First, the value of game design at the beginning
the beginning of the game design in the planning model's point of view. Get a summary of game design and system analysis, planning what to do kind of work values and the need to pay attention to what part? This article I will share their values in the MMORPG experience in the design process.
numerical design, the key is not how early to balance those values, but to think about how the overall design of the numerical structure of the game in order to better control of macro and micro. In this article, I will also elaborate on MMORPG from initial design to production molding of the need to pay attention and control in place so that you can value as soon as possible to become a qualified plan. The balance of topics such as the micro-control are, this is not discussed in detail.
data model
system modeling and optimization is the game plan, especially one of the primary value of planning, planning systems need to have a strong ability to think and some mathematical modeling capabilities, but also have basic optimization theory. Main knowledge needs of system analysis and integration, system optimization, mathematical modeling, model analysis.
data model is actually composed of two things, first is the data, the second is the relationship between the data. First, we must consider what the game need to use the data? Life, experience, money, any attack a monster ... ... these are regarded as data, but there must also be between the data corresponding to the relations, such as the protagonist's life and the monster's attack, the difference between attack rating formula, a variety of attributes and so, in fact, there is a corresponding relationship between how reasonable? Data Balance is the key.
data model to create at least pay attention to these issues: the principle of simplicity, the data class should not be too much, otherwise it will greatly increase the difficulty of this piece, and can do things a data, if you use two data, will increase a lot of correspondence, this time things need to take into account more and more difficult to balance.
establishment of correspondence between the data model, the need to draw a function of the corresponding image annotation which involves constants, variables. When necessary, values need to draw the flow chart, the most typical is the economic balance of the money flow diagram and the corresponding map attributes various roles. When making the data model design, all systems are a whole must fully take into account the possible correlation at any point, if open to all system data independent, in the late very prone to problems. Done after the data model, will have an overall data analysis, data statistics and data analysis is very important for the product, but also the value of planning the main game, which requires a keen sensitivity to the data, with a solid probability theory and mathematical statistics, numerical analysis, mathematical foundations. Main tasks in this direction for the game system (play) statistics, the game system (play) data analysis, system design, games and other numerical calculations.
1. Core values determine the design of the game we all
core formula, first character must be developed projects of various values. This part of a wide range, from a variety of attributes to the attack, hit rate, the first and second attribute values, etc. are all part of the figure. I generally use the Using this structure, we must first find the root of the tree, which is the common reference and the basis for all values of projects. Next, derived from the roots of several important nodes, and then derived from the more minor of these nodes.
Let the MMORPG, for example, were clearly the relationship between character level as the root of the tree is the most appropriate. Because in the game, the significance level is basically a person on behalf of strengths and weaknesses of the judge. Derived from the level of the second layer nodes, that is, the basic properties of characters, I generally set the basic properties, including strength, intelligence, dexterity, constitution, luck and so on. Basic properties of the game according to their different ways have different definitions. In my design of the game, the only choice as a second layer of five nodes, in order to avoid too large branches. One lucky for the special, hidden attribute, while the other four basic attributes are strength, physical fitness, agility, intelligence, and thus to distinguish the physical attacks and magic attacks. Elected after the node, as long as the remaining value of the corresponding property in accordance with the relevant project hanging in the node, and the corresponding control, this strain and the intertwined relationship between the tree is complete.
property values and projects will be based on the following subdivision of the first attribute of
items: strength, agility, strength, intelligence, luck, etc. The second property
items: the basic properties of the corresponding sub attributes
Power - 最小攻击力, maximum attack power, weight, additional attack other
agility - hit rate, dodge rate (Magic dodge and hit), and other
physical - the current value of life / the maximum value of life /
physical defense and other intelligence - the current mana / max mana / magic defense, etc. attributes
third item: the corresponding lines of different attack and defense skills so
designed the coefficient of the second property After the possible values should be refined and finishing the project and make a list of functions to facilitate the later comparison chart is recommended to use EXCEL.
Form 01
2. This basic formula set
strain relationship tree is the blueprint for all the core formula, which makes the next most complex work become more clear. Then developed a variety of formulas and spreadsheets.
formula based on macro-control conditions, be careful to develop thinking and working closely with colleagues to discuss the team will be finalized until
various numerical figures clearly defined, the next step is to calculate various formulas. The formula is the so-called formal definition of the meaning of the relationship between different attributes of the project, so the formula in the set before, you must first growth curve for a variety of finishing functions, such as a late bloomer-type growth curve, it corresponds to the second function or cubic function of the positive territory after finishing ... ... With these tools, the next job is to put a formula for the various functions required to add to the mix, such as attack power formula contains the class, power, weapons and attack parameters, value and the random number and so on. After developing the model simple formula, followed by continuous adjustment factor spreadsheet to make it balance.
present, the adjustment formulas and values, there are two kinds of the more popular methods, one kind is a tool to adjust the other one is reading the table.
A. The so-called tool adjustment. Is the formula, correspondence, etc. produced by tools to effectively regulate. For the programmers in this area are higher, but late for the planning, the relatively simple
B. Reading table method, sucked all of the formulas, numerical, and other correspondence between the value of the form to fill out through the table and read production method is simple, but the latter plan is relatively easy to make mistakes.
this part of the planning process is a priority, it may take several weeks to face dozens of formulas and hundreds of thousands of pilot values, in addition, with the design, tracking procedures, make adjustments coefficient of separation in order to balance subsequent adjustment can only be adjusted for a coefficient function. Because the parameters are different. Design formula for the game, started from the demand. Consider the situation of the more parameters the more relative to the complexity of your formulas, it more difficult to balance.
In fact, many things are not absolute balance, some things from the microscopic point of view is balanced, but from a macro point of view, he might have destroyed the whole. Therefore, the designer of the game according to the corresponding values of the world and to achieve the relative balance
the following to the author designed the game, for example, give a few simple formulas, and the elaborate description:
Form 02 can be seen from the above formula, in fact, the role of these formulas are to be developed interaction. Why are we so to get started? In fact, each formula has its own set ideas and direction. The reason why we develop such a damaging effect, and can get experience points, the purpose is to enable users to use more physical attacks in the early effects of the game as quickly as possible, which makes it possible to upgrade soon to stay in the game. Allow users to use the skills of a large number of post-attack effects, and diversification, complexity, allowing users to feel the play, there are some interest.
Second, the game production into
the beginning of the game design, we conducted a data model, core values to determine, based on the formula set three basic processes. However, doing so only out of the numerical formula based on our original intention of the designer in the game can really do the same, whether the regulation, depends on our next work.
1. Expected value of the expected value and feasibility
here can be understood as values in this model may reach the maximum and minimum limits, verify the scope of a reasonable limit, you can make clear that the next design-oriented, such as level 20 the value of life, the maximum and minimum number respectively, are reasonable, the value derived from the previous step into the functional relationship, within a reasonable calculation of minimum and maximum limits.
course, the best time to set this limit, mostly technicians consider that, for example, the decimal point to avoid the appearance of numerical (floating-point operations is consumed Server resources), look at the data type of development languages to support multi-byte long .
in the design of numerical formula, the chart shows, to see if it meets our needs and ideas
such an experience value formula, we hope that it will more senior, experienced higher the value, but not linear, but curved, only a small range of values pre-higher post will be significantly increased. This design helps to enhance the enthusiasm of the players to upgrade, when entering the game in advance can readily upgrade. By the latter part of the effort will have to go through a phase of escalation, but the reward is more consequent.
case diagram: the relatively common experience of the value of the table
Diablo class players a maximum of 99 upgrades. To 99, the player's experience points will not accumulate.
set the current minimum of 102 experience points a monster, up to 72,560.
Form 03
2. To determine the relationships
relative basis in determining the formula, after all, will have to begin to determine the complex relationship between trees.
example, the relationship between the empirical value of goods and the role of the relationship between the items to upgrade to the role, skills, monsters, and upgrade and so the impact will, of course, the relationship may be many, we just take one two to illustrate.
to experience the value of the above example. Experience in determining the direction and the value of the figures, we need to do is to experience the value of related projects and links. To become a principal. The contact may last 1 to 2 months of time for discussion and adjustment. To enhance the experience of value, experience value of the awards, team awards, monster experience points to be divided for example:
enhance the experience of experience when players reach the next value a level of demand, then the player upgrade.
formula
experience value the experience gained experience * value = monster (a monster player damage / monster of the maximum health) * levelDifference
levelDifference the value of rules:
Form 04
player award last shot a final blow to the monster, you can get additional rewards.
final blow of the experience gained experience monster * value = ((players on the monster damage / monster the maximum value of life) +3%) * levelDifference
people attack the same monster
Players of the monster under proportional allocation of the damage.
example: XX monster level 2, experience the value of 50, life is 100.1 A player 40 points for causing damage, nine players B 60 points of damage to his cause and kill it .
then players get experience is a 50 * (40/100) * 100% = 20
get experience while player B is 50 * ((60/100) +3%) * 40% ≈ 12 < br> Generally speaking directly to rounding.
distribution of experience points between teammates to kill monsters
out of his players received 15% of the value of sharing experiences to other partners, then your own can only be 85%.
other players experience from = (to kill the monster players experience points gained * 15%) * (character level / team level)
team level = level of all the role players and br> Continuing the example, players A and B form a team:
15% of players out of the experience of a value, which is 20 * 15% = 3 points, then player B by 3 * (9 / (9 +1 )) ≈ 2; player B has come up with the experience of the value of 15%, or 12 * 15% = 1 point, then Player A get 1 * (1 / (9 +1)) ≈ 0. Then the final players to be 20 * 85% A +0 = 17 points; player B are 12 * 85% +2 ≈ 12 points.
we modify the level of player B, player B is now at level 1. Then he can get 50 * ((60/100) +3%) * 100% ≈ 31, and then he took out 31 * 15% ≈ 4 points to the player A, they receive 31 * 85% ≈ 26. Player A Player B are allocated 4 * (1 / (1 +1)) = 2, and player B received a distribution of players 3 * (1 / (1 +1)) ≈ 1. Then the final, the players get a 20 * 85% +2 = 19; player B scored 31 * 85% +1 = 27.
NOTE: If we substitute this formula the value from the current point of view, there is a total loss of experience points, because the division is all but abandoned after the decimal point rounding. But from the design of the game, this loss is allowed, because the team will bring the future Of course, the desirability of this approach, you need to test the effects from the specific to analysis.
not limited experience in the distribution of players within the same screen can not be shared experience from his teammates, but his grades still will be calculated to the team level and in the value of this experience has caused the loss.
experience value losses caused by the death by monster
whether other players to kill or be killed, the value of this experience will be lost to the required 10% of the accumulation of experience points.
example:
players to experience the value of 1,500 points, 1,000 points when he rose to two, rose to 3 need to reach 3,000 points. At this time he was killed. He loss of 10% * (3000-1000) = 200 points. Then he left 1300.
formula is as follows:
loss experience value = 10% * (the value of the required experience level - the level required experience value)
experience value loss experience does not lead to degradation
the limit is to reduce the value of The level of experience required value. That is never less than the required level of experience points.
example:
the example of players has been killed 2 times continuously, then reduce the experience of 3 * 200 = 600 points, but the experience will make him the value of the remaining demand is less than two , then a reduction of only 500 points.
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