Liam Huang
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    UE4 打信長 AmbitionOfNobunaga === 本人聯絡方式:damody@ntust-cgal.com --- Don't know what to do? [See here](/features) [hackmd教學](https://hackmd.io/GwEw7AhgplBGDGBaAjAMwCwGZHogBlkQgCYo9ERhYBWPYzdEVCCIA===#) [舊版筆記](https://hackpad.com/ue4-AmbitionOfNobunaga-vcmVWNIyTXG) ### [感謝信長老人螺絲的幫忙,有了各種英雄的資料](https://docs.google.com/spreadsheets/d/1OJWqPnhuhGkXPFWp84nq9P64iwC3Se12Z-OC1B01BRI/edit#gid=1035035643) ## [實作筆記](https://hackmd.io/KYJmDYAYEZvBaSBOAhgM3gFgCYGNfwBGIA7AZGuEpJoQBxqSQDMQA===#) ## [英雄技能區](https://hackmd.io/KYIwLAjCDMAMsFoBmA2EIFgJwQOwKwBMUkFhgUAmXAQ12DG1iA==) ## 需要錢的部份 1. 骨架動畫 美術的問題一直解決不了,那就買kinect 2.0 加軟體解決吧 [Demo link](https://www.youtube.com/watch?v=TMW-zDati4k) [mocap官方網站](http://mocap.cguse.com/) [mocap骨架補捉](http://world.taobao.com/item/10412676334.htm?fromSite=main) `軟體 6859$RMB 約 35000$NTD` `Kinect 2.0 機器約 3300$NTD` 2. 臉部的骨架動畫 https://unreal.facefx.com/ `軟體 899$USD 約30000$NTD` [mocap表情捕捉](http://world.taobao.com/item/17183581764.htm?fromSite=main&spm=a312a.7728556.0.0.4UWLfw) `軟體 2879$RMB 約 15000$NTD` `機器是用Kinect 2.0` 3. lightmap build 這個我會買server級機器解決 4. Substance Designer已買 ## 重製議題 我覺得重製這東西最主要的問題是要解決下面的問題, 排名愈前面代表愈重要。 --- #### 基本要素 遊戲要能提供google fb登入 安裝盡量簡單方便 新手教學要能略過,也能讓人重玩 盡量能快速上手,最好能下一步到底 安裝時能順便看遊戲說明 更新要自動快速 低端場出兵時間比較慢 (drkn: 出兵時間維持一樣但血量較低可能較好?) 節奏也比較慢,讓新手熟悉 --- 目前信長的問題 1. 開圖 2. 配對系統 3. 斷線重連 4. 畫面效果 包含畫面全面翻新 5. UI操作人物不遺失Focus跟其它操作細節 原本的操作模式不適合打DOTA 應該要針對MOBA來設計鍵盤與搖捍操作 6. 爽度,信長除了要有mvp可能還要有擊殺王 助攻王 破塔王之類的 而且要玩家可以拍照 補正:新手補正、熟練強化、連敗補正。 連續勝利有畫面特效但沒有實際效果,一起玩大家可以表演隊長買的動作或是特效。 7. 熟練強化 新手補正加英雄起始血量,跟死亡減少扣錢甚至加錢。 連敗補正後下次遊戲起始金錢增加 100, 200, 400, 800, 1600一直累加到上限6400 8. 可以自由交換英雄控制權,可以把跳掉的隊友,換認識的朋友連進來操作或是跟隊友敵人交換英雄控制權,或者控制的英雄跟對方換人 常常會有人說我玩你那隻隨便玩都贏,這樣你們就可以換英雄,或是操作不習慣的人,讓隊友角色互換 8. 一場可以選多隻角色,回溫泉可以換角,繼承等級跟裝備,技能點點了一樣不能重置。 8. 針對喜歡對戰跟喜歡歷史的族群做分隔,對史實戰爭新增新地圖(例如山崎之戰、金崎撤退戰等等) 以金崎撤退戰為例,一開始錢就20000不會跳錢,勝利條件:保護羽柴秀吉撤退成功。 主要是因為每個人有擅長的地圖,但希望大部份玩家集中在主要的地圖,其它當小遊戲,但希望在同樣的裝備跟英雄下,只調整金錢、初始等級、地圖來達到不同的快感。 9. 要有合作活動,加入大家喜歡的角色才對呀,我看最近的遊戲像白貓pad很多都有合作。 9. 鼓勵殺人,英雄殺人後,該英雄在的那一路的出兵會強化血量,ex 一個人頭100,最後集合在一起時,人頭數差20個那小兵的血量就差2000,就會有明顯差距。 鼓勵進攻,離自己的本陣愈遠死亡,復活時間愈短,最多-80%復活時間。 要設計一個專門打英雄的a點地板,自動邊走邊靠近攻擊的按鍵 路人場兩邊的平均殺人數要在50以上,總殺人數要100以上,一場遊戲約40分鐘。 5分鐘時 首殺,每分鐘至少要死2.85個人,所以每個人復活時間要短,在家移動出來的速度要快,逃生手段不能太多,戰法前期要夠弱勢,隨時間增強。 10. 要有擊殺敵人的Highlight,每次結束遊戲時,都會重播戰勝隊伍的擊殺重播,而且不能中斷,強迫大家看完順便聊聊天,讓大家會更好戰。 11. 要有像LOL戰積網一樣的官方分析網站,減少民間需求,資料站要完整要多國語言,不要像LOL那麼廢,都沒寫好。 12. 不要跟LOL還有DOTA那麼像,我們的賣點不同。 LOL:常常會有技能是按下去過下一次普攻發動,無消耗角或是消耗能量的角色,敵方技能提示明顯,能集氣的招通常都能最後再改方向。 14. 战斗音乐? > [name=Liam Huang] > 因為大家都喜歡聽自己的音樂 > 其實音效比音樂重要多了 > 但還是有人聽音樂的 > 看資本夠不夠吧 音樂也很貴 15. 使用DPDK來加速Server [這是一個Intel的封包加速框架,詳細請點我](https://hackmd.io/s/VkLOJg6Ix) 10g 的線不能用 cat 6 的要用 10GbE CX4 http://www.genb2b.com/prohtml/d9c/d95add41.html?000700110005 16. 可以加入跳躍的互動 像是跳躍閃招之類的 17. 臉部追蹤 https://unreal.facefx.com/ 新舊版爭議部份方向 === 因為要整合11.2b & 16.3b2 會有些爭議的部份下面說明 1. 把所有無視魔免的魔法傷害都拔掉 2. 所有%數傷害都拔掉改成固定真傷或固定魔傷物傷 3. 成長傷害拔掉,回復法師前中期超強後期相對弱勢的感覺 4. 使用11.2b舊版抗魔 5. 設定目標遊戲時間約為40分~60分, --- 接下來要畫人物的有限狀態機,請去載 [Graphviz](http://www.graphviz.org/) 來編 假設你的程式碼存成 fsm.dot 那指令就類似下面這行 dot -o fsm.png -Tpng -Gdpi=500 fsm.dot 要中文的話要先存UTF-8格式 微軟正黑體:Microsoft JhengHei 標楷體:DFKai-SB 細明體:MingLiU 新細明體:PMingLiU 黑体:SimHei 宋体:SimSun 新宋体:NSimSun 仿宋:FangSong 楷体:KaiTi 仿宋_GB2312:FangSong_GB2312 楷体_GB2312:KaiTi_GB2312 要在每個graph加這兩行 node [fontname="Microsoft JhengHei"]; edge [fontname="Microsoft JhengHei"]; 這行可以變橫的 graph [rankdir="LR"]; 有方向的 digraph 無向就 graph digraph G { node [fontname="Microsoft JhengHei"]; edge [fontname="Microsoft JhengHei"]; "站立" -> "移動" [label="reset"]; "移動" -> "攻擊" [label="右鍵"]; "攻擊" -> "站立" [label="0"]; } 模擬器用 http://sandbox.kidstrythisathome.com/erdos/ 模擬器有中文 http://mdaines.github.io/viz.js/ 編輯器用 http://vincenthee.github.io/DotEditor/ 好用~ --- 會需要下面的圖是因為 目前實作發現人物狀態有點多 ## 人物狀態 感謝hackmd的作者連夜趕工 加入graphviz dot圖功能 ```graphviz digraph G { fontname="Microsoft JhengHei"; splines="true"; edge [fontname="Microsoft JhengHei"]; node [fontname="Microsoft JhengHei"]; graph [rankdir="LR"]; "站立" -> "移動"; "站立" -> "變身"; "移動" -> "回復站立" [label="停止/移動到目的地"]; "變身" -> "回復站立"; subgraph cluster_1 { color="brown1"; style="filled"; fillcolor="bisque"; label="有準備動作"; edge [fontname="Microsoft JhengHei"]; node [fontname="Microsoft JhengHei", style=filled]; "準備攻擊" -> "攻擊前搖" [label="要攻擊了"]; "攻擊前搖" -> "攻擊後搖" [label="攻擊"]; "準備施法" -> "施法等待" [label="要放招了"]; "施法等待" -> "施法前搖" [label="要放招了"]; "施法前搖" -> "施法後搖" [label="放招"]; "集氣" -> "施法等待" [label="放招"]; } "站立" -> "準備攻擊" [label="移動到可攻擊距離"]; "站立" -> "準備施法" [label="移動到可施法距離"]; "站立" -> "集氣" [label="接受指令:集氣"]; "攻擊後搖" -> "回復站立"; "集氣" -> "回復站立" [label="集氣失敗"]; "施法後搖" -> "回復站立"; "暈炫" -> "回復站立" [label="時間到"]; "被擊倒" -> "回復站立" [label="時間到"]; "被控制" -> "回復站立" [label="時間到"]; } ``` ```graphviz digraph G { fontname="Microsoft JhengHei"; splines="true"; edge [fontname="Microsoft JhengHei"]; node [fontname="Microsoft JhengHei"]; graph [rankdir="LR"]; subgraph cluster_0 { color=lightgrey; style=filled; label="技能"; edge [comment="Wildcard node added automatic in EG."]; node [color=white, style=filled]; "開始連結技能" -> "開始施展技能" [label="技能等候時間"]; "開始施展技能" -> "技能生效點" [label="技能扣魔、開始CD"]; "技能生效點" -> "技能結束點"; } "移動" -> "開始連結技能" [label="進入射程範圍"]; "技能結束點" -> "重新待機"; subgraph cluster_1 { color=blue; label="攻擊"; edge [comment="Wildcard node added automatic in EG."]; node [style=filled]; "等待攻擊冷卻" -> "開始攻擊"; "開始攻擊" -> "攻擊生效點"; "攻擊生效點" -> "攻擊結束點" [label="攻擊開始冷卻"]; } "移動" -> "等待攻擊冷卻" [label="進入射程範圍"]; "開始連結技能" -> "例外狀態"; "等待攻擊冷卻" -> "例外狀態"; "待機" -> "移動" [label="接到有目標的命令"]; "攻擊結束點" -> "重新待機"; "例外狀態" -> "移動" [label="目標離開射程"]; "例外狀態" -> "重新待機" [label="失去目標"]; "任何狀態" -> "移動" [label="被暈眩/暫停"]; "攻擊生效點" -> "例外狀態" [label="目標離開攻擊緩衝距離"]; "待機" [shape=Rect]; "重新待機" [shape=Rect]; "任何狀態" [shape=hexagon]; "移動" [shape=hexagon, fontsize="20"]; "例外狀態" [style="filled", fontsize="15", fillcolor="LightPink", color="azure4", shape="tripleoctagon", penwidth="2.0"]; } ``` 可以學unity每一個狀態轉移做成一個函數 --- ### 站立 ```flow st=>start: 開始 e=>end: 結束 op1=>operation: 站立 op2=>operation: 倒下 cond1=>condition: 活著嗎? st->op1->cond1 op2->e cond1(yes, right)->op1 cond1(no)->op2 ``` ### 指定攻擊目標 如果該英雄不能移動,敵人又在攻擊範圍外的話, 那狀態會一直卡在向敵人靠近的無限迴圈, 因為無法靠近。 ```flow st=>start: 開始 e=>end: 結束 op0=>operation: 停止當前單位行動 op1=>operation: 玩家指定攻擊目標 op2=>operation: 往敵人靠近 op3=>operation: 攻擊敵人1下 cond1=>condition: 每一個frame檢查敵人 是否在攻擊範圍內? cond2=>condition: 敵人是否死亡 cond3=>condition: 單位目前能否攻擊 st->op0->cond3 op1(right)->cond1 op3(right)->cond2 op2->cond2 cond1(yes)->op3 cond1(no)->op2 cond2(yes)->e cond2(no)->cond1 cond3(yes)->op1 ``` ### 施放瞬發技能 ```flow st=>start: 開始 e=>end: 結束 op0=>operation: 停止當前單位行動 op1=>operation: 玩家指定技能 op2=>operation: 施放法術 st->op1->op2 ``` ### 施放範圍指定技能 ```flow st=>start: 開始 e=>end: 結束 op0=>operation: 停止當前單位行動 op1=>operation: 玩家指定攻擊範圍與技能 op2=>operation: 往目標靠近 op3=>operation: 施放法術 cond1=>condition: 每一個frame檢查目標 是否在施法範圍內? st->op1(right)->cond1 op2(right)->cond1 op3(right)->e cond1(yes)->op3 cond1(no)->op2 ``` ### 施放英雄指定技能 ```flow st=>start: 開始 e=>end: 結束 op0=>operation: 停止當前單位行動 op1=>operation: 玩家指定攻擊目標與技能 op2=>operation: 往目標靠近 op3=>operation: 施放法術 cond1=>condition: 每一個frame檢查目標 是否在施法範圍內? st->op1(right)->cond1 op2(right)->cond1 op3(right)->e cond1(yes)->op3 cond1(no)->op2 ``` #### 移動 ```flow st=>start: 開始 e=>end: 結束 op0=>operation: 停止當前單位行動 op1=>operation: 往目標靠近 cond1=>condition: 每一個frame檢查目標 是否夠接近目的地? cond2=>condition: 是否無法到達目標 st->op0(right)->cond1 op1(right)->cond2 cond1(yes)->e cond1(no)->op1 cond2(yes)->e cond2(no)->cond1 ``` #### 撿東西/丟東西 ```flow st=>start: 開始 e=>end: 結束 op0=>operation: 停止當前單位行動 op1=>operation: 玩家指定位置 與動作 op2=>operation: 往目標靠近 op3=>operation: 撿起來/丟出來 cond1=>condition: 每一個frame檢查目標 是否在範圍內? st->op1(right)->cond1 op2(right)->cond1 op3(right)->e cond1(yes)->op3 cond1(no)->op2 ``` #### 被擊退/被擊飛/被暈/被控制 #### 被抓技定住 #### 移動攻擊 ### 更新想做的事 ```flow st=>start: 開始 e=>end: 結束 op0=>operation: 進入此狀態的有限狀態機來做事 op1=>operation: 站立不動 op2=>operation: 拿出下一個狀態 cond1=>condition: 查看當前動作是否做完? cond2=>condition: 檢查動作駐列是否為空? cond3=>condition: 動作駐列最上層動作是 否為當前動作 cond4=>condition: 動作駐列是否有動作 st->cond4 op2(right)->op0 cond4(yes)->cond3 cond4(no)->op1 cond3(yes)->cond1 cond3(no)->op2 cond1(yes)->cond2 cond1(no)->op0 cond2(yes)->op1 cond2(no)->op2 ``` ### 技能提示 - 無準備動作的瞬發技 - 會被檔下的指向技(可以設定遇到幾個幾人後被檔下) - 不會被檔下的指向技 - 範圍技 - 針對英雄的指定技 - 針對非英雄的指定技 - 通用的指定技 參考架構 ![](http://i.imgur.com/2cWoDZb.png) [參考人設](https://hackmd.io/s/4JlKGnJRDl)

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    Syntax Example Reference
    # Header Header 基本排版
    - Unordered List
    • Unordered List
    1. Ordered List
    1. Ordered List
    - [ ] Todo List
    • Todo List
    > Blockquote
    Blockquote
    **Bold font** Bold font
    *Italics font* Italics font
    ~~Strikethrough~~ Strikethrough
    19^th^ 19th
    H~2~O H2O
    ++Inserted text++ Inserted text
    ==Marked text== Marked text
    [link text](https:// "title") Link
    ![image alt](https:// "title") Image
    `Code` Code 在筆記中貼入程式碼
    ```javascript
    var i = 0;
    ```
    var i = 0;
    :smile: :smile: Emoji list
    {%youtube youtube_id %} Externals
    $L^aT_eX$ LaTeX
    :::info
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    :::

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