暗黑破坏神3死亡机制公布
在讨论死后会怎样之前让我们先看看在设计死亡机制时我们要避免什么。
我们尽可能想分开在城镇与在外出任务、冒险、地下城时人物的情况。离开安全的城镇不应该是一个轻易的决定。我们不想把城镇设计成一个你为了躲避危险、不安而想回就回的地方。这是为了使得在野外冒险更加不同,更加刺激。
同样的我们也不想将玩家从行动中拽出来。玩家每次死亡就被拽回城大大地破坏了任务的完整性,这是不好玩,没意思,也是没必要的。
所以,综上所述我们发现一个check point (路标?)系统工作的很好。整个冒险过程里,总的来说在地下城的每一层的结尾你的角色都会被存储到一个存储点里。你死的时候你会回到上一个存储点,复活时有一点血,其他的会慢慢回复。显然这是个很友善的系统。另外现在考虑死亡惩罚还太早。
不管怎样,不管未来会有什么死亡惩罚,现在的死亡机制工作的很好。
总算翻译完了,水平有限,但大概意思能懂。
Re: I'm dead, and what now? | 9/29/2008 8:51:03 PM GMTDT
Before I get in to what we are doing let me go over some things we want to avoid with a death mechanic.
We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don't want to remove the sense of suspense and danger by making town something you're always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.
On that same note we also don't want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.
So, with these things in mind we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each "floor" of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.
Regardless, potential penalties aside, this is the death mechanic we're currently using and it's working really well so far.
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