王學仁(學仁大大)
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    Game Feel 遊戲感 === 遊戲感 Game Feel 有時也被稱為 Game Juice,指在玩遊戲時經歷的無形感受,最早在2008年在Game Feel: A Game Designer's Guide to Virtual Sensation這本書中提出。 遊戲感比較常用在動作遊戲、射擊遊戲上,一款最基本能動的遊戲,可以不需要任何特效與音效就能夠遊玩,但這樣的體驗非常的差,而我們可以一步步地添加細節,讓遊戲越來越精緻,回饋越來越好。 大部分的Game Feel都不會影響到遊戲最本質的玩法,算是幫遊戲穿上一層華麗的外衣,其中的感覺也很像繪畫時,一個圖層一個塗層的替畫作加上細節的感覺。 --- ## Game Feel 影片 - 重點整理 我是看了以下這麼多影片,才整理出這些概念的,感謝這些影片讓我長知識,我得說關於Game Design相關知識,國外的影片與文章比較多,台灣相對來說少,所以得多爬爬國外資源。 雖然上面已經整理出一些項目,但為了讓這些原始資料更原汁原味的呈現,以下是我把看過的影片分享給大家,大家有時間也可以每部都看過。 --- ### 【專欄】別再揮空氣了!關於遊戲中的「打擊感」三兩事 關於遊戲中打敵人打起來爽不爽,在[【專欄】別再揮空氣了!關於遊戲中的「打擊感」三兩事](https://gnn.gamer.com.tw/1/125251.html)有完整的解說,我覺得這篇太神到我不需任何註解,請大家直接看。 動作遊戲打擊感的來源是什麼? https://www.zhihu.com/question/21342866 --- ### [Game Feel: Why Your Death Animation Sucks](https://www.youtube.com/watch?v=pmSAG51BybY) 講者說:「好的Game Feel,沒人會注意到,但壞的Game Feel,大家會感受的到」 他用Demo,一步一步加上細節: * **加入動作的影格動畫** - 就是移動時要有走路動畫,這沒什麼好說 * **加上音效** - 這邊比較特別的是音效會依據他出現的頻率去調聲音大小,像是頻繁的走路聲,音量就不要太大,然後同樣一個事件,每次可以播放有點不同的音效,這樣不會顯得太死板 * **Death Point** - 標出玩家死亡的地方,可以用噴血噴漆等方式,可以讓玩家有成就感 * **死亡的特效** - 在死亡時加上ScreenShake、chromatic aberration(色差效果)、shockwave(波動)、真實的手把震動 * **其他** - 路邊的小石頭在你走路時會被你撞開、你的角色眼睛會一直看著敵人、背景會跟著音樂節拍震動、地上塵土在你走路或落地時會飄揚 塵土示意圖 ![](https://i2.wp.com/abload.de/img/3d_world_gif2wume.gif) >關於音效:之前我朋友聽過思維工坊遊戲公司的音樂總監說:「有音效的作品才是從0分開始往上加,沒有音效的作品還不到0分」,所以音效是很基本該要有的元素 --- ### [Juice it or lose it - a talk by Martin Jonasson & Petri Purho](https://www.youtube.com/watch?v=Fy0aCDmgnxg) 對最經典的Brick Pong遊戲加上一大堆細節,甚至開放原始碼讓大家回去嘗試,簡單明瞭。 --- ### [The Art of Screenshake - 震動遊戲畫面的藝術](https://youtu.be/AJdEqssNZ-U?t=441) Vlambeer公司開發者之一Jan Willem Nijman的演講,他們公司做出的作品節奏跟回饋感都很強,這場講座用Screenshake當作標題,而Screenshake也是加強Game Feel的其中一個方法,他在這場演講逐步加入每個效果並且Demo,是個非場精彩的演講。 以下我整理了,他提到的所有Game Feel要素,他以射擊遊戲為例 * **加入動作的影格動畫** - 就是移動時要有走路動畫,這沒什麼好說 * **子彈加速** - 子彈可以快一點,這樣玩起來更有趣 * **大顆一點的子彈** - 因為這不是真實世界,子彈大一點也無妨,而且看起來的效果也比較好 * **開槍時的火花** - 在子彈射出時,子彈播放的第一個影格可以是個大白點,像是槍的火花,這樣你每發子彈都會帶火光,更有感覺 * **不準確的子彈路徑** - 每一發子彈都不會是最直的,可能會有一點點歪 * **射擊到物品時的效果** - 子彈打到敵人時會有特效,甚至子彈打到牆壁時也有特效 * **敵人被擊中的特效** - 可能是閃白光、噴血或是受傷動畫 * **敵人的knockback** - 敵人被打到會往後退 * **永久性permanence** - 敵人死後屍體會"永遠"留在場上,可以讓你有體驗戰後成果的成就感,當你回頭到前一個戰場時,也會知道你這邊已經玩過了,進一步的,你還能留下你開槍時掉在地上的彈殼,講者說反正現在電腦很強,這樣電腦還跑得動的 * **camera lerp:camera** - 跟著主角時會微微的delay,看起來更滑順 * **camera position** - 如果是射擊遊戲,玩家不應該在中間,應該要讓射擊方向的畫面空出更多,這樣才知道要打什麼鬼 * **sleep** - 畫面靜止,應該也算慢動作,作者在敵人被打到跟死亡的時候加入非常短的sleep,但他說蠻有效的 * **gun delay, gun kick** - 這邊我聽不太懂 * **Meaning** - 在死亡時,加入慢動作,死得更磅礡,但我不太知道怎麼定義Meaning在這邊指的是什麼 --- ### [Secrets of Game Feel and Juice | Game Maker's Toolkit](https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw) Game Maker’s Toolkit是個非常棒的頻道,講解蠻多知識的,我也是看這部才開始知道Game Feel的。以下是影片中提到的Game Feel效果。 * 畫面震動 * 慢動作(致命一擊的時候) * 落地時,地上塵土揚起 * 開槍後座力 * 敵人被擊中時會: * 閃白 * 往後退 * 切換各種被打的動畫圖 * 噴血 * 音效 如果你做的是射擊遊戲,可以加上後座力、開槍時就ScreenShake、增快開槍速度。 如果你做平台遊戲,可以加上摩擦力,讓玩家可以在牆上緩慢滑下,不要隨便亂動攝影機,讓玩家玩得不順。 --- ### [Game Feel - Measuring the Influence of Acceleration and Deceleration - Medialogy, Aalborg University](https://youtu.be/S-EmAitPYg8?t=132) 這我沒全部看完,不過上方影片我幫大家調到講解Juicness的片段,跟其他影片差不多 --- ## 心得 本來想要自己生一段總整理,把每個要素分門別類,生出一些基本SOP讓人可以去檢驗自己專案的Game Feel,但還是太難了,這邊我只能整理出一個關於特效的心得。 ### 哪裡可以加特效 在遊戲中加入大大小小的特效可以幫助遊戲更豐富,但啥時要加入特效,我認為物體與物體間的互動,都能加上效果,以更宏觀的角度來看,只要物體間有互動,都能加上效果,像是 * 按下了按鈕,按鈕噴出粒子特效,轉了一圈,播放音效 * 吃到金幣,金幣縮小不見,噴出金色小星星,然後小星星慢慢往上飄,越來越透明,最後消失 * 打到怪物,畫面震動了一下,怪物閃白色,上面跳出這一擊對他造成多少數字的傷害 總之,遊戲是沒辦法被所有SOP拆解的,就是有人可以想出體制外的玩法或故事才有趣,以上就是我的Game Feel分享。 --- ## Ptt GameDesign 板友對Game Feel的回饋 jerryklu: > 其實你也可以看成一個SOP,就是去模擬甚至過度強調所有動作在真實物理上的反應,有些需要強化是因為玩家不能感受到加速度的變化,所以要靠影像甚至是聲音過度強化的方式補足玩家感受不到的,但同樣是加速度,GTS跟蜘蛛人不可能有相同的強化方式,所以遊戲整體的風格、調性很重要。 cjcat2266: > 我其中一個SOP是凡有動的東西,就用數值彈簧或easing,然後消除所有非刻意的視覺不連續性(popping)

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