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再度分享制作平台游戏的13个技巧

发布时间:2013-04-11 14:49:35 Tags:,,,,

作者:Diorgo Jonkers

本文是我的前一篇文章《11 Tips for making a fun platformer》的续篇,但又增加了几点。本文仍然聚焦于平台游戏,但各个技巧背后的理念其实可以运用于任何类型的游戏,无论是2D还是3D.

1、简单的摄像镜头

最简单(和最好)的摄像镜头是,始终把玩家置于屏幕的中间。这意味着,无论物品从屏幕的左边还是右边出现,玩家都是相同的反应时间。当玩家到达关卡的边缘,摄像机就会停止移动。例如,当玩家抵达关卡的左边缘时,摄像机就会停止往左移动;当玩家从左边缘向右移时,摄像机会继续跟着玩家移动。

另一种比较好的摄像镜头是,把摄像机放在玩家移动方向的前方。例如,当玩家向右移动时,镜头会显示更多右侧关卡的情况,这样玩家就可以提前看到。当玩家停止移动时,摄像机镜头会慢慢地移到玩家所在的屏幕正中。

super-mario-level(from devmag.org.za)

super-mario-level(from devmag.org.za)

2、允许玩家腾空移动

当玩家跳起来的时候,应该至少有与在地面上奔跑时相当的移动能力。

这意味着玩家应该像在平地上一样,在跳跃腾空时能以相同的速度向左或向右移动、能够射击或使用道具。

3、爬梯容易

climb ladders (from devmag.org.za)

climb ladders (from devmag.org.za)

当玩家位于绿色框区域内时,他就可以爬梯了,即使当时他腾空中。当玩家按下方向键的上键时,角色就会爬梯。注意,绿色框比梯子稍大,这样可以减轻爬梯难度。

clime ladders (from devmag.org)

clime ladders (from devmag.org)

当玩家在梯子上时,玩家应该能够向上、下、左、右甚至对角方向移动。

climb ladders (from devmag.org.za)

climb ladders (from devmag.org.za)

当角色的头撞上红色矩形时,会自动移到梯子的中间(即使当时玩家按的是向上键)。这使角色更容易通过狭窄的通道。

允许玩家在梯子上射击或使用道具。

无论何时,当玩家按下跳跃键时,角色都能够从梯子上跳开。当玩家按下向左或向右键时,角色也会离开梯子。

要让角色爬梯子,玩家可以按向上键,跳跃键或抓取键,只要这些键不会与游戏的其他机制冲突。通常来说,按向上键开始爬梯是最简单最直观的。但如果你的角色的武器是需要瞄准的枪,按向上键可能会使枪向上射击。在这种情况下,按跳跃键或抓取键可以作为爬梯命令的输入。原则就是使用最简单的最有趣的方式(游戏邦注:除了爬梯子,爬藤或荡绳也一样,见下文)。

4、容易爬藤

理想地说,爬梯和爬藤可以使用相同的代码。因此爬藤和爬梯一样,除了一点——爬藤通常会产生更多水平运动。

5、容易抓绳

swing on ropes(from devmag.org.za)

swing on ropes(from devmag.org.za)

当角色接触到绿色框的区域、玩家按下向上键时,就可以抓住绳子。就像上文提到的梯子,绿色框区域比绳子大,使玩家更容易抓住绳子。

当角色抓住绳子、玩家按下向上或向下键时,应该允许沿着绳子向上或向下移动,无视当时绳子摇荡的角度。例如,当绳子呈45度角摇晃时,玩家按下向上键,角色仍然会沿着绳子向上爬。

允许玩家在绳子上射击或使用道具。

无论何时,当玩家按下跳跃键,角色都能够脱离绳子。

6、允许随时双跳

通常情况下,只有角色的第一跳完成后处于某种状态时(游戏邦注:如特定的高度、某个时限内或角色正在向上移动时),才允许进行第二跳。

允许玩家腾空时也能做双跳。这会使游戏的反应性更好,更有趣。唯一的限制是,玩家完成第一跳后必须松开跳跃键后再次按下。

7、避免惯性

当玩家松开向左或向右键时,角色应该马上停止移动。如果存在惯性的话,角色此时会继续向左或向右移动一小段距离后才停止。但在冰面地形的关卡中,可以使用惯性增加难度。不要在整个游戏中使用惯性。惯性会导致角色从平台上摔下来或撞上敌人或障碍物,这就使游戏显得反应迟钝了。

8、优化移动平台

玩家遇到的第一个移动平台应该比较容易,并且从平台下摔下来或跳不到平台上的惩罚不能太重(可以使用的惩罚如重新回去爬梯子)。第一个移动平台的作用是让玩家了解这种平台是怎么回事。

不要让移动平台飘得太远。如果平台飘得太远,玩家就很容易错过;一错过就得等待平台飘回来。当玩家得借移动平台通过一个大的区域(如有尖刺的路面),那么就要多放几个移动平台。

如果移动平台是不断来回移动,可以将玩家在两个平台之间往返,那么,务必在玩家清楚地看到它的时候再让它移动。当玩家抵达平台却没有看到移动平台(因为它飘到另一边去了),他可能没有意识到这里有个移动平台,可能就因此去玩其他关卡了。或者,为了保证玩家看到移动平台,可以等到玩家走到平台上再让平台移动起来。又或者,让平台沿着轨道移动,这样当玩家看到轨道时,就知道附近有个移动平台了。

9、给予线索

通常来说,玩家应该看到平台底部有什么,这样他才知道是否能安全跳过。

如果玩家确实不能看到平台底部有什么,那么就要增加提示玩家的线索。

例如:

1、头骨、苍蝇、血迹,暗示着平台底部有尖刺或转刀。

2、红光,暗示着底部有火或岩浆。

3、半空中的能量物品表示安全。

4、敌人的头从屏幕底部探出来并且水平移动,可以提醒玩家应该在哪里着陆。

如果没有任何迹象,那么玩家应该能够安全地从平台上跳下来。

如果平台底部有敌人正好离开屏幕,那么应该让玩家着陆后有时间反应(游戏邦注:例如,敌人可能懒洋洋地,2秒钟后才会攻击玩家)。

避免突然的变化可以游戏显得更公平。如果玩家无法预测到可能的后果,他会觉得有失公平。

main ground(from devmag.org.za)

main ground(from devmag.org.za)

有些平台游戏有主地面。通常情况下,当角色落到屏幕底部,也就是离开主地面的时候,他就会立即死亡。玩家只要遇到一次这种情况就会牢记在心。给予线索通常是用在主地面之上的平台。

10、消除影响情绪的元素

这可以让游戏更有趣。

以下列举了影响情绪的元素:

1、不可跳过的BOSS战前的过场动画。不可跳过的BOSS杀死玩家的过场动画。

2、极其困难的跳跃动作,玩家必须尝试无数次。

3、要花大量时间收集道具才能达到的目标(如收集100颗星换一个特殊武器),且一旦死亡则失去所有道具。

4、通过复杂的按钮组合、需要时间释放的特殊攻击,并且会被敌人的攻击打断。

5、从高处落下时命值会受损。

6、仍然会被离开屏幕的敌人攻击。

11、背景和前景分明

确保背景不会干扰前景,以便玩家看清哪个平台可以着陆和更容易确认道具和敌人。

以下是让背景不干扰前景的小技巧:

1、使用对比底较低的背景(例如,在GIMP或Photoshop中减少背景图象的对比度)。

2、使用冷色调的背景,如蓝色(例如,在背景层上覆盖一层半透明的蓝色图层)。

3、不要在背景中使用快速、频繁出现的动画效果,因为动画会使玩家分心。

4、使用视差卷轴(也就是背景卷轴比前景卷轴的滚动更慢)。

background(from devmag.org.za)

background(from devmag.org.za)

(这张图的背景和前景就比较分明。)

12、心情比理由更重要

游戏的创意和机制或系统可能非常天才非常独特非常了不起,但当你玩它的时候有什么感觉?

换句话说,在制作游戏原型时,应该让你玩游戏时的心情作为最终评判标准。

13、优秀的UI

UI的定义有很多,但最重要的不外乎:

1、允许让玩家做决定的信息

2、用户输入系统

3、由用户输入产生的反馈。这一点又引出了第一点:让玩家做下一步决定。

非游戏UI的例子:

1、汽车的控制台和方向盘

2、洗衣机的显示板、按键和鸣声器

3、电视遥控器

4、电梯的按钮和楼层指示灯

良好的非游戏UI必须:

1、有清楚的信息

2、容易使用

3、明确且及时的反馈

以上三点也是做一款好游戏的要点。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

13 More Tips for Making a Fun Platformer

by Diorgo Jonkers

This article is a follow-up of a previous article I wrote, 11 Tips for making a fun platformer. Once again, this article focuses on platformers, but the philosophy behind each idea can be applied to any type of game, whether 2D or 3D. This time there are a few more practical tips.

1. Keep the camera simple

The most simple (and best) camera is the one that always keeps player in the middle of the screen. This gives the player equal time to react to objects appearing from the left and right edges of the screen. The camera stops moving when the player reaches the edge of the level. For example, if the player reaches the left edge of the level then the camera stops moving left. It will continue to follow the player horizontally when the player moves away from the left edge of the level.

An optional addition is to make the camera look ahead in the direction the player is moving. For example, when the player runs right then the camera shows more of the level on the right side of the player, so he can see ahead. When he stops moving then the camera slowly moves to position the player in the middle of the screen.

Ideally, the player should not be aware of the camera.

2. Allow the player to move in the air when jumping

The player should have at least the same manoeuvrability when he is jumping through the air, as he has when he is running on the ground.

This means that he should move left or right at the same speed, and be able to shoot or use items with the same ease as when he is running.

3. Make it easy to climb ladders

The player can grab onto the ladder when he is in the green rectangle, even if he is in the air. The character grabs onto the ladder when the player presses up*. The rectangle is slightly bigger than the ladder to make it easier to grab onto the ladder.

The player should be able to move up, down, left, right and diagonal when he is on a ladder.

When the player moves up and bangs his head against collision (red rectangles), automatically move him towards the middle of the ladder (while he is pressing up). This will make it easier to get through narrow gaps.

Allow the player to be able to shoot or use items while he is on a ladder.

At any time the player should be able to jump off the ladder by pressing the jump button. He can also fall off the ladder when he moves all the way to the left or right and no longer touches the ladder.

* To start climbing the player can press up, jump or a grab button, depending on the other mechanics of the game. Generally, pressing the up button to start climbing is the easiest and most intuitive. But it may not be ideal if your character has a gun which can aim up, so pressing up will aim the gun up to shoot upwards. In this case the jump button or an extra grab button can be used to start climbing up. Prototype it to find what is the easiest and most fun. (This also applies to vines and swinging ropes. See below.)

4. Make it easy to climb vines on the side of a wall

Ideally, climbing ladders and climbing vines will use the same code. Therefore climbing vines will be the same as climbing ladders, except, usually vines are wider and encourages more horizontal movement.

5. Make it easy to swing on ropes

The player can grab onto the rope when he is within the green rectangles and he presses up. Like the ladder earlier on, the green rectangles are slightly bigger than the rope to make it easier to grab onto the rope.

When the player is swinging on the rope, allow him to move up or down the rope when he presses up or down, no matter what angle the rope is swinging at. For example, if the rope is swinging at a 45 degree angle, pressing up still moves the player up the rope.

Allow the player to be able to shoot or use items while he is swinging on a rope.

At any time the player should be able to jump off the rope by pressing the jump button.

6. Let the player double jump whenever

Usually the player is only allowed to do the second jump of a double jump when the first jump reaches a certain state (for example, specific height, within a certain time limit, or when she is moving up).

Allow the player to do the second jump at any time while he is in the air. It makes the game feel more responsive and fun. The only limit should be that he has to release the jump button and press it again to do the second jump.

7. Avoid using inertia

When the player stops pressing left or right then the character should stop moving immediately. Avoid giving the character inertia which causes him to move forward a short distance before stopping. Inertia is acceptable in an ice level where it adds to the challenge of the level. But avoid having it throughout the game. Inertia can lead to the player falling off ledges or running into enemies or hazards, therefore making the game feel unresponsive.

8. Make moving platforms friendly

The first moving platform the player encounters should be easy to use and not have a big penalty for falling off or missing it (for example, the penalty can just be climbing up a short ladder to get back to where the platform is). The first platform makes the player aware there are moving platforms in the game.

Avoid making moving platforms travel far. If the platform travels far and the player misses it then he has to wait a long time for the platform to return. When he has to travel via moving platforms over a large area (for example, over spikes) then have multiple moving platforms.

If you have a platform that constantly moves back and forth to take the player between two ledges, then only start moving the platform when the player clearly sees it. When he gets to the ledge and does not see the platform (because it is off screen) then he may not know there is a platform there, and leaves to explore the rest of the level. Alternatively, if you want to make sure the player does not miss seeing the moving platform, let the platform only start moving when the player climbs on it. Another option is to make the platforms move along rails, so that when the player sees a rail he knows there is a moving platform nearby.

9. Avoid adding leaps of faith

Generally, the player should see what lies at the bottom of the platform he is currently standing on. So that he knows if it is safe to jump off or not.

If the player cannot see what lies past the bottom of the screen’s edge, then add clues so the player knows what lies at the bottom.

Examples:

Skulls, flies or blood indicates there are spikes or rotating blades at the bottom.

A red glow indicates there’s fire or lava at the bottom.

A power-up in mid-air is an invite to jump off safely.

An enemy’s head sticking out the bottom of the screen, and moving horizontally will give the player an idea of where there is ground to land on.

If there are no clues, then most of the time the player should be able to jump off and land safely at the bottom.

If there is an enemy at the bottom and off screen, then position the enemy in such a way that the player will have time to react to the enemy when he lands on the ground (for example, the enemy may be in an idle pose and delay for about 2 seconds before he starts attacking the player).

Avoiding leaps of faith removes the sense that the game is unfair. The player will feel it is unfair for him to make decisions when he cannot see the possible outcomes.

Some platformers have a main ground. Usually when the player falls out the bottom of the screen, past the main ground then he dies instantly. This is quickly learned by the player when it happens the first time. The leaps of faith generally apply to platforms above the main ground.

10. Remove frustrating elements

By removing frustrating elements your game will become more fun.

Here are some examples of frustrating elements:

A cut scene which you cannot skip before the boss fight. When the boss kills you then you are forced to watch the cut scene again.

Extremely difficult jumps that you have to retry countless times to get right.

Spending large amounts of time collecting items to achieve a goal (for example, collect 100 stars to get a special weapon) then losing all the items when you die.

Complicated button combos which take too long to do a special attack and is interrupted when an enemy punches you.

Losing health when you fall from a high height.

Being attacked by enemies who are still off screen.

11. Keep the background in the background

Make sure the background does not interfere with the foreground. This will help the player see which platforms he can stand on and makes it easier to identify items and enemies.

Some tips on how to push the background backwards:

Use less contrasts in the background (for example, reduce the background image’s contrast setting in GIMP or Photoshop).

Use cool colours in the background, such as shades of blues (for example, place a semi-transparent blue layer over the background image in GIMP or Photoshop).

Have less, slower or less frequent animations in the background. The animations should not distract the player.

Use parallax scrolling (that is, the background scrolls slower than the foreground).

Here it is easy to see what is in the background and it does not interfere with the foreground.

12. Emotion is more important than reason

You can have the most brilliant, genius, unique, awesome ideas and mechanics or systems for a game. But what does it feel like when you play it?

In other words: prototype and let your emotions be the final judge.

13. A fun game has a good user interface

There are various definitions of what a user interface is, but most of them include the following:

Information that allows a user to make a decision.

The user input system.

The feedback generated by the user input. This leads back to the first point: information to make the next decision.

Examples of non-game user interfaces:

The controls and dials of a car.

The LED, buttons and beeps of a washing machine.

The remote control of a television.

The buttons and highlighted floor number of a lift.

What makes a good, non-game user interface?

Clear information.

Easy to use.

Clear and instant feedback.

These are also an important part of making a fun game.(source:devmag)


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