查看完整版本: 暗黑3制作小组笔记 设计游戏的思路与游戏的框架

懒人一个 2008-10-30 10:59

暗黑3制作小组笔记 设计游戏的思路与游戏的框架

[font=宋体][size=10.5pt][font=黑体][color=sienna][b]原文地址:[/b][/color][/font][/size][/font][color=sienna][font=黑体][b][size=10.5pt][color=seagreen]http://d3db.com/forums/thread/199[/color]
[/size][font=宋体][size=10.5pt]翻译:[/size][/font][/b][/font][/color][font=黑体][b][color=sienna][size=10.5pt]KitsuneNine  D3CN.COM
[/size][font=宋体][size=10.5pt]版权说明:转载请保留以上文字[/size][/font][/color][/b][/font][color=#000000][size=10.5pt][font=Calibri] [/font][/size][/color]引用:[indent]
[b][color=#000000]The Wizard[/color][/b]
[color=#000000][font=Calibri]- Players want a blaster class - The glass cannon
- It's an iteration of the sorceress
- Went with "High Magic" - Time manipulation and physics.
- Not really "good or evil"
- It's all about channelling the power of the universe.
- She's super ambitious, smart and powerful
- She feels like her teachers are holding her back.

[b]Skills[/b][/font]
[/color][color=#000000][font=Calibri]1) Magic missle
- This sets the tone.
- Reminiscent of old school pen and paper
- Functionallly like a firebolt - but more elemental
- Aesthetic is important, drives the decisions down the road.

2) Electrocute
- Like Chain Lighting
- Weather control is just one dispipline
- Controlling the weather feels epic

3) Slow Time
- Ambitious
- Part of the Reality Control Kit
- Books and movies manipulate time but not as often in RPG games
- Presented multiplayer challenges
- Bubble to deal with slow time

4) Disintegrate
- Classic pen and paper skill rarely seen in video
- Capture a feeling of untapped power
- Experiment with new gameplay
- Sweep with the mouse
- Does more damage the longer you heat up a target

[/font][b]Skill Systems - Jay Wilson[/b]
[/color][color=#000000][font=Calibri]- Evolution of skill systems
- Goals for Diablo Skill System
- Rejected Skill system Ideas
- The Rune System

[/font][b]Diablo 1[/b]
[/color][color=#000000][font=Calibri]- Skills were obtained from books
- Very simple systems
- Getting a skill from a random drop played well
- Low class differentiation
- Lack of customization
- Random nature made it difficult to balance

[/font][b]Diablo 2[/b]
[/color][color=#000000][font=Calibri]- Skill Tree
- Strong differentiation
- Many different possible builds
- Encouraged players to focus on only a few skills
- Tree had unwanted skills
- Many skills didn't need 20 points
- No Respec

[/font][b]Patch 1.10 - synergies[/b]
[/color][color=#000000][font=Calibri]- Allowed additional strategy in customizing your char build
- Lessened point saving but didn't eliminate
- Added additional complexity and confusion

[/font][b]World of Warcraft[/b]
[/color][color=#000000][font=Calibri]- Talent system evolved from diablo 2
- Separated skill acquisition from customization
Works for Diablo:
- Point hoarding not valid
- More options as you build
- Respec
Doesn't work for diablo:
- Fewer Builds - less customization
- Low impact on character
- High Number of skills

[/font][b]Skill system needs and goals[/b]
[/color][color=#000000][font=Calibri]- Simple to understand
- Compelling early game and late game
- Large variety of build possibilities
- Supportive of 6 active skills

[/font][b]What we tried[/b]
[/color][color=#000000][font=Calibri]- Skill rings
- Radial Skill System
- Radial Beads
- Skill Wheel - might have spun
- Skill Cards - crazy complex
- Outer cards got combined to create inner cards
- Horadric skill cube
- Horadric skill cube 2.0 - now with more bacon
- Simplified advancement
- Basic version of the skill tree
- Tiered Skill System
- Progressive Skills
- Instead of spending points on skills, you spent points on upgrades
- Noone looked any different
- Schools and Specializations
- "Remember the 90s"
- Hex Advancement

[/font][b]What we learned[/b]
[/color][color=#000000][font=Calibri]- Different but worse isn't better, better is better
- Two ideas we liked
- Randomly dropped skills
- Skill modification

[/font][b]Skill system today[/b]
[/color][color=#000000][font=Calibri]- Evolution of d2 system
- Synergies integrated as new skills
- Skill runes (new system)
- Respec (not designed yet)

[/font][b]Major issues[/b]
[/color][color=#000000][font=Calibri]- Intimidating Number of choices
- Payers end up with high number of skills
- No deep spending in signature skills = bad
- Assigning skills is unintuitive
- Don't want to drag (left click drag, left click assign makes for accidental purchase)
- Respec system to be designed
- Not final, but on the right track

[/font][b]Rune System[/b]
[/color][color=#000000][font=Calibri]- Runes are a random drop
- Used across all classes
- Signification impact on skills
- System Encourages experimentation
- Uses elements we like from other systems we tried
- Random drops affecting skills

[/font][b]Rune example - Teleport [/b]
[/color][color=#000000][font=Calibri]- Base
- Teleport with Striking Rune
- Teleport with Multistrike Rune

[/font][b]Example 2)[/b]
[/color][color=#000000][font=Calibri]- Skull of flame base (lots of "explosions")
- Skull of flame with multistrike (bounces)
- Power rune (leaves flames on the ground that damage monsters)

[/font][b]Electrocute[/b]
[/color][color=#000000][font=Calibri]- Base
- Multistrike (chains through the group of monsters)
- Lethality rune (Blows up monsters)

[/font][b]Special Effects - Julian Love[/b]
[/color][color=#000000][font=Calibri]- Goal : visceral game play
- Effects play a major role

Skills should reinforce the "core vibe of the character"

[/font][b]Barbarian Skills[/b]
[/color][color=#000000][font=Calibri]- Everything is essentially physical
- Physical Juggernaut
- Ancestral connection
- Hammer of ancients (he gets a God Hammer)

[/font][b]Witchdoctor skills[/b]
[/color][color=#000000][font=Calibri]- Voodoo magic infusion
- An indirect caster (like tossing magical shrunken heads)
- Zombies
- Zombie dog pets
- Swarms
- Fire bats are channeled from the sky
- Plague of toads

[/font][b]Wizard Skills[/b]
[/color][color=#000000][font=Calibri]- Two words: light show
- Artistically very bright attacks
- Arcane orb: defined a new kind of damage
- Users wanted lots of violence and power (not pretty light)
- Blizzard
- Pressure cooked
- Wanted to pay homage to the past
- Tried a cyclone
- Eventually created a big heavy slush storm
- Tornado
- WTF!!! 111one1 is it?
- Tornados didn't look good
- Created tornados made out of energy

[/font][b]Basic monster deaths[/b]
[/color][color=#000000][font=Calibri]- Other have to the visceral equation
- Physical forces
- Damage flavoured deaths
- Critical Deaths
- Make the monsters explode

[/font][b]Crazy Monster deaths[/b]
[/color][color=#000000][font=Calibri]- Special Deaths
- Crafted a few special monster deaths
- Skill driven deaths
- Burst of acid melts monsters to the floor
- Rare Deaths
- These guys blow up (Explosions are cool)

[/font][b]Questions from the audience[/b]

[font=Calibri]Q - Is there going to be a cow level
A - I think that's a secret

Q - Will you promote or prevent power leveling
A- It's a little early to call on that.

Q - Are runes class specific
A - Maybe[/font][/color][/indent]
[font=微软雅黑][b][size=14pt]关于巫师[/size][/b]

[b][u][color=sienna][size=12pt]背景[/size][/color][/u][/b]

[color=#4f6228]-[/color][color=#4f6228]玩家们要求一个具有爆炸性的职业-量子加农炮![/color]

[color=#4f6228]-[/color][color=#4f6228]这是一个类似于之前Diablo系列女魔法师的职业。[/color]

[color=#4f6228]-[/color][color=#4f6228]带有操纵时空与足以颠覆重力概念的高端魔法 (XD[/color]

[color=#4f6228]-[/color][color=#4f6228]在她眼里,并没有善恶之分。[/color]

[color=#4f6228]-[/color][color=#4f6228]她的存在仅仅是为了….噢! 纯粹的强~[/color]

[color=#4f6228]-[/color][color=#4f6228]一个野心勃勃、聪颖过人的巫师。[/color]

[color=#4f6228]-[/color][color=#4f6228]她觉得在学校听老师讲那些所谓的法术知识是在浪费自己的脑细胞。[/color]

[b][u][size=12pt]技能[/size][/u][/b]

[/font][font=微软雅黑][b][color=#943634]1)[/color][/b][b][color=#943634]魔法弹[/color][/b]

[color=#4f6228]-[/color][color=#4f6228]你我都再熟悉不过的法术。[/color]

[color=#4f6228]-[/color][color=#4f6228]噢,是的。看起来会有点老土。[/color]

[color=#4f6228]-[/color][color=#4f6228]效果会如同火球术,但显得更为元素化。[/color]

[color=#4f6228]-[/color][color=#4f6228]法术的美感是至关重要的,这促使我们不断地改善这个法术。[/color]

[/font][font=微软雅黑][b][color=#943634]2)[/color][/b][b][color=#943634]一触即发[/color][/b]

[color=#4f6228]-[/color][color=#4f6228]法术效果如同一条闪电链。[/color]

[color=#4f6228]-[/color][color=#4f6228]掌控气象对巫师而言只是一门必修课。[/color]

[color=#4f6228]-[/color][color=#4f6228]这种感觉对你来说妙不可言。[/color][/font]
[font=微软雅黑]
[/font][font=微软雅黑][b][color=#943634]3)[/color][/b][b][color=#943634]延缓时空[/color][/b]

[color=#4f6228]-[/color][color=#4f6228]听名字就知道逆天味十足的法术。[/color]

[color=#4f6228]-[/color][color=#4f6228]现实中的巫师仅仅是掌握了这个伟大法术的一点皮毛。[/color]

[color=#4f6228]-[/color][color=#4f6228]小说和电影里面的主角都是些完美主义的时间操控师,不要拿那些东西和RPG游戏相提并论![/color]

[color=#4f6228]-[/color][color=#4f6228]法术效果还有待多人游戏时进行测试。[/color]

[color=#4f6228]-[/color][color=#4f6228]无论是施法者还是被施法者,保证你会爽翻了。[/color][/font]
[font=微软雅黑]
[/font][font=微软雅黑][b][color=#943634]4)[/color][/b][b][color=#943634]碎裂[/color][/b][/font]
[font=微软雅黑]
[color=#4f6228]-[/color][color=#4f6228]在演示视频中随处可见的经典魔法。[/color]

[color=#4f6228]-[/color][color=#4f6228]巫师们从未涉及到的魔法领域。[/color]

[color=#4f6228]-[/color][color=#4f6228]此项技能仍然属于测试阶段。[/color]

[color=#4f6228]-[/color][color=#4f6228]可随着鼠标的移动而掌控技能的施展方向,使这项技能更具威胁性。[/color]


[b][size=14pt]关于技能系统[/size][/b]

[b][color=#c00000]将会是一个全新的技能系统,并且借助着以下游戏的特点进行改善。[/color][/b]

[b][u][size=12pt]Diablo I[/size][/u][/b]

[color=#4f6228]-[/color][color=#4f6228]所有的法术渊源来自书中。[/color]

[color=#4f6228]-[/color][color=#4f6228]易于上手的系统          [/color][/font][font=微软雅黑][color=#4f6228](难于精通 Or2….
[/color]
[color=#4f6228]-[/color][color=#4f6228]将能从掉落的物品中获得一些随机技能属性。[/color]

[color=#4f6228]-[/color][color=#4f6228]不会过于职业分化。[/color]

[color=#4f6228]-[/color][color=#4f6228]随机技能的因素使得平衡性更加难以调整。[/color]

[b][u][size=12pt]Diablo II[/size][/u][/b]

[color=#4f6228]-[/color][color=#4f6228]技能树![/color]

[color=#4f6228]-[/color][color=#4f6228]每个技能有明显的特色。[/color]

[color=#4f6228]-[/color][color=#4f6228]十分具潜力的技能派系。[/color]

[color=#4f6228]-[/color][color=#4f6228]鼓励玩家专精于部分技能的深入加点。[/color]

[color=#4f6228]-[/color][color=#4f6228]技能树里面同样有鸡肋技能。[/color]

[color=#4f6228]-[/color][color=#4f6228]大多数技能不需要20点。[/color]

[b][u][size=12pt]Patch 1.10[/size][/u][/b]

[color=#4f6228]-[/color][color=#4f6228]允许玩家创建自己额外的技能栏。[/color]

[color=#4f6228]-[/color][color=#4f6228]减少技能点的获得。[/color]

[color=#4f6228]-[/color][color=#4f6228]更多的复杂性将会使你欲罢不能。[/color]

[b][u][size=12pt]World of Warcraft[/size][/u][/b]

[color=#4f6228]-[/color][color=#4f6228]一个从D2中演变过来的天赋系统。[/color]

[color=#4f6228]-[/color][color=#4f6228]技能的套路将不会再是千遍一律。(冰环->闪现->变羊!阿哈哈[/color]

[b][color=#c00000]以下将考虑入D3[/color][/b]

[color=#4f6228]-[/color][color=#4f6228]那些“留着点数等高级再加的想法”将不再受用。[/color]

[color=#4f6228]-[/color][color=#4f6228]你的天赋将会有多种选择。[/color]

[b][color=#c00000]以下将不会考虑入D3[/color][/b]

[color=#4f6228]-[/color][color=#4f6228]典型的天赋加点     [/color][/font][font=微软雅黑][color=#4f6228](意味着更为单一的游戏方式
[/color]
[color=#4f6228]-[/color][color=#4f6228]玩家置身于魔兽世界感觉犹如沧海一粟    [/color][color=#4f6228](Orz….[/color]

[color=#4f6228]-[/color][color=#4f6228]过多技能。啧啧[/color]

[b][size=14pt]技能系统的最终理念[/size][/b]

[color=#4f6228]-[/color][color=#4f6228]通俗易懂 [/color]

[color=#4f6228]-[/color][color=#4f6228]必须受用于整个游戏的周期。[/color]

[color=#4f6228]-[/color][color=#4f6228]无穷的天赋配点可能性。[/color]

[color=#4f6228]-[/color][color=red]每个职业至少有6个招牌技能[/color][color=#4f6228]。 (冰环->闪现->变羊->炎爆->冰失->火冲! OY刚好.[/color]

[b][size=5]我们尝试过:   [/size][/b]

[color=#4f6228]-[/color][color=#4f6228]技能间的紧密联系。[/color]

[color=#4f6228]-[/color][color=#4f6228]放射性技能系统[/color]

[color=#4f6228]-[/color][color=#4f6228]放射性水珠  [/color][color=#4f6228](新魔法?[/color]

[color=red]发行现实的卡片系统,并对应游戏内的技能。两者之间可以联动    [/color][color=#4f6228]([/color][color=#4f6228]游戏王乱入![/color]

[color=#4f6228]-“[/color][color=#4f6228]潘朵拉魔盒”将会有更多功能。[/color]

[color=#4f6228]-[/color][color=#4f6228]更多简化操作的改动。[/color]

[color=#4f6228]-[/color][color=#4f6228]各职业技能树的最初版本。[/color]

[color=#4f6228]-[/color][color=#4f6228]更多技能。[/color]

[color=#4f6228]-[/color][color=#4f6228]要让玩家每天想着如何升级,而不是如何存点出技能。   [/color][color=#4f6228](噢买尬[/color]

[color=#4f6228]-“Remember the 90s”    ( [/color][color=#4f6228]美国很早以前一个电视节目[/color]

[color=#4f6228]-[/color][color=#4f6228]施法改进。[/color]

[b][size=5]决定加入的元素[/size][/b]

[color=#4f6228]-[/color][color=#4f6228]技能限制。[/color]

[color=#4f6228]-[/color][color=#4f6228]随机技能获取。[/color]

[b][size=14pt]当前的技能系统[/size][/b]

[color=#4f6228][b]-[/b][/color][color=#4f6228]是由D2的技能系统演变过来的。[/color]

[color=#4f6228]-[/color][color=#4f6228]结合了最新技能。[/color]

[color=#4f6228]-[/color][color=red]技能符文    (新系统!)[/color]

[b][size=14pt]当前难点[/size][/b]

[color=#4f6228]-[/color][color=#4f6228]过多令人难以取舍的方案。[/color]

[color=#4f6228]-[/color][color=#4f6228]太多的技能将会更多玩家望而却步。[/color]

[color=#4f6228]-[/color][color=#4f6228]没有渊源的技能绝对不是一个好技能。[/color]

[color=#4f6228]-[/color][color=#4f6228]平衡性始终是一个先有鸡还是先有蛋的问题。[/color]

[color=#4f6228]-[/color][color=#4f6228]摒弃掉左键窗口拖动功能 ( 左键拖动窗口或许会造成玩家误买到npc的物品[/color]

[color=#4f6228]-[/color][color=#4f6228]是否加入赌博功能。[/color]

[color=#4f6228]-[/color][color=#4f6228]更多未成型,但十分有创意的想法。[/color]

[b][size=14pt]符文系统[/size][/b]

[color=#4f6228]-[/color][color=#4f6228]符文将随机掉落。[/color]

[color=#4f6228]-[/color][color=#4f6228]所有职业适用[/color]

[color=#4f6228]-[/color][color=#4f6228]符文将会对技能有重大影响。[/color]

[color=#4f6228]-[/color][color=#4f6228]目前仍在进一步测试。[/color]

[color=#4f6228]-[/color][color=#4f6228]借鉴其他系统的元素。[/color]

[color=#4f6228]-[/color][color=#4f6228]随机掉落更为吸引人的技能。[/color]

[b][size=14pt]野蛮人技能系统[/size][/b]

[color=#4f6228]-[/color][color=#4f6228]要保证每一项技能都和纯粹的物理概念离不开关系![/color]

[color=#4f6228]-[/color][color=#4f6228]强大的物理攻击。[/color]

[color=#4f6228]-[/color][color=#4f6228]古老的战锤 (类似锤形状的技能已在之前的视频中公布[/color]

[b][size=14pt]巫医技能系统[/size][/b]

[color=#4f6228]-[/color][color=#4f6228]将巫术注入武器。[/color]

[color=#4f6228]-[/color][color=#4f6228]一个相当婉转的施法者。[/color]

[color=#4f6228]-[/color][color=#4f6228]纯粹的巫毒崇拜者。[/color]

[color=#4f6228]-[/color][color=#4f6228]同样纯粹的巫毒崇拜小跟班。[/color]

[color=#4f6228]-[/color][color=#4f6228]数量不亚于StarCraft的zergling~[/color]

[color=#4f6228]-[/color][color=#4f6228]火蝙蝠仍然存在一点小漏洞。[/color]

[color=#4f6228]-[/color][color=#4f6228]瘟疫蟾蜍[/color]

[b][size=14pt]巫师技能系统[/size][/b]

[color=#4f6228]-[/color][color=#4f6228]用一个词来形容: 光影。[/color]

[color=#4f6228]-[/color][color=#4f6228]十分华丽的魔法效果。[/color]

[color=#4f6228]-[/color][color=#4f6228]神秘球:一种全新类型的攻击手段。[/color]

[color=#4f6228]-[/color][color=#4f6228]玩家们想要更为残暴和爽快的画面表现[/color]
[/font][color=#4f6228]
[font=微软雅黑](看起来不怎么光 enough啊..)
[/font][/color]
[font=微软雅黑][color=red][b]-Blizzard
[/b][/color]
[color=#4f6228]-[/color][color=#4f6228]要做一个让玩家看起来就肃然起敬的技能的feel。[/color]

[color=#4f6228]-[/color][color=#4f6228]最终形成一个会溅射的大暴风。[/color]

[color=#4f6228]-[/color][color=#4f6228]但目前的这个大暴风看起来不具任何美感。[/color]

[color=#4f6228]-[/color][color=#4f6228]而且。耗费过多MANA。[/color]

[b][size=14pt]小杂鱼的死亡方式[/size][/b]

[color=#4f6228]-[/color][color=#4f6228]更为血腥,更为真实 (爆内脏也…[/color]

[color=#4f6228]-[/color][color=#4f6228]对于”致命一击”有不同的死亡表现效果。[/color]

[color=#4f6228]-[/color][color=#4f6228]让每只小杂鱼都可以被施暴。   [/color][color=#4f6228]噢, 尸爆。[/color]

[b][size=14pt]BOSS[/size][/b][b][size=14pt]级杂鱼的死亡方式[/size][/b]

[color=#4f6228]-[/color][color=#4f6228]每个大型boss都有各自壮烈的死亡方式。[/color]

[color=#4f6228]-[/color][color=red]还有额外的死亡方式!受玩家施展的技能影响![/color]

[color=#4f6228]-[/color][color=#4f6228]有些boss死后的尸体会喷发酸性物质,帮你的角色洗洗澡。[/color][/font]

[font=微软雅黑][b][size=14pt]现场Q&A[/size][/b]

[b][color=#984806]Q:[/color][/b][b][color=#984806]会有奶牛关吗?[/color][/b]
[b][color=#984806]A:[/color][/b][b][color=darkgreen]这还是个谜。[/color][/b]

[b][color=#984806]Q:D3[/color][/b][b][color=#984806]会变成升级升级再升级的游戏模式吗。[/color][/b]
[b][color=#984806]A:[/color][/b][b][color=darkgreen]所言尚早。[/color][/b]

[b][color=#984806]Q:[/color][/b][b][color=#984806]目前的符文类型已经确定了吗?[/color][/b]
[b][color=#984806]A:[/color][/b][b][color=darkgreen]基本成型。[/color][/b][/font]


[size=3][color=darkolivegreen][color=darkslategray][font=微软雅黑]个人观点:
[size=2]   符文/技能系统作为D3的重头戏。确实让玩家们欲罢不能,也让暴雪的制作小组不得不摸破头皮。[/size][/font][/color][/color]

[color=darkolivegreen][color=darkslategray][font=微软雅黑][size=2]以上是在10.10号的Blizzcon的D3专项小组的课堂笔记。[/size][/font][/color][/color]
[color=darkolivegreen][color=darkslategray][font=微软雅黑][size=2]大部分是小组的讨论内容,或许目前还有很多的资料未被确认引用入D3, 但是起码大家可以看到目前blz所研究和致力的方向(包括之前游戏风格过于明亮等问题)。也许其中的某项改进,会让你又会对D3充满更深的期待。[/size][/font][/color][/color]

[color=darkolivegreen][color=darkslategray][font=微软雅黑]正如你所看到的,仅仅是课堂笔记,属于专项小组的思路整理 。并没有什么保证说他们所想的必须实现入游戏。[/font][/color][/color]

[/size][size=2][color=darkolivegreen][color=darkslategray][font=微软雅黑]但是作为一个Diablo系列的忠实玩家,了解一下幕后的人员是以怎样的思路制作着这个旷世神作,亦是从另外一个角度体验着Diablo的世界。

[size=2]对于奶牛关等游戏的隐藏内容,blz仍然守口如瓶[/size][/font][/color][/color]
[/size][color=darkolivegreen][color=darkslategray]
[font=微软雅黑][size=2]因为对某些技能和符文的研究不够深入,或许翻译有错漏。望多包涵。[/size][/font][/color][/color]

[[i] 本帖最后由 懒人一个 于 2008-10-30 11:16 编辑 [/i]]

ruru 2008-10-30 14:45

辛苦樓主啦……

終於理解為蝦米要被封“限制級”了~

話說血腥的真實感其實正是blz要帶出的“特色”……於是

還是會變成NC16吧?……=3=
页: [1]
查看完整版本: 暗黑3制作小组笔记 设计游戏的思路与游戏的框架

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