简体   繁体   English

您应该在游戏中首先实施哪些部分?

[英]What parts should you implement first and last in your game?

游戏的主要部分通常在所有游戏(用户输入,图形,AI,菜单,碰撞检测,声音,作弊,关卡,配置等等)中找到。我应该首先实现和关注,我该怎么做离开最后?

The other answers are all good, but to some extent they don't really tell you what to write first. 其他答案都很好,但在某种程度上,他们并没有真正告诉你先写什么。

Of course you need a gameplay design, or at least enough of an idea to explore that you know roughly what you need to to. 当然,你需要一个游戏设计,或者至少足够的想法来探索你大致知道你需要做什么。 And it is good to get a vertical slice going (a bit of everything working so you can actually play the game as early as possible and prove that you can overcome all the core challenges without any nasty surprises) 获得一个垂直切片是很好的(一切都在工作,所以你可以尽可能早地玩游戏,并证明你可以克服所有的核心挑战,没有任何令人讨厌的意外)

But I would say (to be a bit more specific) you actually need to write a framework first. 但我想说(更具体一点)你实际上需要先编写一个框架。 Too many games are started with "I'll just start with some graphics" and then they try to bolt on things like game objects, collision and AI later. 太多的游戏都是以“我只是从一些图形开始”开始的,然后他们试图在游戏对象,碰撞和AI等方面进行操作。 I worked on one triple-A game title where every sound effect in the game had to be attached to a tiny triangle hidden under the floor because the original coder's bolt-it-together-without-thinking-first design was that every object in the game was "a graphic"! 我参与了一个三A游戏,其中游戏中的每个声音效果都必须附加到隐藏在地板下的一个小三角形,因为原始编码器的螺栓连接 - 没有思考的第一个设计是每个对象都在游戏是“图形”! Argh! 哎呀!

So a framework: That is, a data structure and communications architecture that supports your game's needs. 所以一个框架:即一个支持游戏需求的数据结构和通信架构。 For your suggested game, a very simple framework will suffice - the main thing is to think for a few minutes about what objects will be used in your game (eg perhaps two fighters, and a camera), and how you will store, connect together and use their graphics, audio, collision, and AI behaviours, and how you will pass them information (UI inputs to control them, and how they will query the world around them to make their gameplay decisions). 对于你建议的游戏,一个非常简单的框架就足够了 - 主要是考虑几分钟关于游戏中将使用哪些对象(例如,可能是两架战斗机和一台摄像机),以及如何存储,连接在一起并使用他们的图形,音频,碰撞和AI行为,以及如何传递信息(UI输入来控制它们,以及他们如何查询周围的世界以做出他们的游戏玩法决定)。 As long as you consider all the elements of your final game, you won't trip over something obvious later on. 只要你考虑到最后一场比赛的所有元素,你就不会在以后明显的事情上绊倒。 Try to make it modular (so you could replace the 2D graphics with 3D graphics displayed in a 2D plane (ie a completely different renderer) without having to rewrite the collision and AI) 尝试使其模块化(因此您可以使用2D平面中显示的3D图形替换2D图形(即完全不同的渲染器),而无需重写碰撞和AI)

Even if you don't exactly know yet how you will do something, simply considering that you will need it can make your design much more flexible and save you massive headaches later. 即使您还不确切知道如何做某事,只要考虑到您将需要它,就可以使您的设计更灵活,并在以后为您节省大量的麻烦。

So, sorry, you have to do a chunk of the boring stuff before you can add some fun pretty stuff. 所以,对不起,你必须做一大堆无聊的东西才能添加一些有趣的东西。

And last? 最后? That is the gameplay polishing. 这就是游戏玩法。 Once you have a framework you can get a working prototype going with simple graphics, and get the basic gameplay (UI, collision, AI) right. 一旦你有了一个框架,你就可以获得一个简单图形的工作原型,并获得正确的基本游戏(UI,碰撞,AI)。 Then you can spruce it up with better graphics, audio and menus, joystick support etc. But it is only towards the end of this process that you have the full look and feel to test. 然后你可以用更好的图形,音频和菜单,操纵杆支持等来修饰它。但是,只有在这个过程的最后,你才能拥有完整的外观和测试感觉。 And that is when you need to play the game critically and get the gameplay balance right. 那就是当你需要批判性地玩游戏并使游戏平衡正确时。 You might find that over time you have added huge heads to your fighting creatures beause it looks cool, but that this has caused a cascade that has reduced the playability of the game. 你可能会发现,随着时间的推移,你为战斗生物添加了巨大的头脑,因为它看起来很酷,但这导致了一个降低了游戏可玩性的级联。 Or that once you add some audio, you feel you need a bit more animation in the graphics to make a hit feel really solid. 或者,一旦你添加了一些音频,你就会觉得你需要在图形中添加更多的动画来让你感觉非常稳定。 So the final phase needs to be a good chunk of time dedicated to just tweaking the balance to achieve perfection. 因此,最后阶段需要花费大量时间专门用于调整平衡以实现完美。

If you do multiple levels, then when the whole game is finished, you need to play through the whole game to adjust the levels to form an interesting, challenging sequence. 如果你做了多个级别,那么当整个游戏结束时,你需要玩整个游戏来调整级别以形成一个有趣的,具有挑战性的序列。 So it's still polishing that comes last, as you can't balance this stuff till erverything else is finished. 所以它仍然是最后的抛光,因为你无法平衡这些东西,直到其他任何东西完成。

Remember that the graphics, audio, collision, AI and UI are all vitally important to the game, but the gameplay is more important than all of them added together. 请记住,图形,音频,碰撞,AI和UI对游戏都非常重要,但游戏玩法比所有游戏玩法更重要。 Asteroids is still one of the best games ever, and it was just a bunch of monochrome lines and some beeps - but with excellent gameplay. 小行星仍然是有史以来最好的游戏之一,它只是一堆单色线和一些哔哔声 - 但具有出色的游戏性。 Most games these days forget that lesson. 这些天大多数游戏都忘记了这一课。

You'll want to get all those systems up to a rudimentary functioning level as soon as possible. 您希望尽快将所有这些系统升级到基本功能级别

One level. 一个级别。 One character's AI. 一个角色的AI。 Minimal collision... 最小碰撞......

Then you can see if what you produced is any fun. 然后你可以看看你制作的是否有趣。

You'll appreciate the insight you get from actually trying your idea and you'll have no trouble knowing what to concentrate on next. 你会欣赏你从实际尝试你的想法中获得的洞察力,你将毫不费力地知道下一步要集中精力。

Also, you'll know as soon as possible whether your systems have a fundamental problem fitting together, before they've become unwieldy. 此外,在您变得笨拙之前,您会尽快知道您的系统是否存在基本问题。

The order is very dependent on the type of game. 订单非常依赖于游戏类型。 Most games have a basic interaction that is repeated over and over. 大多数游戏都有一次又一次重复的基本互动。 That is where your focus should be. 这是你应该关注的地方。 You've got to build the simplest prototype that lets you explore the core idea for your game, so you can see if it works (and adjust it as necessary). 你必须构建最简单的原型,让你探索游戏的核心理念,这样你就可以看到它是否有效(并根据需要进行调整)。 Some examples with actual games: 实际游戏的一些例子:

  • Shooters, like Gears of War: Ducking under cover, firing at enemies. 射击游戏,如战争机器:在掩护下躲避,射击敌人。 Needs 3d, path finding and collisions, maps with various layouts and a bit of AI. 需要3d,路径查找和碰撞,具有各种布局的地图和一些AI。
  • RPGs, like Dragon Age: Here you need the rule system used to calculate skills, damages, and simulate combat. 角色扮演游戏,如龙腾世纪:在这里你需要用于计算技能,伤害和模拟战斗的规则系统。 If the combat is not somewhat deep and enjoyable, no amount of 3d or even story is going to save it. 如果战斗不是那么深刻和愉快,那么任何数量的3D甚至故事都无法挽救它。
  • Platform-based, like Mirrors Edge. 基于平台,如Mirrors Edge。 The map layout and the input system are needed to see if you can actually do something. 需要地图布局和输入系统来查看您是否可以实际执行某些操作。

So what I'm saying is that you should determine what is the stuff you absolutely need, and leave everything else for later. 所以我要说的是你应该确定你绝对需要的东西,并留下其他所有东西。 If the sound is not important to the gameplay, leave it. 如果声音对游戏玩法不重要,请保留。 If the game is not text-heavy, leave the menus. 如果游戏文字不重,请离开菜单。 And so on. 等等。 If you are doing something that is 3d based, you will need the 3d engine fairly early, as it usually influences other parts of the game. 如果你正在做一些基于3d的东西,你需要相当早的3D引擎,因为它通常会影响游戏的其他部分。

And another thing. 另一件事。 Try not to be too ambitious. 尽量不要过于雄心勃勃。 With every little thing you add, your game becomes harder to balance, more so if you want to do something with multiplayer. 随着你添加的每一件小事,你的游戏变得更难平衡,如果你想用多人游戏做某事,那就更难了。 It's better to have something simple that can be played that something complicated that never was even usable. 最好是有一些简单的东西可以播放那些从来没有用过的复杂的东西。

游戏和故事!

That's easy, you start with what is most important. 这很容易,你从最重要的事情开始。 The hard part is figuring out what that is. 困难的部分是搞清楚那是什么。

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM