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    # 談解謎遊戲:《地城謎蹤》的謎題與遊戲設計 ###### tags: `2021TGDF` 2021 TGDF 台北遊戲開發者論壇 [共筆筆記索引](/HksczuLpu) [官網連結](https://2021.tgdf.tw/speakers/13) [簡報](https://drive.google.com/file/d/1HvD2hvOHS5Gjw6_hk-bv_yax4vApCnkS/view) 講者:余明軒 # 講者介紹 - Nekolyst 貓觸媒 工作室 - 作品: 1121, 地城謎蹤 # 大綱 - 謎題與遊戲 - 地城謎蹤 - 簡介, 設計, ... - 總結 # 謎題與遊戲 - 定義: [請見wiki](https://www.wikiwand.com/en/Puzzle) - 遊戲中的謎題:(?) - 含有解謎要素的遊戲:很多啦自己看! - 解謎要素越多的,通常越跳框架 # 地城謎蹤簡介 - 結合倉庫番 + 技能的解謎遊戲 - 裝備會影響技能 - 打倒所有怪物抵達出口 # 開始設計之前 - 遊戲類型: 2D Puzzle - 商業模式: Steam 賣斷 - 關卡制 # 核心玩法發想與迭代 - 目的:創造主要賣點、創造獨特性 - 預想:對於下個階段是否會帶來影響(也就是量產關卡) ## 核心玩法發想迭代循環 - 發想修改 - 模擬測試 - 感受預想 ## 專案實際情況 - 靈感來源: qop, 寶可夢冰窟滑冰 - -> 結合倉庫番與滑冰 列出遊戲機制要點 - 核心機制:角色有 狀態 + 行為 - 切換裝備 - 一次使用一種技能 - 角色只能直線移動到底 - 怪獸不會移動 - ... # 量產 ## 開始之前 - 目的:展現核心玩法的各種可能 - 預想:考慮下階段(教學引導),類似莖與葉子 - 本專案直接將教學融合謎題設計 - 如果出了問題,要回到上階段(核心玩法發想迭代) ## 循環 類似發想迭代 - 設計修改 - 測試遊玩 - 感受體驗 ## 專案實際情況 謎題設計要點 - 新機制的教學 - 誘導 - 測試玩家所學 - 變化、混和 - 活用新發現 - 弓箭+盾 -> 創造停止點 - 填補難度陡峭 - 量產 - 推進劇情 - 取得其他謎題的線索 - ... > 「一個好的點子不只解決一個問題,而是可以同時解決多個問題」 - 宮本茂 ## 專案曾經回到上一步過 - 修改前:裝備會保留 - 會抑制特殊玩法、量產不易 - 修改後:裝備不保留 - 雖然帶入感較差、但較容易量產 ## 展示組合 多一個機制可以多很多可能性。 # 階段:教學與引導 ## 定義 教學:學習機制與玩法 引導:關卡之間的編排或順序 ## 開始之前 目的: - 教學:學會操作與機制 - 引導 教學或引導的設計出問題時,可能需要回到上個階段 (謎題的設計與量產) 進行處理,因為它是教學與引導設計的莖 ## 循環 類似 - 設計修改 - 測試遊玩 - 觀察回饋 ## 專案實際情況 列出設計要點 - 教學:讓玩家勇於嘗試、減少文字用量 - 引導:讓玩家逐漸進步 實作 - 第一關:以動態文字提示介紹遊戲操作 - 第二關:告訴玩家可能有死局(透過陷阱誘導) ### 教學要點 - 讓玩家自己觀察 - 讓玩家瞭解陷阱機制 -> 把陷阱放在裝備索取路線上 - 讓玩家瞭解盾牌 -> 單一路線,並觀察使用後的結果 ### 教學要點 - 讓玩家勇於嘗試 - 無次數限制的 Undo 功能,每次嘗試或是誤操作之後都能回溯 - 無須重頭開始,關卡簡單化、縮小行動範圍、不要失去焦點 - 讓玩家知道弓箭可以在憲警創造停止點 -> 縮小玩家的可用嘗試與選項 - 加強死局,利用怪物控制角色停止 -> 誘導玩家打倒 - 搭配Undo,繼續進行嘗試 ### 教學要點 - 增加玩家印象 - 讓玩家知道並非所有裝備都需要 -> 誘導玩家檢起所有裝備行程死局 - 弓箭與地上裝備搭配可以床造停止點 -> (?) ### 引導 - 讓玩家逐漸進步 對關卡順序做適當的排序 , 肆立適合的難度曲線 。 - 線性關卡 - 簡單、但自由度低 - 一旦卡關就無法進行遊戲 - 非線性關卡 - 設計較困難 - 更有彈性 ### 非線性關卡的學習曲線 設計要點 - 規劃節點區域路線 - 節點形成的「區塊」可以規劃為不同機制的教學 - ... ## 其他設計(提升手感) - 裝備手動切換 - 若輸入方向沒有物件會空揮 - 改成自動切換裝備 - 若輸入方向沒有物件會換成鞋子、自動變成移動 - 「跳躍緩衝」 - 落地前按下跳躍就能在落地後跳躍 - 輸入緩衝 -> 下一幀執行動作 # 測試與修改 為什麼要做測試 - 教學對玩家的效果 - 難度曲線是否合理 - 設計上有無缺陷 - 其它的問題?收穫? ## 測試時發現的問題 - 玩家沒有依照指示操作 -> 強迫玩家操作,封鎖其他輸入 # 總結 ## 三大開發階段 - 核心玩法發想與迭代 -> 謎題設計與量產 -> 教學與引導設計 ![](https://i.imgur.com/3COMqVw.png) ## 測試才能驗證的東西 最好每個階段都做測試。驗證想法跟設計 舉例:教學設計 - 玩家有沒有看懂(資訊傳達) - 有沒有記住(是否有印象並理解) - 是否理解目的 - 是否有思考才能解開謎題(讓謎題有價值、避免亂點就開) - 舉例:鑰匙和鎖的順序,先看到鎖再拿到鑰匙會比較好 - 測試是很重要的! ##### tags: `2021TGDF` `台北遊戲開發者論壇` `共筆筆記`

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