Minecraft RPG的設計:NPC的任務與對話
通常在進行製作Minecraft RPG地圖的時候,一些處於中立的NPC將會是你必然考慮的要素之一,然而,Minecraft之中儘管有著Villager等中立互動角色,也可以透過Freeze mob方式做出怪物作為中立單位,更甚還能利用各種伺服插件與模組(例如spigot有...
Minecraft RPG的設計:怪物的難度與戰鬥要素的權衡
台灣許多玩家在設計RPG要素的地圖時,時常會犯下幾個明顯的錯誤:怪物血量過高、傷害力過強、怪物關卡設計單調,千遍一律的強化怪物→殺死怪物等等。通常,做一張RPG地圖時若不考慮到怪物的置放,往往都有不錯的設計;然而一旦牽扯上怪物的強度和關卡,往往會流於越來越強的怪物,以及越來...
MC文章翻譯:Castle Canyon
原文:https://minecraft.net/zh-hant/article/castle-canyon 作者:Tom Stone 日期:2017/07/25 有時候我懷疑我在Minecraft裡看過的城堡建築已經比我看過實際的方塊還要多了。我曾看過中古城堡、紅石城堡、...
Minecraft RPG的設計:淺談怪物的產生方式
我們在設計一張Minecraft RPG地圖時,幾乎不免的都要去面對一個基本的問題:怪物要怎麼產生? 基於現今多樣化的遊戲設計,我們可旁摩許多遊戲內對於怪物的產生機制是如何設計的: 一、常見的MMORPG:WOW、GW2...
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