吸引玩家——游戏关卡设计的几点建议

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1、Keeping Your Players Engaged - Tips for Great Game Level Design吸引玩家游戏关卡设计的几点建议小编的话:原作写得很动情,值得一看。文中提到的如何筹划关卡,变换场景,给玩家奖励等都是很实用的,而且有详细的举例。蛮牛们可以在今后的设计中多多应用啊。小编翻译辛苦!从甄选文章开始,进行初译,这过程需要各种查词查网站以及问高手。然后再译,把文章润饰下,为了呈现给蛮牛们通俗易懂又不失华丽的感觉。最后发布文章,又要完成图片选择和排版等。这几个过程一步接着一步不容易。希望蛮牛们浏览后多多留言好评、指正、吐槽均可,支持小编工作。 在制作游戏情节和吸引

2、玩家时,游戏关卡设计是至关重要的。无论画面多么的动态,或模块看上去多么详细,糟糕的关卡设计会对整个游戏造成影响。如果你的关卡设计没吸引力,没有一人会喜欢玩你的游戏。让我们好好看下这篇文章,你可以开始在接下来的项目中添加该内容,这样玩家会乐于享受你的游戏关卡。Game level design is vital for establishing the story of your game and keeping your players engaged. Bad level design can ruin the overall game no matter how flashy the ef

3、fects are or how detailed the models look. If you have poor level design, no one will enjoy playing your game. Lets go over some tips you can start implementing into your next project so your game levels will keep your players wanting more. 无论它是个简单的2D手机游戏,还是下一代射击游戏,关卡设计是至关重要的。在许多游戏生产线中,它都是重要的。关卡设计方面

4、的专家,他们的目的是开发震撼人心的关卡,引领游戏朝更有趣更富有挑战的路上前进。It doesnt matter if its a simple 2D mobile game or a next-gen shooter, level design is paramount. It is so important that in many game production pipelines, level designers are specialists whos sole purpose is to create appealing levels that move the game forwa

5、rd in a fun and challenging way. Whether you are creating the next greatest sci-fi shooter or a simple adventure 2D side scroller, you need great level design. 让我们看看到目前为止最有人气的视频游戏之一:系列。假如你曾玩过他们的多玩家关卡,你就清楚在地图中有特定区域,在那里你一定能找到一个或两个隐藏着的正被某人追寻的狙击手。你也清楚在地图上,玩家们会涌向将要发生大事件的热点区。此外,还有许多专门为偷袭和军事演习设计出来的小道及区域。Lo

6、ok at the Call of Duty series, one of the most popular video games to date. If youve ever played one of their multiplayer levels, you know there are specific areas on the map where you are bound to find one or two snipers hiding out, waiting for someone to run by. You also know where on the map most

7、 of the action occurs, the hot spot where the players flock to. There are also specifically designed pathways and areas for flanking and other maneuvers. 这些关卡并不是马马虎虎地拼凑。而是有详细的物体,并且摈弃了在地图和动画效果中能增加惊奇感的设计。相反,其中的每一个关卡都是真实设计的,每一个都用某种不会停止的行为给玩家呈现不同选择,玩家不会被关卡困惑住。These levels havent been thrown together wit

8、h detailed objects tossed about the map and flashy effects added to increase appeal. Instead each one of these levels has been designed from the ground up, each offering different choices for the player in such a way that the action never stops, and the player isnt confused by the level design.Plan

9、out Your Levels筹划你的关卡 筹划关卡是为你游戏,设计出很棒关卡的第一步也是最重要的一步。你可以从众多游戏引擎的内置库中,尝试选择和开始摆放随机资源,例如走廊、房间、敌人等。为了创建一个吸引玩家的关卡设计,你不得不更多考虑它。你需要考虑这个关卡是如何推进你游戏的。它是否配合游戏主线呢?Planning out your levels is the first and most important step in creating a great level design for your game. It can be tempting to go in and start pl

10、acing random assets, corridors, rooms, enemies, etc., from the built-in library a lot of game engines come with. In order to create a level design that keeps the player engaged, you need to give it much more thought than that. You need to think about how this level moves your game forward. Where doe

11、s it fit within the story arc? 精准地筹划出你想要玩家去哪儿,以及到那里的最佳方式。为了得到相同结果,可选择其他路线吗?玩家到底是何种想法呢?这些问题可帮助我们进行关卡设计。一旦你有了关卡设计的方案,就可以在游戏引擎中开始设计关卡。Plan out exactly where you want the player to go and the best way to get there. Are there different routes to take in order to get to the same result? What kind of optio

12、ns does the player have? These questions can help determine your level design. Once you have the plan for your level established, you can start building the level in the game engine.Lead the Player引领玩家通关 好的关卡设计会引领玩家通关,但不直接给答案。玩家想感觉到他们正为自己找解决办法,但也不应该难度太大,这样的话,留给玩家的难题就太多了,反而变得困难了。你需要在挖掘玩家和关卡设计方面寻找好出路。

13、A good level design will lead the player, but wont give them all the answers. The player wants to feel like they are figuring something out on their own, but it also shouldnt be too difficult where you leave too much up to the player and it only becomes frustrating. You need to find that fine line o

14、f player discovery and level design influence. 比如,你可以引领玩家到你想让他们走的路,这可以通过带有指示标,或关卡中到达更有意思的区域的路线来完成。应该设计出某个区域,它的光照更强烈或是有好玩的场景,该场景吸引玩家的眼球,并强迫他们去探寻。这里一个简单的例子就是在远方有个环绕敌人的巨塔。这样玩家就有可能想去探险该区域,并迅速地意识到他们应该怎么到那儿。这对玩家更有吸引力了,我们不要做出那种简单的指示,譬如告诉他们该怎么做,怎样杀敌或是该捡起某个宝物。For instance, you can lead the player where you w

15、ant them to go by having paths in that direction or have that area on the level more interesting. There could be an area where a light is illuminating much stronger or a more interesting piece of scenery, something that catches their eye and urges them to discover more. A simple example of this woul

16、d be having a giant tower surrounded by enemies off in the distance. Chances are the player will want to explore that area, and quickly realize that is where they should be going. This is much more engaging to the player, instead of having simple instructions telling them to go here, kill that, and pick up this.Vary the Scenery变幻场景 在你的关卡中找一些你能变

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