Game skill Design Revolution

Source: Internet
Author: User

Skill Design
Directory
1. Skill Definition 1
2. Skill contribution to the Game 1
3. Internal element 1 in skill Design
3.1. Prerequisites for skill use 1
3.1.1. Condition 1
3.1.2. Target condition 2
3.1.3. Scenario condition 2
3.2. Trigger method 2
3.2.1. Active skills: 2
3.2.2. Passive skills: 2
3.2.3. Active switch skills: 2
3.2.4. Switch passive skills: 2
3.3. Skill consumption 3
3.3.1. MP or parameter 3 similar to MP
3.3.2. Buff 3
3.3.3. Item 3
3.3.4. NPC 3 in the wild
3.4. Skill power/effect element 3
3.4.1. Damage/bonus value 3
3.4.2. Range 3
3.4.3. Attribute effect 4
3.4.4. effect type 4
3.4.5. Attack scope: 4
3.4.6. Time Effect 4
3.4.7. Non-inevitable effect 4
3.4.8 skill target type and Operation Method Association 4
3.5. Post-skill penalty 5
4.1.1. CD penalty 5
4.1.2. Bad buff or status 5
4.1.3. Singing 5
4.1.4. Channel 6
4.1.5. Trajectory 6
4.1.6. Crossing 6
5. Secondary elements of skill system 6
5.1. Grade 6
5.2. skill description 6
5.3. skill art resources 7
5.4. Summary of common gamer Induction Methods 7
5.4.1. Occupation and race Division 7
6.1.1. Divided by user type 7
6.1.2. 7 points by distance
6.1.3. score 7 by singing
6.1.4. 7 categories by range
6.1.5. score 7 by trigger mode
6.1.6. By effect type 8
6.1.7. Examples of other skill types: 8
7. Skill Acquisition 8
7.1. Tutor NPC learning 8
7.2. Item learning 8
7.3. Random System 9
7.4. Scenario NPC 9
7.5. Task rewards 9
8. Elimination of skills 9
9. Consumption in skill learning 9
10. Skills design experience 10
10.1. First, familiarize yourself with the node 10 that can be used in the skills
10.2. Second, understand the purpose or principle of using these nodes 10
10.3. Efficient Matching Method 10

 

1. Skill Definition
If certain conditions are met, game behavior instructions can be implemented for specified characters, items, NPC, and map coordinates.
Note: many game behaviors are at the edge of this definition. For example, 10 Source soil particles in WoW allow any role to right-click to form a source soil, however, this is not a skill in players' understanding. On the contrary, breaking the source soil into 10 Source soil particles can only be achieved by a minor occupation. This behavior is a skill in players' understanding. Both are made with skill templates for designers.

2. Contribution of skills to the game
Combat skills are an important part of the gaming combat system. Their high composite and high degrees of freedom are an important means to achieve the ultimate combat expectations.

Secondary professional skills are an important part of the game's omitted system. They interact with the high-density stimulation of the combat system. They are an important way for strategic players to invest their energy and an important part of the economic system.
.
Skill is an important factor in career differentiation (the so-called profession has two main components: one is vocational skills and the other is vocational attributes .)

The ultimate goal of combat skill design is 1 to reflect the tactical nature of the game combat system, 2 to achieve a rhythm and a powerful stimulus pulse at all levels of time in the combat process.

 

3. Internal elements in skill Design
3.1 prerequisites for skill use
Skill usage conditions are one of the key points of skill design and suitable for flexible use. In response to the "skill successor punishment" mentioned above, it has become the main means to diversify the skill design.
3.1.1. Conditions
A buff, debuff, or special status is required. For example, a skill requires less than 50% HP to be released.
A certain item needs to be included in the package. For example, a trap skill requires a rope in the package to be released.
A device must be equipped with a specific equipment or a certain type or equipment location. For example, a skill must be equipped with weapons before it can be used.
3.1.2. Target conditions
Target distance: when the distance between the target and itself is within a certain range, you can cast
If a buff exists on the target, the debuff skill can be used.
Target type: Self, enemy, Youjun, Landmark, current orientation, or certain type of item, which can be cast only with these conditional skills
The target must be a specified NPC. In some games, task-type interactions are performed in this way.
3.1.3. Scenario Conditions
A scenario or scenario can only be used, or the effect changes. For example, a certain conversion game Skill cannot be used in a combat scenario, but can only be used in an external map.
Parameter constraints in the scenario. For example, in a turn-based game, a certain skill cannot be used in the first three rounds.
3.2. Trigger Method
3.2.1. Proactive skills:
If the skill trigger condition is met, the player manually enters the trigger skill. These skills are also called active skills.
3.2.2. Passive skills:
A skill that is automatically triggered by the system when the skill trigger condition is met, or you can change certain attributes and parameters of the target within a certain range.
3.2.3. Active switch skills:
A skill that can be automatically cast after it is enabled, which is usually controlled by CD.
Commonly Used for PET skill Control
3.2.4. Switch passive skills:
Add a switch based on the passive skill for control. When the switch is turned on, the passive skill can be triggered.
Classic design: the legendary half-month tornado and assassination
3.3. Skill consumption
3.3.1. MP or parameters similar to MP
Class MP parameters: quantifiable parameters dedicated for skill consumption, including the current value and the maximum value. MP is the most common type. It is characterized by a maximum value that is linked to a personal attribute system. Generally, it can be recovered slowly or quickly through drugs.
The parameters of the class MP exist in a wide design space. It can be said that a new class MP parameter can be expanded to create a new profession.
Type 1: anger slots in the King of boxing and anger points after the slots are full of anger,
Type 2: the spirit of the thieves and the anger of the soldiers in WoW.
The most important difference between class MP is the construction rule of the maximum value and the existing value reply Rule. For example, the maximum energy of thieves in WoW is almost 100, and the reply rules are almost related to time.
3.3.2. Buff or debuff
Buff definition: the positive and additional effects added to the player to strengthen the player. The meaning of debuff is the opposite. in a broad sense, buff can refer to the effects that can be attached to the role.
Skills consume one or more buckets or debuff of the target. This design is full of more scalability.
3.3.3. Item
When a skill is used successfully, a certain item is deducted from the player. Most of the skills in the secondary occupation are of this type. The intermediate product or finished product is consumed.
The consumption of Shooting Skill arrows or ammunition in WoW.
3.3.4. NPC in the wild
The main implementation method of field collection skill or collection type character in the secondary occupation. The field collection object or resource exists as the scenario NPC, and the collection process consumes a scenario NPC at the same time.
3.4. Skill power/effect elements
3.4.1. Damage/bonus value
The most classic element. Calculated using the game's numerical model.
3.4.2. Range
Remote skills: skills with a range far beyond the distance of normal close-to-Body attacks.
Close-to-body skills: the attack distance is the same or similar to that of normal close-to-Body attacks.
Sometimes there is also a middle distance skill, which is a fuzzy concept between a range and a short range.
Effect Description: if other attributes are consistent, the skill with a long range is more practical than the skill with a short range.
3.4.3. Attribute Effect
Generally, games are divided into two attribute categories: Physical and magic. The former may also be divided into remote physical and near physical, and the latter will also be subdivided into attributes such as wind, fire, thunder, and electricity.
Attribute differentiation: This allows the value of the combat effect of a game to be properly distributed, depending on the size of the game design.
3.4.4. effect type
Positive effect skills: skills that cause treatment, MP-like reply, attribute addition, or indirect improvement to the target
Negative Effect skill: skill that causes damage to the target, class MP parameter loss, attribute reduction, or indirect ability reduction
Neutral effect skill: it is not a positive effect skill or a type of negative effect skill. It is usually used in non-combat situations.
3.4.5. Attack scope:
Single skill: skill that results in a single goal, or simultaneously results in a single goal and a single goal.
Multi-body skills: skills that result in multiple goals, or multiple goals within a certain range (greater than or equal to 2.
Group skills: skills that result in effects on all goals within a certain range.
3.4.6. Time Effect
Instant timeliness skills: skills that generate treatment and injury. The instantaneous timeliness is not the same as the instantaneous skill mentioned later.
Long-time skill: the skill that delays the damage effect for a period of time, and triggers the damage, treatment effect, or causes the ability to increase or decrease the target for a period of time in a linear or nonlinear manner.
The singing, channel, and trajectory mentioned later are all specific forms of compound long-Timeliness factors.

3.4.7. Non-inevitable results
Type 1: Some skills only generate intermediate transitional effects, and not necessarily produce certain effects. For example, a certain skill produces a buff, but this buff itself has no effect, it is automatically converted into a treatment only when the buff is accumulated to 3. During this period, it is possible that the buff has not been stacked to 3, and the time for buff to exist has ended.
Type 2: increase the chance of a certain skill by 30%, and carry out injury/treatment on a certain target. This injury/treatment is not inevitable, but improves the power from a macro perspective.
Type 3: After a skill is used, a buff is added to the target. during the existence of the buff, the player is attacked by the enemy and will receive an additional treatment effect.
3.4.8 skill target type and Operation Method Association
Meaning: Skill operation is an important factor affecting skill practicability. However, it does not mean that skills should be designed based on highly practical operations, nor should all skills be made into a highly practical mode. The operating method is only one of the measures to balance the skills and power of the profession.
Type 1: Release the selected target. Some games are also processed on the client. When there is no target, select the nearest target to release the game, or add it to an intermediate state. Click the skill first, and then select the target, this approach aims to simplify operations and improve the practicality of skills.
Type 2: Apply to selected landmarks. There are also two modes, one is hot key trigger, and release with the cursor at the current landmark position, the other is to click the skill first, and then select the target.
Type 3: Release the corresponding coordinates. The most practical operation.
Type 4: Release the cursor. The straight line/sector positioning skill in the direction of the current mouse is usually used in 2D games and 2.5D games. There are also two modes: one is the eight-direction mode, the attack can only be performed in the upper, lower, left, right, and four oblique directions, and the other is the free angle mode.
Release-oriented roles. Brutal collision in legend and wow flash
3.5. Post-skill punishment
The post-punishment of skills is of great significance for skill differentiation. Many skills have similar effects. However, the final use value of skills varies greatly due to different skill punishments. The following are the main techniques for skill punishment.
3.5.1. CD penalty
CD definition: A time constraint attached to a skill in a game. This Skill cannot be used during the game's CD countdown. Skill usage is the main method to trigger CD.
Generally, the skill enters the CD after the skill is realized. Some games will trigger the CD only after the skill hits the other party. In addition, there is a way to design CD computing in the animal power stage. For example, the famous legendary skill "Fire knife", the biggest highlight of this design is that it can create a "double fire" effect,

3.5.2. debuff or status
After a skill is used, a debuff effect is generated on the Releaser or the Releaser to weaken or disguise the player's ability.
The reduction of certain attributes can also be considered as a skill consumption. For example, after a skill is used, the attack power is reduced by 30%.

3.5.3. Singing
Definition of Singing: a skill is a specific time period between the trigger and the system determines the release. During singing, players cannot move or release other skills. The singing time is usually less than 10 seconds.
The skills without singing are generally referred to as instant skills,
Skills in the singing process are generally called singing skills.
The value of Singing: Singing itself is a punitive measure. Most games can neither move nor conduct other attacks. The cast is in a restricted State, it is a favorable factor for attackers. The timeliness of singing skills is far lower than that of instant singing skills.
3.5.4. Channels
Channel skill: The Releaser continuously releases a certain skill to a certain target, and the subsequent effect of the skill is terminated once the skill is moved or interrupted. These skills are called channel skills.
The channel skill is similar to the singing skill, but the channel skill is effective during reading, and the singing skill must wait until the singing ends. In addition, once the reading process of the channel skill appears, the player has consumed MP, and the singing skill is deducted only after the singing ends.
Value of channel: Channel skills are more time-sensitive than singing skills. However, because MP is deducted in advance, the risk of using it is higher than that of singing skills.
3.5.5. Trajectory
Trajectory definition: a skill shows the trajectory from the Releaser to the target. It is called a trajectory.
Some games also have a certain impact on the trajectory process. For example, wow has added Tactical Factors to the trajectory design, and there is still room for the players to respond before the trajectory skill hits themselves, when other game's ballistic skills are being shot, they have determined all the effects of this injury.
Meaning: in short, the ballistic Skill's timeliness is reduced to a lower level than the singing skill. In addition, from the aspect of performance, the "who is throwing skills to you" message is also clearly transmitted to target players, which is positive for a fair game.
3.5.6. Crossing
Leaping skills: a special form of remote skills, which is characterized by the ability to cross obstacles in the game, usually in 2D and 2.5D games.
Non-leap skills: Compared with the design method of leap skills, this skill is a remote skill, but cannot cross obstacles,
Meaning: Compared with leaping skills, non-leaping skills are less commonly used.
4. Secondary elements of the skill System
4.1. Level
Skill Learning level: the lowest level for learning a skill
Skill Level: The growth level of the skill itself. The Skill Characteristics and effect types are basically the same between different skill levels with the same name. The skill level is optimized only when the skill power-related parameters increase.
The significance of skill level: this makes the existence of a certain skill increase with the level, which can be adjusted, and also adds a threshold for the growth of role capabilities. Finally, it is one of the secondary ways for money to die out.
4.2. Skill text description
The purpose of skill description is to give gamers a clearer understanding of the skill conditions, power, and punishment. All instructions are concise and clear as the priority principle, without interfering with the skill effect description, can be modified.
Skill description: skill name, skill level, skill requirement or consumption item/weapon, skill consumption MP or class MP value, skill range, skill other triggering requirement, skill active/passive, skill power clear description.
4.3. skill art resources
Icon: two icons are usually configured for Halo skills.
Special Effect resources: these resources are triggered by each judgment Node during the skill release process. The special effect resource structure of 3D games is much more complex than that of 2D games.
Skill special effects design requirements: the first function of skill special effects is to transmit information as accurately as possible, and the second is to reasonably express the emotional effects of skills. Common Mistakes are: 1. To highlight the power of skills, the attack scope of skills is exaggerated. 2. You cannot determine the logical attributes in the game based on its performance. For example, a physical attack skill looks like a spell skill.
4.4 Summary of common gamer Induction Methods
4.4.1. Occupation and race Division
Career skills: Talent skills and mentor skills will be subdivided into different ways of learning.
Associate or life skills, collection skills (skills for collecting resources from the wild), production skills (skills for producing usable items through resources or intermediate products) recycling and processing skills (skills for processing items into finished products or converting obsolete items into other semi-finished products)
Race skill: a specific append skill after the game selects a race.
4.4.2. Divided by user type
Player skill, pet skill, monster/NPC skill
4.4.3. Divide by distance
Remote and near skills
4.4.4. Score by singing
Singing Skills, instant skills, and channel skills
4.4.5. By range
Skills, individual skills, and scope skills
4.4.6. Divide by trigger mode
Active skill, passive skill, and switch skill
4.4.7. By effect type
Damage skill: skill that causes damage
Treatment skills: skills that result in HP response
Auxiliary skills: do not produce injury or treatment effect, and only indirectly influence the combat skills
4.4.8. Examples of other skill types:
XP skills: essentially, it can be seen as a combination of two skills. The first skill is a buff skill with a long CD, the second skill is a very powerful CD that is equivalent to hard straight time (the player understands that there is no CD skill, one of the second skill triggering conditions is the existence of a buff generated by Skill 1. In addition to the company, standalone games also have this kind of skills, such as: fc Lei Shenbing
Fit skills: skills that can be released only with the help of several teammates, or skills that can directly plunder MP resources from teammates based on certain rules during the release process. Most common in stand-alone games, such as SFC, but not online games. For example, tables and summoners in wow
Control Skills: space-related behavior constraint skills for goals, such as terminating all actions, moving speeds, losing control, and force displacement. The Chinese family in westward journey is good at controlling skills.
Halo skill: After the function is enabled, the target within a certain range will be affected by a certain effect. Classic designs appear on heroes in Warcraft
Hot skill: skill that causes slow recovery of HP for a certain period of time on the target,
Dot skill: skill that causes slow HP loss to the target for a period of time.
Breakthrough: a skill that quickly approaches or approaches the enemy and strikes the enemy. In online games, it is a powerful means of close-up by melee units.
Garbled Dance: a skill that causes continuous physical attacks to enemies in a single or group. The name is derived from fighting games. Such as the "wow" killing feast, Blade Storm
Projection technology: the throwing skills used after capturing the enemy originated from standalone Combat games, but there is still room for development in online games.
Body skill: the skill that automatically fights back after being attacked by the enemy originated from a standalone combat game. However, it also exists in online games, such as the magic bounce skill in WoW.
5. skills acquisition methods and conditions
5.1. mentor NPC Learning
A classic way to learn skills. After a certain level is met, you can learn. Some games also have some additional conditions, such as the title in "westward journey". In addition to the level, players must have a certain title to learn.
5.2. Skill book learning
Skill book definition: the carrier of skill item words. players learn skills by using such items.
Significance: on the one hand, skills are materialized, as a kind of item to join the circulation of the game, to promote the richness of the circulation of the game materials, on the other hand, it is to expand the space of skills derived from gameplay, such: pets in the game use pet skill books for learning, but there are limits on the number of skills pets can learn. players need to consider the accessibility and cost effectiveness of various skill books to achieve the best results.
In addition, the skill book can also be designed as a secondary professional product. For example, you can collect text clips from the body of a monster or from the wild, translate and bind them into skill books through a secondary occupation.
5.3. Random System
This is what many games say about "Comprehension ". Skills are randomly learned in the course of combat or in certain rules. They are generally used only for pets.
Meaning: Increase random stimulation during the game process.
5.4. Scenario NPC
Relatively rare types, such as: a click stone tablet in a scenario, reading the stone tablet to acquire skills.
Significance: the combination effect of the increase and the field NPC system.
5.5. Task rewards
When the task is completed, players can learn the skills directly. Or reward skill books for players to learn.
Significance: the combination of increase and task system.

5.6. talent tree
Skill talent tree definition: a popular skill system that connects a series of skills through several tree structures, it is generally used as a medium for skill selection by a level-linked or hierarchical parameter. Such parameters are called skill points, and the skills in the talent tree are called talent skills.
Talent skills: 1. The number of talent points used in the current talent is greater than a certain value. 2. Other talent skills have been learned.
Meaning: it expands the autonomous choice of players on the combat mode.
6. Elimination of skills
Some of the skills of some games provide a means of extinction. For example, the wow sub-profession can be forgotten as a whole, and the talent tree skills in the combat profession can also die out.
Some game pets delete some elimination skills for the purpose of optimal cultivation due to the limited number of skills they carry.
Attention to the elimination of skills: for designers, it is equivalent to the relief of valuable things in the game. However, pay attention to the negative impact on the player's game life after the overall elimination of skills, after all, this mode changes from the player's hands to "NONE ".
7. Consumption in Skill Learning
Money: Learning Skills usually consume money,
Specific parameter values: Skill Learning may also consume some special parameters for skill learning, such as skill points in WoW, at present, many games also offer a consumption mode of skill consumption experience.
Skill books: As skill books are learned, skill books will also disappear. Some games also have the design of "skill book learning has a certain probability of failure", increasing the consumption of skill books.
8. Key Points of skill Design
8.1. First, familiarize yourself with the nodes that can be used in the skills
The internal element of a skill is the internal node of the skill. The difference in the logic node of the game leads to an essential difference in the game. For example, the other two skills are the same, and only one skill is the singing skill, the other skill is instant, and these two skills are completely different. The usage is also completely different.
Nodes themselves are mostly restricted skills. games do not need skills that are completely unrestrained or rarely restrained. Their existence will lead to the direct removal of other skills. The logic node has another meaning: these skills can be used to make full use of the power at certain time, places, and places.
8.2. Second, understand the purpose or principles of using these nodes
The independence of the skill itself: Each skill must be designed to have its own use value. In the words of players, after being designed, someone must use it instead of being completely eliminated by other skills. This is the first thing to ensure.
The independence of the profession: combat skills and deputy vocational skills need to reflect the differentiation between occupations, and improve the characteristics of career positioning through the characteristics of skills in time, place, and use of value.
Final root cause: combat skills ultimately serve the Combat System, and secondary vocational skills ultimately serve the strategic system, so that the combat system and strategic system present a hierarchical strategic and tactical nature. Is the most fundamental purpose of skill design.
8.3. Efficient matching methods
Complex game skill configurations are complex. Efficient and clear configuration methods, skill effect feedback, and integration means are required to implement a complex skill system.

Game skill Design Revolution

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