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    --- GA: UA-34467841-15 --- 一個手繪動畫風格的敘事解謎遊戲,水還能多深? - Harrison Chen === <blockquote> 由「曉數碼 Akatsuki Taiwan Inc. 」旗下子品牌「曙光工作室(Silver Lining Studio)」所開發的敘事解謎遊戲《傾聽畫語(Behind the Frame)》即將上市,Harrison 作為此款遊戲的開發工程師,將分享在製作過程中所遇到的一些技術問題及克服方法,聊聊原本以為簡單的敘事解謎類遊戲,原來會踩到那麼多個坑。 ## 目標聽眾 對遊戲開發有興趣、想嘗試自己開發遊戲的人。 ## 先備知識 無 </blockquote> ###### tags: `SITCON 2021 共筆` `SITCON 2021` `2021` `共筆` `合作議程` `R2` {%hackmd 8guaVQ0CRbaeUldFwc_8Ow %} > 請從這裡開始 ## 開發工具 - unity - 跨平台 - 可能會有一些圖形問題需要克服 - 成熟的圖形化介面 ## 油畫筆刷的製作 ### Why - 玩家要藉由簡單的繪畫,參與畫家所參與的故事 - 所以需要製作繪畫筆刷 ### How - 遊戲引擎 can help - 攝影機的 camera buffer 設定 - 簡單設定 texture 的渲染模式 ## 怎麼在遊戲裡頭畫畫 ### 玩家可以在畫面上畫畫 - 試試將滑鼠點的位置畫上圖案 -> 很分散 - 試試看用內插的方式 - 使用 Catmull-Rom 計算 ### 侷限在區域中作畫 - 如何設定繪製區 - 使用灰階圖來儲存區域分配的資料 ![](https://i.imgur.com/yAFGb7P.png) - 每次變更都需要更改 binary 的 texture - 如果要渲染上去的顏色,與限制用 texture 的顏色相差太遠,則設 alpha 為 0 ## 繪圖 puzzle 思路整理 ### 為畫圖多做什麼 - 與美術多溝通製作所需要的功能 - 參考現有繪圖軟體的設計 - 快速移動後,將筆頭的大小作調整 - 隨機旋轉筆頭貼圖製造隨機性 ### 如何練習 - 對 2D rednering 的基本理解 - 實作曲線和內插函數的能力 - 對筆刷效果的 sense - 多找隊友溝通 -> 理解 domain konwledge ## 敘事 ### 故事流程的編輯工具 - 製作 editor,讓企劃人員可以在遊戲引擎中設定 - 使用 Scriptable Object 儲存資料 - 分成五個 Tab - GameFlow - NPC 狀態變化 - Puzzle #### GameFlow - id - 功能 (Type + Value) - Cinema - Puzzle - Quote - GameFlow - NPC #### Puzzle - 將一些演出通用參數拆出在編輯器上 > 看起來是類似狀態機的設計 #### 文本設定 - 需要顧及 - 讓企劃方便調整 - 即時的同步 - 能夠拆分給翻譯使用 -> 方便多語言 - 使用 google spreadsheet 進行字串整理 ## 還能更好的地方 ### 動畫播放 - DOTWeen - 效能問題 - Unhandled GC - 多個執行會有效能問題 - Safe 機制會吃掉 Exception - 方便但是黑盒子,進行優化相當困難 - Solution - 將 interface 拆清楚,方便替換 - 自行實作部分 tweener - 使用 Job System + Burst compiler ### 影片播放 - Unity VideoPlayer - unity 內建 - 支援 local 與串流 - 可渲染到 texture 上 - 問題 - 跨平台沒有想像中的方便 - 在 iOS / OS X 部分裝置會遇到問題 - 占用音訊 thread - 有些 callback 在後續 LTS 才陸續修正 - solution - 去 assetstore 上面找 - e.g. AVProVide ### 對第三方插件的態度 - 盡信插件不如沒有插件 - 保留可以替換的餘裕 - 多使用 DI 將遊戲本體和第三方套件從 interface 拆開 - e.g. ZenJect - 跨平台機制問題不少,時間要多抓一點

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