Unity3d game development of my game concept

Source: Internet
Author: User
Tags dota

recently played some mobile phone games, not a few, split a few games, but also a bit of experience. I would like to share with you the core system of these several games and some other related superficial analysis, but loadline to half, think about or talk about their recent game of some views, some ideas, write to let everyone happy, talk about their understanding, share their views. The pace is a bit big, if it helps the people better. I hope that you crossing can share their views on mistakes and shortcomings.


Some suggestions:

Old routines, want to understand the inside of a game, mind map is still a most simple and brutal effective way. System structure, economic operation and some unseen highlights will be reflected in the process of organizing your map. It is highly recommended that the planners, especially the work involved in the planning of the system, after the daily experience by organizing the map to understand the game.

As a game designer, "jumping out of the system and looking out of the system" is the best way to improve your understanding of the game.
(This is irrelevant topic)

About my game concept:

First of all, describe my game design concept: Any game, the core content is the battle, and the system, the value is only the core of the fight to extend and complement the outward. (Battle refers to the generalized battle, of course, the core play is also the player can accept the first element of a game)

First say the system, said the simple, the system is in the framework based on the core content of the game play, rules, conditions, etc., is the core content of the game outside of a packaging and rule-making. This I believe is well understood.



As an example: CS. CS Game Core Needless to say, "shooting", and based on the core content of shooting, extended out there is a lot of system "gun type, magazine, Reload, zoomed" and so on, again image some: "Gun purchase Rules" born in X seconds can be shopping, there can only be a main weapon +1 pistol + dagger, drop gun, pick gun. These are systems, but this system has been popular, no longer think that this is the design of the system and rules. Just like wasd four buttons, not the first to adopt this mobile game, but this rule deeply rooted in, all players may no one do not know the role of the four keys in the game, these can be summed up into a system. Again, the system is used to wrap the core content extension of the gameplay and rules.

The value is to control the player's game experience and growth rhythm. Of course, the value here is a generic, someone said I, big line of the hands of the pit money game to play the value, in fact, it is true that the value of the growth is still most of the current hand tour of the core experience one. But what I want to say is that most games have the concept of numerical values, although the concept may not be so obvious that it is not directly reflected in the numbers you see.

Here are a few more examples: Monument Valley, Lol/dota, Tap Titans

Monument Valley: At first glance I'm teasing you, what's the value of Monument Valley? Yes, more highlights of Monument Valley are embodied in its exquisite stylized art performance, ingenious level layout and part of the plot elements integrated into the level, the system itself is very simple: touch can be moved to the current ground can reach the position, the ultimate goal is to reach the end of each close. In itself, there is no numerical value, but think carefully, the protagonist's movement speed, is not a numerical withdrawal? In particular, there are black duck head strange, the main character of the movement speed, black duck head strange movement speed, but also need to regulate the value, although more is included in the level design point, although very inconspicuous, may be some far-fetched, but it is undeniable that the Monument Valley does have the value of the withdrawal.




Lol/dota: This is not much to say, the typical numerical control, damage and other numerical growth is through the player in a single game in the pursuit of an important point, of course, there are strategic, tactical, personal operation and other different pursuits, which belong to the scope of system development.



Tap Titans: The recent comparison of the typical value of fire unlimited expansion of the game, of course, many friends also shouted bored. The infinite expansion of the numerical value caused the player to numb the numerical value, but even so, around a lot of friends have played to a good hundreds of off. Such a "numerical expansion so that the numbness, the value of a completely non-regulation of the sense of" the game why people play so long, fine art, but also fresh to play, play the form of expression is on the one hand, and on the numerical aspect, in my opinion is still great to play, and not so-called "on the numerical numbness", The player has a sense of numbness in the number of images (Monster blood, player attack), but most importantly, the values guarantee the player's two refreshing senses in one respect: The overall DPS boost brings faster elimination of boss speed, A huge amount of resources to recruit soldiers of the beast-like attack (lower boss blood volume of an attack) this direct, macroscopic manifestation of the refreshing feeling is undoubtedly exciting, this is also the value of the Act.

What I want to say here is, for the game, we have to do is the core content of the grinding game, in the periphery package with reasonable play, rules, growth system, with the numerical control of the growth experience and numerical control, if you do these, regardless of size, this is a complete game.

Some highlights and priorities (based on the pre-requisite description of the player's initial endorsement of the game's core content and gameplay)

To ensure the freshness of the player: the freshness here does not mean innovation, but the player's feelings in the process of the game, here to point out that the three-second principle: If in the course of the game three seconds no fresh time to produce or reflect the player's senses, then the inevitable is the player will produce anxiety, of course, the specific time to be discussed But the problem is objective, small to run cool game of a section of the road, large to the traditional end of the daily tasks, these are the need to face this problem, such as the recent play to the daily task of the Fight West Tour activities, very good embodies the diversity and freshness, and is not pure I go to A to kill B strange, I go to C area kill D strange, The diversity of gameplay based on core content (virtual joystick manipulation) is undoubtedly a very successful one. And, even though time is long, this freshness can also be reflected in tap Titans. "Dog Planing Learning Net】

Strategic: This can vary depending on the type of game and the specific rules. Still for example, COC players will try Bb, why? In most people's eyes, two SLG strikingly similar, but the actual experience of a very different, defensive level: COC, rectangular array, need to Royal Quartet, more is to consider how the layout of fortifications to look at four weeks as far as possible, BB, unidirectional array, only consider the front, more is the defense fortifications, enemy obstruction and resource building. On the offensive side: COC: Randomly brush the enemy, the focus is to prepare troops to match whether the Force can be won (only one Chance); BB: Fixed enemy, the focus is reasonable collocation of troops with various types of special skills at sea to conquer. There are different mechanisms for attacking and defending COC and BB, and the same fiery. This also illustrates the importance of strategy for players

Multi-competing products under the theme: the market and the team are always hot game type flock to, nothing but a successful product verification, and the product of the same kind of successful products, the ultimate is nothing more than the theme/IP, such as the recent fiery battleship Empire, the essence or card, in addition to the quality of the product itself, A more important reason is the subject matter, battleship, we can look around the various application market, battleship theme of the game has no, how many, which in itself is a huge advantage. "Want to play to the battleship?" Although it is a card, but I have here, you do not play? "Similarly, the recent micro-innovation turret legend game is endless, genuine pirate king?" Card player + Sea thief fan, do you play or not play? The role of subject matter and IP is immense.

There are many many points, think of what to say, have the opportunity to share with you, in a word, elaborated and explained my game concept, this topic inevitably impracticality, for a good game, more important is the details and inside, about the numerical and systematic planning, establishment, production process, Or you have to rely on the accumulation of summing up and the mind, as the game designers, summary, thinking is more than indispensable, the game is a should go to the dregs, extract the essence of the product. More importantly: Play more games ^.^!

Unity3d game development of my game concept

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