2024-0426-1205 LD exercise
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共识
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Mechanics how it work how to play
- Challenge
- Player skills
- Reward
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- 先看是否符合体验预期
- Sign
- how the player knows the mechanic existing and likes to use it
- Feedback
- How the player knows the playing the mechanic in right way
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Playtest-based
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先把难度做难,再变简单
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Meaningful choice created by meaningful design
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Know your game well
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Open world
- 规划过的 linear
- 塞尔达三角法则
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Shared-design
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情绪曲线的铺垫低点要够低
- Contrast & affinity
2024-0510-1203
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决定方向的方式
- 先想 challenge 再找 assets
- 先看环境再想 challenge
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先难再简单
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乐趣是迭代出的
Sign & feedback
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- Lego 层面就需要测出 intension 是否能被很好地理解
- Mechanics 和 gameplay 可能要分开
- Mechanics 由 游戏系统 game systems 提供支持
- Gameplay 由 mechanics 提供支持
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LA 其实是在 lego 之内是辅助 storytelling & signs
- 在 lego 之外的部分可以加
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RGD RLD
- 可能是先做 bit 后面再来排 RLD 的表
- 最开始就完成完美编排可能是不现实的
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Do not do focus test
- 每一次都是完整测试
2024-0517-1239 Research
- 先定 metrics
- How to research
- Play the game
- 前作
- 以及竞品
- SG
- Hitman
- AC
- Deus EX new
- Batman
- Take notes
- Gameplay
- Player skill
- Challenges
- Sign & fedback
- Reward
- 最开心
- 最难过
- 过渡期(新阶段开始前)
- RLD
- LD ingredients
- LD Patterns
- What i like
- What I don't like
- Layout
- Bug
- Bad design
- Story telling
- 迭代点
3, read documents
- Gameplay
- Play the game
- GDD
- Avatar Skill
- LD document
- Metrics
- LD guildline
- LD tech guideline
- AI tools
- Mission flow
- Game mode
- Art direction
- Plan & research
- 明确要做的难度方向 才能往这个方向使力
- Find reference in realworld
- Function (intension) and form
- 想办法说服 LA
- 2D
- RLD
- 难度和 pacing 并不一样
2024-0531-1213 document
- 画面感
- Script flow 要干净清晰
- 主逻辑要一直能跑
- 文档阶段应该就要能搞清楚
- 2D layout
- 需要有网格线 和 metrics 对应
- 方向和光照要注意
- Art station
- 参考 senior art 场景是如何 cut 模块的
- Visio
- 多和 LD 沟通来拿到反馈
- 让他们知道有这个好用的东西
- Concept art 要以玩家的视角来画 需要基于真正的 level 来画 paintover 来帮助 LA
- 文字版的 walkthrough 可以让别人接手都能做
- 类似剧本,包含所有的生成逻辑
- 读起来要有点意思
- 2D 展示 3D 高度可以用不同颜色
- 能测 coop 就测 coop
- 自己应该用不同的方法来打相同内容可能才能看到更多的问题
- GDC - search for destiny
- Developing and sharpening your design sense - GDC
- CREATive direction 101 - GDC
2024-0607-1207 LD/LA Working process & art design process
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L0
- 早期就应该 art 参与 和 LD 讨论
- 所有人同意 意图统一
- 脚本框架是能跑的
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L1
- first playable
- Art review lego blockout
- Focus on shape
- Composition
- Vista
- Avoid overcomment
- 应该只关注这个阶段的事情 不应该聚焦于更后期的问题
- 不应该放 real assets
- 主要是测 intention - balance 测不了就算了
- 得自己提前配数据
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L2
- Playtest and iterate
- blockout art & base color
- 墙和路的反差要大
- 颜色就要反映出材质
- 灯要自己打 - LD Temp light
- 如果要外包 先从和 gameplay 弱相关的开始
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L3
- 用玩家视角出 paintover
- 不动 gameplay 让其变好看
- 然后 LA 根据 paintover 迭代
- 用玩家视角出 paintover
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LA 不是生产 assets 的而是和 LD 一起构建关卡的
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国内公司可能是流水线化的
- LD 做完 L1 后面就 LA 接手 LD 只管敌人
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人工痕迹重怎么办
- 好玩最重要
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skill gap
- 多花点时间让玩家熟悉
2024-0614-1207 stealth gameplay prototype
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Timing
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Tactic
- Number of player choice
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Design intention
- Start from 3 - magic number
- Challenges
- Timing
- Divide 3 difficulty
- short 7s
- medium 14s
- long 21s
- Random, predictable, reasonable
- Divide 3 difficulty
- Tactical
- 点位的放置取决于需求 如果容易 stealth kill 玩家大概率也不再会用别的方式
- 另外增加难度的方式是让其不易在 cover 附近被击杀
- Looking direction
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Check
- thinking narratively from BOSS perspective for placement
- Will the enemy be killed in a cool way?
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现在的设计需要先优先 combat 设计 再往上加 stealth
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Environmental storytelling
**What happened here? Matthias worch and harvey smith GDC2010**
FC4
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FSO - feature sign off - excel
- Confluence 做 tracking
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360 poi
- 所有 playstyle 都要支持
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Separate from open world
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3 LDs
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Ended at sky burial
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Play
- Series
- FC3 是对 FC1 (individual sandbox)的开放世界化
- Competitor
- Series
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LD Patterns
- 3 different play styles
- Combat
- Stealth
- Long range
- 360 approach
- 多个游玩路径
- 3 different play styles
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读文档
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Research
- Free kill + Front line + flank path + Wave defense
- 4F
- Find
- focus
- flank
- F
- 要让玩家经常改变位置
- Assess - attack - move
- 做没有 metrics 的 sketch up 没有用
**Creating satisfying combat experiences in insomniac games**
- LEGO blockout
- 最重要的是放好 cover 这样 metrics 就能大致定下来
- Playtest
- 眼动
- 视频
- 埋点
- 死亡
2024-0628-1205 document & walkthrough + AI
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Shopping list
- 需要别的 job family 的工作
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Combat gameplay prototype
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路线都应该是提前规划的
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最开始摆放 cover 不用担心呆板的问题 后面加入的 LA 等会让其不那么呆板
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Fun ai vs. Real AI (not fun)
- Fun ai
- Real ai
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Ai as actors not obstacles
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如何实现 persistent npc
- 从而实现生态系统循环
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看玩家有没有改变位置 可以一定程度上衡量一场战斗的设计是否到位
- 从未改过不太好
- 改变太多也不太好
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Enemy wave
- 要将特殊 wave 突出出来,不能和普通 wave 一起出现
- Groupsizelistener
- Is not enough
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第一次体验比 replay 体验更重要
2024-0712-1208 what is a game about - what I have learned about game/level design
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Things I wish i know
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Games are not movies
- Beowulf
- Pacing in movie - no interaction
- Editing
- Cut on action
- Cut away
- Cross cut
- Jump cut
- Match cut
- Fade in/out
- Dissolve
- Smash cut
- Iris
- Wipe
- Invisible cut
- L - cut - audio-based
- J - cut - audio-ahead
- Editing
- Game pacing - change of play style
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Systematic
- 取材于期待,而不仅仅只是让其自由运行
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Games are not just spectacle
- 要加在对的地方 - contrast and affinity
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Gears of war 1/2/3
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Games are not just stories you play
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Game could presenting story better
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命运 GDC
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Games are not just about immersion/realistic. Should be believable
2024-0724-1205
- All about flow
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Immersive sim
- No ui?
- Ui is baseline
- Ui should not block your curiosity
- 不要剧透
- Pure balance is a fun killer
- Games are not about good AI, but about fun AI
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- Game is about learning pattern
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Blizzard design
- Depth first
- Make everyone overpowered
- Math vs. Fun
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What is game about?
- Challenge based on interaction
- Gameplay first
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Try to think from different player perspective
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Love the player