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A game is a problem-solving activity, approached with a playful attitude.

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战斗系统玩法切片验证 / Combat System Gameplay Slice Verification

介绍/Introduction

项目解禁,记录一下POC阶段开发的战斗系统玩法切片验证,在最小化实验性资产制作的前提下,打造可玩的战斗系统原型,复用了paragon的免费资产来节约时间和成本。演示中展示了基于状态机的混合过度更加自然的基础移动系统、匕首跃迁系统、怪物战斗AI、连击与目押系统、精准空间闪避系统、怪物攀爬系统等战斗系统的主要组成部分,防御和弹反系统同样在设计方案中,但还未进行原型实现。我在开发过程中负责战斗系统设计及文档、AI敌人设计与实现,同时另一位专门负责程序开发的小伙伴负责搭建整个demo的技术框架和各系统功能的初步实现,我对其产出进行测试验收并在实现效果上加以调整优化,如怪物攀爬系统的攀爬点位和飞跃曲线的调优等,具体演示视频和详细文档如下:

The combat system gamplay slice verification developed in the POC phase of the project aims to create a playable combat system prototype on the premise of minimizing the production of experimental assets, reusing paragon’s free assets to save time and cost. The demo shows the main components of the combat system including more naturally blended state machine-based character navigation system, dagger transition system, monster combat AI, combo system with input timing variation mechanism, precision spatial dodge system, monster climbing system and so on. Defense and blocking systems are also in the design scheme, but the prototype has not yet been implemented. In the process of development, I was responsible for the combat system design and documentation, AI enemy design and implementation, while another dedicated programmer was responsible for building the technical framework of the entire demo and the preliminary implementation of each system function. I also involved in verify the output along with adjust and optimize the implementation detail, such as the climbing position of the monster climbing system and the optimization of the leap curve. The specific demonstration video and detailed documents are as follows Check the demo video and detailed design documents as below:

演示视频/Demo Video

如果下方的嵌入式视频无法加载,请前往YoutubeBiliBili 查看。
If the video widget doesn’t load, please check it on Youtube or BiliBili.

设计文档/Design Documentation

各系统设计文档草案如下,请右键在新窗口内打开以缩放查看 / Detailed design docs are as below, please right click the image to open in new tab for zoom in/out check:

战斗系统大纲/Combat System Overview:

战斗系统大纲

连击与目押系统/Combo System with Input Timing Variation:

连击与目押系统

匕首跃迁/Dagger Transition System:

匕首跃迁

怪物攀附系统/Enemy Climbing System:

攀附系统

闪避系统/Accurate Spatial Dodge System:

闪避系统

怪物AI行为方案/Enemy AI Scheme:

怪物AI行为方案

玩家行为与战斗系统核心玩法/Player Combat Interaction and Gameplay Loop:

玩家行为与战斗系统核心玩法

命中与受击判定系统/Hitting System:

命中与受击判定系统

攻击反馈方案/Player Hitting Feedback:

攻击反馈方案