9 Steps: Teach you to design a great MMORPG dungeon level

Source: Internet
Author: User

Transferred from: http://www.gameres.com/664485.html

Definition of a replica

A scene map as a prototype, for a single player, team or team generated by an instance, including a complete turn off, Monster Refresh, Progress records and other logic.


  The role of replicas

1. More effective to give users a sense of accomplishment:

A) effective display, verification of the role and the ability of users-numerical and technical difficulty test role attributes and user skills;

b) Deepen user awareness of the role of professional characteristics, effective display of professional characteristics of the value-fighting to take into account the professional characteristics of the play;

c) provide the player with the ability to enhance the role of the place-value of the output control;

2. More effective to the user fun:

A) The rules are exploratory--special play;

b) Rules are computational--multiple ways of success and the setting of optimal paths;

c) The rule has uncertainty--the use of probability;

3. More effective release of user sentiment:

a) leisure;

b) Funny;

c) Venting;

4. More efficient implementation of small-scale interactions.

A) The professional cooperation of PVE;

b) Professional confrontation of PvP;


  the generation of concepts

How to produce a copy of the concept:

1. Find one or more points of departure from the definition of a replica to meet, and then design the rules of play that meet this requirement.

2. There is a very interesting and fun gameplay prototype, which is then extended and perfected.

3. Design a copy according to the actual needs of the game: enrich the game content, meet the product requirements (special output and consumption rules).

   related process of copy production

  1, the first step play design

After generating a copy concept, according to this concept to preset a play outline, and then after a number of brainstorming sessions, the entire copy play process straighten out, the key rules to determine, then output a complete guidance document, later on in this document based on the details of the rule of perfection.

1.1 Draft production

Draft, mainly for the positioning of the copy, the entire play design clear, the entire copy of the process to think clearly. The main points are described in the following sections:

A) purpose and positioning

b) Play Preliminary determination

c) Refinement of relevant rules

d) related resource design: scene, skill, function, and other elements.

1.2 One-time review

A review is mainly for the draft set in the play to discuss, whether the play can meet the purpose and positioning, whether there is a logical loophole, whether there is a better way to achieve.

1.3 Gameplay changes

In view of the review, the draft is revised and adjusted, and the entire copy is set up in detail.

1.4 Fine-case production

The entire copy of the process, related function settings, NPC Monster settings, scene settings and other details.

1.5 Two reviews

After the completion of the fine case, formally in the entire department to explain the presentation, the whole copy of the play, role, and related settings explained clearly, by the relevant procedures, art, planning to meet the difficulty of the discussion, proposed amendments.

1.6 Gameplay changes

The relevant settings of the copy are perfected.

1.7 Implementation of the production of the case

From the production level, the entire copy is set up in more detail, this copy will be the main basis for the production process.


2. Second step copy packing

This is the complete packaging of a copy of the event behavior, assisted by the copywriting, he will be a set of copies of the event and the items involved in the skill of the person to integrate into the overall world view background, give all the event behavior to give a reasonable explanation.

2.1 Story Background

Tells the current world situation, tells the position of the player, tells the background of the influence in the copy, tells the reason of the event, tells the time and place of the event, tells the process of what happened, and makes the player's behavior more realistic.

2.2 Item Name

2.3 Skill Name

2.4 NPC Name

2.5 Monster Name

2.6 Dialogue Content

2.7 Related forces Introduction

2.8 Other


   3, the third step of demand splitting and submission

This link, mainly for the implementation of the case, the different needs of the extraction and sorting out, sub-module to carry out a more specific description, submitted to the relevant production leader, easy to guide the entire copy of the production process.

3.1 Program function splitting

This link is mainly for the entire copy Requirements program support function module to describe clearly, what functions, the function encountered various events how to deal with, the entire copy of the process and the functional points involved in each link in the form of checklist table statistics, the importance of grading out, This table will be used to guide the development of the program, as well as planning follow-up. The main contents include the following aspects:

A) Information tips

b) Enter the exit mode

C) Reward method

d) NPC Monster Refresh

e) Scene function

f) Prop Action

g) UI Features

h) Death Resurrection rule

i) other special needs

3.2 Art Resources split

The art resources involved in the copy are counted, and the specific description of the requirement is made into the art Resource table, and the demand for art is put forward.

a) scene

In the submission of requirements, the copy of the play, as well as the background of the story to tell the art, will be able to better guide the production of art. The following are the elements that need to be described in the scene's art requirements:

I. Size specification: In-game character movement speed is 4 m/s, one cell size is 16*16 meters. Based on the duration of the game and the percentage of the player's expected behavior in the game, it is deduced that the time required for the player to run the copy is appropriate and then pushed to the size of the replica scene. You can also create a scene map in the map editor, run a run and set the appropriate map size according to the actual experience. Need to give the art specific scene size.

II. Map layout: By the play, the monster boss distribution, as well as the location of the event to decide; According to the walking route, generally divided into tree-shaped, net, linear terrain distribution, different route distribution will give the player to explore different feelings. You need to output a concept map that clearly represents the layout of the replica.

Iii. specific feeling description: According to the copy event described in the background story, the relevant geographical environment, objects (tree construction water, etc.), lighting, weather and other scene elements are described to create a copy of the environmental atmosphere. The corresponding scene environment text description needs to be output.

Iv. identification of the resurrection point and the logical area: Please mark the location of the resurrection Point and the logical area in the map.

b) 3D model

It is mainly for monsters, NPCs and objects that appear in the dungeon, and the following elements are described:

I. Category: Monsters, NPCs, objects, etc.

Ii. level: BOSS, Elite, ordinary little monsters, atmosphere NPCs, Functional NPCs, Battle NPCs. The art will be differentiated according to the level of the different forms of expression.

III. BACKGROUND description: According to the ownership of the forces, to give the overall sense of the arts.

Iv. image description: The image of the entire 3D model from the planning aspect to give a figurative description, this description is mainly for the art reference. It needs to be described in terms of gender, body shape, character, character, and weapon.

V. Action: mainly divided into two parts:

A) General action requirements, but with special requirements for the need to focus on the description, including: Standby leisure, walking, running, death and so on.

b) Skill action: When a monster has a special skill, it is necessary to describe the release action of the skill, which can be discussed with the skills responsible, and after the completion of the set-up to be responsible for the skills and art are to export a demand form, post-production will be the skills of the person in charge of skills.

c) Sound: Ambient music, Monster death, wheezing, hit sound, skill sound, etc.

d) Effects: mainly divided into three parts:

1) Model with special effects: When setting up the model, the model itself needs to be accompanied by special effects and related description. Can be mentioned in the NPC's image description.

2) Scene Effects: Special effects in the scene, such as: Fire on the ground, lightning in the sky, etc.

3) Skill Effects: When monsters have skills, they need to be described clearly: Schfart effect, bullet effects, monster hit effects, and debuff specific forms of special effects. This setting can be discussed with the head of skills, after the completion of the design of the skills responsible and the art of the output of a demand form, post-production will be the skills of the person in charge.

3.3 UI Requirements Split

This link mainly with the UI planning to communicate, the output of the formal UI requirements of the document, the main UI features described clearly, give a preliminary functional interface layout, here need to the art and UI planning to output the requirements, UI planning to facilitate the production follow-up.

A) Functional interface: specification, layout, space function Introduction, overall properties (when to display, default display position, can ESC, close whether or not to drag, etc.)

b) Prompt information display statistics: the location of the information, color, timing, content, whether the need for wildcard characters.

c) Special Tip type

3.4 Setting of the value

This link mainly communicates with the numerical plan, submits the numerical demand, gives the concrete numerical setting.

A) replica overall data model

This model is mainly used to illustrate the curve of a damage output rhythm on both sides of the entire replica.

I. Body: 1. Player Team 2. Monster Groups

II. Player Behavior Rhythm

Iii. Player's ability to withstand damage and damage output curve

Iv. Monster Battle Rhythm

V. Monsters ' ability to withstand damage and damage output curve

Vi. progress and combat model of the final copy

b) Monster base attributes: Health, movement speed, defensive value, attack damage.

When setting a monster's difficulty, it needs to be clear: replica level, number of copies involved, dungeon difficulty location, and the rhythm of the copy process.

For example: 30-level copy, 3-5 people team to participate, expected to 4 people blue outfit to strengthen +4 difficulty, the first 4 players to damage the output body, with the copy advance, there will be auxiliary NPC to participate in the battle, and the number of auxiliary NPCs, the damage output is getting larger. and the difficulty curve rhythm of the monster is: At the beginning of the 4 players can easily cross the border, with the copy advance, Monster difficulty continues to ascend, only auxiliary NPC participation can compete with the monster, but the entire copy process, as a copy of the damage to bear side, the blood volume increase curve is slightly lower than the copy of the damage output, can finally , increasing the curve slightly beyond the replica damage output has met the challenge of the replica.

c) General Numerical deduction method:

I. Split each battle in the dungeon, in a single battle unit.

II. A difficult description of the battle in each stage of the copy, defining the rhythm of the difficulty curve for the whole copy.

III. For each monster in each battle, make the difficulty feeling ratio set.

Iv. Description: Monster Blood volume and defense are calculated based on the amount of DPS output the player has in the desired kill time.

V. Monsters ' attack: Generally, the tank can withstand the ability to evenly distribute to all monsters.

d) Requirements Submission description key points:

I. Copies of the appropriate number of players

II. The expected copy difficulty is a few of the level players, which attribute level can be passed;

III. The copy is divided into several parts

How many minutes each part is completed (the running time is calculated if it is long)

How much each part brushes strange, monster refresh speed is how much

What is the type of Monster skill for each part? such as AOE or monomer, whether summon

What is the nature of the monster itself? such as anti-high blood high, attack high blood, moving speed and so on

iv. How often does the boss have each skill cast, and whether a particular career combination is required

V. Other SPECIAL Instructions

3.5 Skill Requirement Splitting

This link needs to be communicated with skills planning and then submitted to the skill requirements, the following elements of the skill requirements:

A) Release form: Direct release, guided release, release if movable, etc.

b) Scope of action: monomer, sector-oriented area, circular area range, ejection, etc.

c) Skill effect: Direct damage, sustained damage, buff,debuff, etc.

d) Specific performance: action, release effects, bullet effects, hit effects, dot effects, etc.

3.6 Monster AI Requirements

This link needs to communicate with AI planners to determine if they can be implemented, that there is a better way to implement them, and ultimately to describe the behavior of the monsters, submit the AI requirements, and the following are the elements of the AI requirements description:

A) Basic AI description

I. Primary passive

II. Alert Range: Determines how many meters within the player's vicinity will attack the player.

III. Scope of pursuit: Beyond the scope of the pursuit of the monster retreat from the combat state of the back.

Iv. Broadcast radius: Monsters that are attacked will shout the same broadcast type of monsters to join the battle.

V. Broadcast type: determines which monsters will respond when this monster cries.

Vi. Camp: Determine the relationship between this monster and the player, relationships with other NPCs, etc.

b) Behavior Description

I. Pathfinding path: Do you have your own mobile route?

Ii. Behavioral phase: triggering specific behaviors (shouting, moving, summoning, etc.) at specific moments (time, volume, target behavior)

III. Other

c) Skill release logic: What skills are available, when to release, and what the skill effect is.


   4, the fourth step meeting explanation

4.1 Program function Explanation meeting

This meeting mainly for the program-related production leader, according to the program function disassembly checklist to explain, the whole copy of the play, the requirements of the program to support the number of functions and the difficulty and the program to explain, determine a approximate way to achieve.

4.2 The art needs explanation meeting

This meeting mainly for the art-related production leader, according to the art needs of the disassembly of the art demand table, the entire copy of the art needs involved in the difficulty and amount of art with the explanation, according to the art feedback, decide whether to reuse or new production.

4.3 Planning needs Briefing Sessions

Mainly about the entire copy involved in the planning of production requirements, in the planning group to explain, so that the relevant skills, tasks, UI and other responsible person for the whole activity to have an understanding, at the same time on the production of the need to discuss a general plan.

   5, Fifth step follow-up and production

5.1 Follow-up and implementation of program function

A) complete the checklist form and output to the program, split the copy into separate function points, easy to follow up, and program production.

b) Prioritize the function points.

c) Work with the program to make the entire copy function play.

5.2 Follow-up and production of art resources

A) Timely follow-up communication after submitting the art demand form.

b) in the art design phase in time to check whether to meet the needs.

c) Acceptance and feedback of the resources of the art output.

5.3 Planning resources follow-up and production

A) Copy configuration table

b) NPC Form

c) Skills

d) Numerical value

e) Task

f) Other

6 Sixth step Trial production

In the development of the program function to ensure the basic copy function, the use of some existing resources to make a temporary copy of the production, mainly to experience the play, to verify the play is fun, or have loopholes.

1. Production and output of the scene map:

A) Use the scene editor to make a temporary map that will be tested for basic functions and gameplay. So you need to include a specific path, set the scene map ID, refresh the feasible area, monster refresh coordinates and the coordinates of NPC placement.

2. Fill in the Temporary Monster NPCs form:

A) in the NPC table, fill in the Official Monster ID, call the temporary monster model, according to the value of the value to fill out the data of the monster, if not the first to give general temporary data according to their own feelings.

3. Temporary skill scripts and tables:

A) The skill logic can be realized temporarily without action and special effects.

4. Temporary AI scripts and tables:

A) The main monster behavior can be achieved.


  7. Seventh Step test and commissioning

1. Fix gameplay details

2. Correcting numeric details

3. Fix the setting details

 8, the eighth step of the official version of the resource consolidation

After the completion of the program function, the full output of the art resources, the planning form, the completion of the script, the integration of resources, output a formal copy.

  9. Nineth Step Test Experience Perfect

Open a copy to a multiplayer test, collect relevant bugs, and comments, and make long-term adjustments to the unreasonable copy.

9 Steps: Teach you to design a great MMORPG dungeon level

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