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    # 遊戲發想 **信件指揮官:泡泡防線(暫定)** Mail Commander: bobble frontline --- ## **遊戲發想** 《信件指揮官:泡泡防線》是一款融合塔防與策略的遊戲,玩家將扮演一名在戰場總部(HQ)指揮作戰的指揮官,透過信件系統(命令行)調度資源與哨站,共同對抗來襲的泡泡大軍。 ### **遊戲特色** - **創新玩法**:透過信件命令調度資源、管理前哨站並指揮戰鬥。 - **戰場模擬**:玩家無法直接觀察戰場,只能依賴 HQ 的雷達掃描數據與信件交流。 - **資源管理**:靈活分配食物、彈藥和材料,確保前哨站持續運作並成功抵禦敵人進攻。 - **通關目標**:防守住固定波次的泡泡攻勢,守住戰場的最後防線。 --- ## **遊戲機制** ### **地圖與視覺分佈** ![圖片](https://hackmd.io/_uploads/B1gmGJz_Jl.png) 1. **戰場** - 矩形地圖,敵人會沿固定路徑從上方進攻至下方。 - 每條路徑都有一個前哨站,具有攻擊能力、防禦能力與血量。 - 每條路徑的哨站與指揮中心的距離不同 - 哨站需要消耗資源(如彈藥)來進行防禦與攻擊。 2. **指揮中心 (HQ) : 畫面UI** - **左半邊畫面**: - 玩家無法直接看到戰場,而是依靠定期掃描的雷達圖獲取敵人、哨站與郵差的位置資訊。,以及我方哨站的資源概況。 - **右半邊畫面**: - 玩家在這裡通過編輯器撰寫信件指令,指揮郵差運送資源和發出命令。 --- ![圖片](https://hackmd.io/_uploads/HkxyNkM_Jx.png) ### **核心操作:信件系統** 玩家透過簡單的命令語法撰寫信件,來調度郵差和資源。以下是信件支援的基本指令語法: #### **語法格式** ```plaintext goto [location] # 前往位置 grab [resource] [quantity] # 從當前位置提取資源。 drop [resource] [quantity] # 在當前位置投放資源。 return # 回到指揮中心 (hq, ally0, ally1, ally2, ally3, ally4) ``` #### **資源種類** - **食物(food)**:恢復哨站的血量,或提升攻擊效率。 - **彈藥(ammo)**:供應哨站武器,沒有彈藥則無法攻擊。 - **材料(metal)**:用於提升防禦、修復哨站或建造新設施。 - **[source]** food, ammo, metal - **[loacation]** hq, ally0, ally1, ally2, ally3, ally4 - **[quantity]** [0-9]+ --- ### **資源獲取方式** 1. **敵人掉落** - 當敵人在哨站附近被消滅時,會掉落特定資源,該行的哨站會自動蒐集。 2. **HQ 補給** - 指揮中心會定期生成少量物資,玩家可以分配這些物資給前線哨站。 --- ## 達成的多樣性成就 * 締造和平(G4C 大學生挑戰)(原文 Peaceformers): * 設計一款可以在網頁上玩的遊戲,讓玩家透過行動來探索資源的分配方式,並以公平的方式在各方之間維持和平。 * 分享即關懷(GitHub 提供)(原文 Sharing is caring) * 將你的遊戲原始碼以公開形式上傳至 GitHub,並在作品上傳頁面上列出 GitHub 網址。 * 輕鬆閱讀(原文 Easy-read) * 確保遊戲中的所有文字都採用清晰的無襯線字體,夠大的字體字級,並搭配高對比度的簡單背景。 * 你有新郵件(原文 You've got mail) * 遊戲完全透過電子郵件進行互動。 * 手忙腳亂(原文 Herding cats) * 玩家需同時控制至少五個角色。 * 交通解構(原文 Transit Transcendence) * 重新設想公共交通,將其轉變為連結人、故事與地方的創新手段。 --- ### **靈感參考** 本遊戲受以下經典作品啟發: - **Radio Commander**:雷達與指揮模式的核心靈感來源。 - **Plants vs. Zombies**:矩形塔防戰場與波次進攻設計的參考。 ![參考圖示](https://i.ytimg.com/vi/JghTQXQ2toI/maxresdefault.jpg) --- ### 示意圖 ![圖片](https://hackmd.io/_uploads/S1gu2abdyx.png) --- ### **未來規劃** 1. **更多地圖與挑戰**:增加不同地形和更高難度的敵人波次。 2. 更多敵人類型 3. 更多彈藥與資源種類

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