interrogators. It can be described as a lot! This is the dialogue process in the game. Of course, I omitted some of these details steps, such as how to display Chinese characters, what location display, etc. That's because these things are very simple, you can turn over the book.

Figure 6 Dialogue scene of small flying knife and soldier shop boss

April 6: Fighting and Upgrade System

Although the literality of "RPG" "role play game" and battle don't seem to have nothing, but in fact, the vast majority of RPG exists, and therefore, the fighting system is a very important ring in the RPG system. Usually fighting and upgrading in rpg, so put them together. First summarize, existing fighting methods are not more than the following:

First, the turn system: This is the oldest is the most classic one. It will appear from RPG, and it has been often adopted today. Its feature is: simple, easy, giving the players' full time to think. And with its turn-based characteristics, you can make a very gorgeous picture effect, give people a relaxed, casual enjoyment. The deficiencies are: the feeling of lack of tension and stimulation, is not strong. The representative is: "Xianjian Qi Chuan", "The Heroes" and "Swordsman Love".

Second, the war: this way is actually joining the plaid similar to the chessboard on the basis of the turn, the character can walk, this expansion is that the advantage of the game is not standing in place, then you Boxing, my sword is bloody, but can play some tactics that have been in danger, breaking. The representative is: "Jin Yong Qun Xia Tun".

Third, instant system; now the most popular way, the biggest feature is not to switch the screen when fighting, directly on the main map, giving people feeling is true, stimulating. However, it is much more difficult to achieve, and foreign large game companies are more likely to adopt. "Diablo" is an example of the most successful.

It should also be noted that a so-called half-time fighting method, which is only a expansion of the reticle, should not be alone, and the representative is "A cat, dog".

I list the purpose of these fighting methods not to explain that they are excellent, but want to tell you when you design RPG fighting systems, you should choose according to your own game, don't blindly pursue a so-called popular Way, I know that today's popularity does not mean that it will be popular tomorrow, only the constant innovative things have strong vitality.

The fastening is closely related to the upgrade, usually after a battle, the most experience value of the protagonist will increase. When the experience value reaches a certain degree, the role is upgraded. This should be a very simple part of the program implementation, but many games are because this part of the treatment is greatly reduced. Why do you say this? To know that we have played the game, it is the opponent, too strong or too weak opponent, will make our interest in our interest. So the quick slowness and amplitude of the upgrade in RPG is a quite difficult to grasp the scale. It is necessary to adjust by a large number of tests, in summary, a principle is not to make the enemy encountered by the protagonist and the difference between him.

The above is the introduction of the fighting system and the upgrade system, I hope everyone can constantly innovate on the existing basis, let our RPG games are more fun. Conclusion:

Ok, I will tell a section of our RPG. If you have anything unclear or something, please tell me by email (wj77@163.net), or leave a message on my home page (http://www.gpgame.com), I will definitely reply seriously.

转载请注明原文地址:https://www.9cbs.com/read-51561.html

New Post(0)