Brief Analysis of web-RPG Game Design

Source: Internet
Author: User
A Brief Analysis of web-RPG Game Design the use of flash to develop RPG games must have been a fantasy in the past, but now this myth has become a reality. Although I have no core involvement in game development, I will briefly analyze the structure of web-RPG online games based on my accumulated experience in this team. 1. Select development components.
Game fans should know that the proportion of components used in the game is quite large. For example, the equipment bar, chat window, and task window.
If you use flex for development, it is easy to learn and has powerful functions, but you must pay attention to the efficiency problem. If you have more Assembly covers, the operation will be obvious.
Card feeling.
The second option is aswing, a set of components developed by Chinese people, which is quite well-developed, but there are only a few Chinese learning materials at present.
It is much more efficient than flex components.
The third option is to write a set of components suitable for your game project. Well, if you have good people and plenty of time,
This is the optimal method.
2. division of labor in Game Development
As I personally know, a game team must include planning, as programmers, background programmers, artists (split plane (hand-painted), 3D
Modeling ). Here is a general description. In fact, there are still many details about the division of labor, so I will not discuss it in detail here.
3. Game System Analysis
To sum up, including Task system, equipment system, helper system, combat system, Synthesis System, skill SystemThis is required by an RPG Game.
Components. This can be divided into independent modules for development.
4. Use of game Resources
1. Map Selection in general games, maps are divided into grid maps and single maps,
A. grid map is to cut a whole graph into small equal parts. In the game, the images in the display area are loaded into the scene according to the defined algorithm.
While moving, images in the display area are constantly loaded, and images outside the display area are constantly detached. Similar to Google Maps
Advantage: The game initialization time and memory usage are small, suitable for ultra-large maps
Disadvantage: The amount of computation is too large, and the display area cannot be too large. Otherwise, there will be obvious cards in the game. (Flash is not optimized yet ).
B. the whole map. This will not be explained much.
Advantage: compared with the grid map, the game is highly efficient and there will be no blank or unloaded images in the game.
Disadvantage: If the map is large, the waiting time for map loading will be long and the memory usage will be large.
2. Create a character
A. a single image, a PNG Image with an equi-distance character action sequence. This is the most common method. Advantage: It is convenient for character replacement and so on.
B. package it into a SWF file, which can be animated on the timeline, stored in the library, and bound to a class call. Since flash is used
This method is recommended for technical development. Advantage: it saves a lot of code and is convenient to call. Disadvantage: every time you want to update a character
You need to generate a new SWF.
3. Resource Encryption
If you are selfless, you can ignore this. In general, the resource is loaded in binary mode and then parsed.
I won't say much about it ~. You have to study this on your own, or you will not be able to encrypt it ~
5. Game scripts
Unfortunately, I do not know whether there is a game development script for as3. Python Ruby can be used in C ++. Game foot
This is not a good place. I hope the cool guys can develop a scripting language. Haha ~~ Performance_^ ~~~~~~ Coming soon...
6. map editor
A 2.5D game, map editor is essential. There will be a lot of things. Let's briefly describe the functions to be implemented, scenario items.
Including item attribute adjustment, task editing, and skill editing.

I have said that I want to share my experience. I will analyze it here for the time being. For the first time, I will write the 'tutorials 'in the true sense ~~ I wrote so many words without knowing it.
After all, we are actually taking the path of C ++ programmers N years ago. Basically, the idea of the game has not changed. The only difference is that we developed it in a different language, to develop such a large project, the most important thing is the game performance. Some of the possible considerations are one-sided. You are welcome to review them!

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