Ten years veteran talk card player Tour development: Spell 5 Skills

Source: Internet
Author: User
Tags account security

Transferred from: http://www.gamelook.com.cn/2015/04/210152

Card type game in the market performance good, "Hand travel million clubs" in the emergence of a number of card game new members, combined with a card game we are developing, talk about this kind of game understanding and personal points of view, welcome you to correct and exchange.

I have been advocating 3P development since 05 when I started my hand tour, PowerPoint, Prototypes (prototype), Photoshop. Do hand travel planning actually does not need too many documents. PPT can be used to quickly design the basic structure of the game and the layout of the UI, especially in the design of card games, only using PPT can be the main operating interface and main content of the game intuitive display, using the "HYPERLINK", he can even operate ( Our main strategy is to use flash for better results.

The program is based on this PPT and the necessary documents, values, can quickly out a game prototype, and then began to repeat the verification and testing, until the confirmation of the basis and core content is correct. As for the fine arts, as long as the size of the resolution of the requirements, you can use any image to replace the first. In the early days, only the main beauty or the original painting to do some style of setting and UI design . Once the core gameplay is mature, fine arts only need a list of tasks and set the volume of the draft, and can follow the player's contact with the game content in order to make a step-by-step. can also first give the fine art picture, does not affect the subsequent function realization, at the same time can be divided into a number of times the effect of the gradual fine buckle. Then follow the version management method layer by layer.

First, fight security

1. Pay attention to the security of the data. Local try not to save critical data, fight and other critical data as far as possible to go to the server. There is a game local data modification tool similar to "Jinshan Ranger" on the mobile phone side.

2.UUID, bound Mac, manual registration, third-party accounts and other available methods of registration, the user self-registered account is necessary, late transport or access to third-party user platform (including Weibo account, QQ account, intermodal platform account, etc.), is required to register the way. Mobile phone number registration to see the platform, in the late push will be helpful. Using the UUID registration method to use the user as soon as possible to enter and experience the content of the game, in a certain time to remind the player to register a username is also a good choice, can reduce some of the user registration process brought about by the new user churn. Should try to avoid the use of binding mobile phone Mac way to implement new user registration game, when the phone is lost, user account data is a very troublesome problem. However, the choice of binding can be provided as an account security measure, which should inform the user of the possible risk in detail.

The continuation of a breakpoint is a necessary function.

Second, to fight the market

Be clear on the market. Martial Arts, the Three Kingdoms theme should be greater China, in the pay habits and channel characteristics must always focus on the market situation and the region players habits to consider, on this basis can be extended to Southeast Asia and so on. Be successful in a region and don't rush to expand. With beautiful data as the basis, it will be advantageous to talk about other regions.

In the design, we should pay attention to the characteristics of different terminals, in accordance with market positioning and other factors, to clear the priority platform or the starting platform. iOS and Android terminal differences are obvious, each platform should be a custom-made development, if you have to take into account, but ultimately not good. Do a platform to do another platform, rather than a simple transplant. In particular, the number of Android terminals, porting and the various platform pay interface is also a lot of work. Several of our products in overseas agents put forward a wide range of payment interface standards and requirements, is a part of the workload can not be ignored. I have a few students who open a personal studio even because Android transplant adaptation is too cumbersome to locate only iOS. Clashofclans's tablet priority strategy should also be considered in this regard.

Card Game Japan is a big player. Card games in Japan's leaderboards in the prominent game, the way of fighting has emerged a law: is the type of casual game mode and card fight to combine . The puzzle Dragon uses the card battle to combine the three elimination class play, also has the combination poker play. The difference between fighting style is another key point to embody the game characteristics.

Subject choice, must conform to the target market, in Japan to obtain a great success of the "Puzzle&dragones" in the United States of the recession will be able to explain the importance of the subject matter. Card game types from the entire domestic market is still relatively small. The domestic game theme concentrates on three or four kinds. Three Kingdoms history, martial arts, fairy-Knight theme enduring, but also can do, but with the existing "three countries", "three countries Come", "big masters" and so on have some differences, especially the core play on. Card Game Theme To minimize the player's cognitive costs and thresholds, should be more familiar with the players, such as "marvel:warofheroes" this game into the U.S. market after the good response, and the game is the user familiar with the American comic cartoon hero subject has an important and direct relationship. The way MT takes IP is also verified as a success story, the premise of course is to accept this part of the cost and subject matter excellent.

Third, the art of collage

The art style should be in line with the mainstream Aesthetic foundation, do some special treatment, improve the recognition degree. The art of card game in the best possible basis, consider the server load efficiency and client size problems, a number of cards and sequence frame animation can be easily over hundred trillion, size to control, as far as possible within the hundred trillion. Combat effects can be appropriately added to some special effects, Gameloft "chaos and Order-duel" is a very clever way to deal with.

Both Japanese and domestic successful card games have shown a feature: The core system to gain huge gains is the "draw" system. Japan calls it "Gacha". But to consider the domestic user habits, the collection of demand is not as high as the Japanese players. Should avoid the "I am Mt" in the high-grade card is not equipped with the situation, in Xing Master's microblog, some big R on this point spit a lot of slots.

Card game, card properties and configuration content is the core of the game, card package resource planning, System rules, numerical system and architecture are not easy to change the core content, pre-design as the focus of content planning.

UI design is more important in the design of card games. In the ease of operation and human aspects of hard work. The layout and function design of the whole page should be clear and organized. Operation should be simple, the number of operating levels as much as two levels, not more than three levels. Like "Big Masters" in many of the two or three-level page does not have the button off the design is worth learning. And you can get some design inspiration from other products, such as Path UI design I personally like it.

"Clashofclans" and "Big Masters" in the design of PvP has a common success point, is ranked PK, according to the integration level matching. Ensures that confrontation and challenges remain relatively balanced. For the size R, not only maintain the development speed and some of the advantages of confrontation, but belong to the same level of confrontation, mutual "sharpening stone", will not "sweep invincible, a trick seconds strange", the destructive impact of non-R has been effectively controlled. There has always been and its considerable rival exists, stimulating and facilitating the continuation of the March. And the off-line asynchronous interaction becomes standard as well.

Four, to fight the channel

The requirements of the channel is to be large enough, especially in the country, foreign also in this direction, "Clashofclans" pit is very big, really want to spend money, development will be faster than the cock silk is not stint. But the process can be concealed and slow some, come up on all of a sudden will scare off the players, more reasonable should be gourd-like pits, it seems that "mouth" is not big, with the depth, the following will slowly appear a "belly":), more than one, do not be a "candied fruit". Of course, there is also the market is not pursuing "sinkhole" and the pursuit of gentle but continuous, large number of ARPU success stories. In the specific design of the time a matter of opinion.

Five, puzzle player psychology

Higher reward settings, especially those related to key operational data, "I am MT". An important magic weapon in controlling wastage rate is reward. Force to be big, to let the player think "accounted for the cheap", people are want to occupy some cheap. And to continue, do not be reluctant to, those virtual props left in the game no one play worthless, to turn them into real traffic and income. and rewards to be sustained, important nodes have the ability to quickly flush revenue.

The use of good fragmented time, is still one of the characteristics of the current hand-tour users. 57% of users in a single use of 1-5 minutes, the daily start two times within the accounted for 70%. Therefore, in order to improve the daily start-up times, the system and the activity should be designed on the basis of stable fragmentation time.

Domestic game product Design "inherit" and then "carry forward" the idea is still continuing, 13 to do card game is certainly not "with the fast" that a dial, fast that a dial inside of the excellent representative has turned over the monthly income tens of millions of this watershed, now do can only do "with the good" of this dial. "Clashofclans" inherited the "Travian" and "backyardmonsters" core design, but on this basis to do innovation, has achieved great success. Such ideas and methods are worthy of our analysis and experience, rather than Mr Skinner plagiarism.

Ten years veteran talk card player Tour development: Spell 5 Skills

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